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Bubberstation/code/datums/elements/footstep.dm
Azarak 680ca7d3b9 Field of View and Blindness improvements [bounty + upstream push] (#63312)
About The Pull Request

I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.

The fov cone shadow density can be adjusted

Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.

This PR was brought to you by Skyrat paying me aswell as rotational mathematics


Why It's Good For The Game

Oranges approves so it's good.
Changelog

cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
2021-12-14 15:52:52 +13:00

167 lines
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Plaintext

#define SHOULD_DISABLE_FOOTSTEPS(source) ((SSlag_switch.measures[DISABLE_FOOTSTEPS] && !(HAS_TRAIT(source, TRAIT_BYPASS_MEASURES))) || HAS_TRAIT(source, TRAIT_SILENT_FOOTSTEPS))
///Footstep element. Plays footsteps at parents location when it is appropriate.
/datum/element/footstep
element_flags = ELEMENT_DETACH|ELEMENT_BESPOKE
id_arg_index = 2
///A list containing living mobs and the number of steps they have taken since the last time their footsteps were played.
var/list/steps_for_living = list()
///volume determines the extra volume of the footstep. This is multiplied by the base volume, should there be one.
var/volume
///e_range stands for extra range - aka how far the sound can be heard. This is added to the base value and ignored if there isn't a base value.
var/e_range
///footstep_type is a define which determines what kind of sounds should get chosen.
var/footstep_type
///This can be a list OR a soundfile OR null. Determines whatever sound gets played.
var/footstep_sounds
///Whether or not to add variation to the sounds played
var/sound_vary = FALSE
/datum/element/footstep/Attach(datum/target, footstep_type = FOOTSTEP_MOB_BAREFOOT, volume = 0.5, e_range = -8, sound_vary = FALSE)
. = ..()
if(!ismovable(target))
return ELEMENT_INCOMPATIBLE
src.volume = volume
src.e_range = e_range
src.footstep_type = footstep_type
src.sound_vary = sound_vary
switch(footstep_type)
if(FOOTSTEP_MOB_HUMAN)
if(!ishuman(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/play_humanstep)
steps_for_living[target] = 0
return
if(FOOTSTEP_MOB_CLAW)
footstep_sounds = GLOB.clawfootstep
if(FOOTSTEP_MOB_BAREFOOT)
footstep_sounds = GLOB.barefootstep
if(FOOTSTEP_MOB_HEAVY)
footstep_sounds = GLOB.heavyfootstep
if(FOOTSTEP_MOB_SHOE)
footstep_sounds = GLOB.footstep
if(FOOTSTEP_MOB_SLIME)
footstep_sounds = 'sound/effects/footstep/slime1.ogg'
if(FOOTSTEP_OBJ_MACHINE)
footstep_sounds = 'sound/effects/bang.ogg'
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/play_simplestep_machine)
return
if(FOOTSTEP_OBJ_ROBOT)
footstep_sounds = 'sound/effects/tank_treads.ogg'
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/play_simplestep_machine)
return
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/play_simplestep)
steps_for_living[target] = 0
/datum/element/footstep/Detach(atom/movable/source)
UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
steps_for_living -= source
return ..()
///Prepares a footstep for living mobs. Determines if it should get played. Returns the turf it should get played on. Note that it is always a /turf/open
/datum/element/footstep/proc/prepare_step(mob/living/source)
var/turf/open/turf = get_turf(source)
if(!istype(turf))
return
if(!turf.footstep || source.buckled || source.throwing || source.movement_type & (VENTCRAWLING | FLYING) || HAS_TRAIT(source, TRAIT_IMMOBILIZED))
return
if(source.body_position == LYING_DOWN) //play crawling sound if we're lying
playsound(turf, 'sound/effects/footstep/crawl1.ogg', 15 * volume, falloff_distance = 1, vary = sound_vary)
return
if(iscarbon(source))
var/mob/living/carbon/carbon_source = source
if(!carbon_source.get_bodypart(BODY_ZONE_L_LEG) && !carbon_source.get_bodypart(BODY_ZONE_R_LEG))
return
if(carbon_source.m_intent == MOVE_INTENT_WALK)
return// stealth
steps_for_living[source] += 1
var/steps = steps_for_living[source]
if(steps >= 6)
steps_for_living[source] = 0
steps = 0
if(steps % 2)
return
if(steps != 0 && !source.has_gravity(turf)) // don't need to step as often when you hop around
return
return turf
/datum/element/footstep/proc/play_simplestep(mob/living/source)
SIGNAL_HANDLER
if (SHOULD_DISABLE_FOOTSTEPS(source))
return
var/turf/open/source_loc = prepare_step(source)
if(!source_loc)
return
if(isfile(footstep_sounds) || istext(footstep_sounds))
playsound(source_loc, footstep_sounds, volume, falloff_distance = 1, vary = sound_vary)
return
var/turf_footstep
switch(footstep_type)
if(FOOTSTEP_MOB_CLAW)
turf_footstep = source_loc.clawfootstep
if(FOOTSTEP_MOB_BAREFOOT)
turf_footstep = source_loc.barefootstep
if(FOOTSTEP_MOB_HEAVY)
turf_footstep = source_loc.heavyfootstep
if(FOOTSTEP_MOB_SHOE)
turf_footstep = source_loc.footstep
if(!turf_footstep)
return
playsound(source_loc, pick(footstep_sounds[turf_footstep][1]), footstep_sounds[turf_footstep][2] * volume, TRUE, footstep_sounds[turf_footstep][3] + e_range, falloff_distance = 1, vary = sound_vary)
/datum/element/footstep/proc/play_humanstep(mob/living/carbon/human/source, atom/oldloc, direction)
SIGNAL_HANDLER
if (SHOULD_DISABLE_FOOTSTEPS(source))
return
var/volume_multiplier = 1
var/range_adjustment = 0
if(HAS_TRAIT(source, TRAIT_LIGHT_STEP))
volume_multiplier = 0.6
range_adjustment = -2
var/turf/open/source_loc = prepare_step(source)
if(!source_loc)
return
play_fov_effect(source, 5, "footstep", direction, ignore_self = TRUE)
if ((source.wear_suit?.body_parts_covered | source.w_uniform?.body_parts_covered | source.shoes?.body_parts_covered) & FEET)
// we are wearing shoes
playsound(source_loc, pick(GLOB.footstep[source_loc.footstep][1]),
GLOB.footstep[source_loc.footstep][2] * volume * volume_multiplier,
TRUE,
GLOB.footstep[source_loc.footstep][3] + e_range + range_adjustment, falloff_distance = 1, vary = sound_vary)
else
if(source.dna.species.special_step_sounds)
playsound(source_loc, pick(source.dna.species.special_step_sounds), 50, TRUE, falloff_distance = 1, vary = sound_vary)
else
playsound(source_loc, pick(GLOB.barefootstep[source_loc.barefootstep][1]),
GLOB.barefootstep[source_loc.barefootstep][2] * volume * volume_multiplier,
TRUE,
GLOB.barefootstep[source_loc.barefootstep][3] + e_range + range_adjustment, falloff_distance = 1, vary = sound_vary)
///Prepares a footstep for machine walking
/datum/element/footstep/proc/play_simplestep_machine(atom/movable/source)
SIGNAL_HANDLER
if (SHOULD_DISABLE_FOOTSTEPS(source))
return
var/turf/open/source_loc = get_turf(source)
if(!istype(source_loc))
return
playsound(source_loc, footstep_sounds, 50, falloff_distance = 1, vary = sound_vary)
#undef SHOULD_DISABLE_FOOTSTEPS