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* Field of View and Blindness improvements [bounty + upstream push] * Update death.dm * almost done * Update fov_handler.dm * Face mouse when in combat mode, fix * Fixes the category for the fov admin verb. #63401 * Fixes objects with bad planes and FoV bugs #63412 * pain * there we go * face pref Co-authored-by: Azarak <azarak10@gmail.com>
97 lines
3.6 KiB
Plaintext
97 lines
3.6 KiB
Plaintext
///Atom that manages and controls multiple planes. It's an atom so we can hook into add_filter etc. Multiple controllers can control one plane.
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/atom/movable/plane_master_controller
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///List of planes in this controllers control. Initially this is a normal list, but becomes an assoc list of plane numbers as strings | plane instance
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var/list/controlled_planes = list()
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///hud that owns this controller
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var/datum/hud/owner_hud
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INITIALIZE_IMMEDIATE(/atom/movable/plane_master_controller)
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///Ensures that all the planes are correctly in the controlled_planes list.
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/atom/movable/plane_master_controller/Initialize(mapload, datum/hud/hud)
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. = ..()
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if(!istype(hud))
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return
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owner_hud = hud
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var/assoc_controlled_planes = list()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/instance = owner_hud.plane_masters["[i]"]
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if(!instance) //If we looked for a hud that isn't instanced, just keep going
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stack_trace("[i] isn't a valid plane master layer for [owner_hud.type], are you sure it exists in the first place?")
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continue
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assoc_controlled_planes["[i]"] = instance
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controlled_planes = assoc_controlled_planes
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///Full override so we can just use filterrific
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/atom/movable/plane_master_controller/add_filter(name, priority, list/params)
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. = ..()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.add_filter(name, priority, params)
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///Full override so we can just use filterrific
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/atom/movable/plane_master_controller/remove_filter(name_or_names)
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. = ..()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.remove_filter(name_or_names)
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/atom/movable/plane_master_controller/update_filters()
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. = ..()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.update_filters()
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///Gets all filters for this controllers plane masters
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/atom/movable/plane_master_controller/proc/get_filters(name)
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. = list()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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. += pm_iterator.get_filter(name)
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///Transitions all filters owned by this plane master controller
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/atom/movable/plane_master_controller/transition_filter(name, time, list/new_params, easing, loop)
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. = ..()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.transition_filter(name, time, new_params, easing, loop)
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///Full override so we can just use filterrific
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/atom/movable/plane_master_controller/add_atom_colour(coloration, colour_priority)
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. = ..()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.add_atom_colour(coloration, colour_priority)
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///Removes an instance of colour_type from the atom's atom_colours list
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/atom/movable/plane_master_controller/remove_atom_colour(colour_priority, coloration)
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. = ..()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.remove_atom_colour(colour_priority, coloration)
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///Resets the atom's color to null, and then sets it to the highest priority colour available
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/atom/movable/plane_master_controller/update_atom_colour()
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for(var/i in controlled_planes)
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var/atom/movable/screen/plane_master/pm_iterator = controlled_planes[i]
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pm_iterator.update_atom_colour()
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/atom/movable/plane_master_controller/game
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name = PLANE_MASTERS_GAME
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controlled_planes = list(
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FLOOR_PLANE,
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GAME_PLANE,
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GAME_PLANE_FOV_HIDDEN,
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ABOVE_GAME_PLANE,
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MASSIVE_OBJ_PLANE,
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GHOST_PLANE,
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POINT_PLANE,
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LIGHTING_PLANE,
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)
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