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Bubberstation/code/__DEFINES/spatial_gridmap.dm
Useroth cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00

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///each cell in a spatial_grid is this many turfs in length and width
#define SPATIAL_GRID_CELLSIZE 17
#define SPATIAL_GRID_CELLS_PER_SIDE(world_bounds) ROUND_UP((world_bounds) / SPATIAL_GRID_CELLSIZE)
#define SPATIAL_GRID_CHANNELS 2
//grid contents channels
///everything that is hearing sensitive is stored in this channel
#define SPATIAL_GRID_CONTENTS_TYPE_HEARING RECURSIVE_CONTENTS_HEARING_SENSITIVE
///every movable that has a client in it is stored in this channel
#define SPATIAL_GRID_CONTENTS_TYPE_CLIENTS RECURSIVE_CONTENTS_CLIENT_MOBS
///whether movable is itself or containing something which should be in one of the spatial grid channels.
#define HAS_SPATIAL_GRID_CONTENTS(movable) (movable.important_recursive_contents && (movable.important_recursive_contents[RECURSIVE_CONTENTS_HEARING_SENSITIVE] || movable.important_recursive_contents[RECURSIVE_CONTENTS_CLIENT_MOBS]))
// macros meant specifically to add/remove movables from lazy content lists in the spatial grid.
// when empty they become references to a single list in SSspatial_grid and when filled they become their own list
// this is to save memory without making them lazylists as that slows down iteration through them
#define GRID_CELL_ADD(cell_contents_list, movable_or_list) \
if(!length(cell_contents_list)) { \
cell_contents_list = list(); \
cell_contents_list += movable_or_list; \
} else { \
cell_contents_list += movable_or_list; \
};
#define GRID_CELL_SET(cell_contents_list, movable_or_list) \
if(!length(cell_contents_list)) { \
cell_contents_list = list(); \
cell_contents_list += movable_or_list; \
} else { \
cell_contents_list |= movable_or_list; \
};
//dont use these outside of SSspatial_grid's scope use the procs it has for this purpose
#define GRID_CELL_REMOVE(cell_contents_list, movable_or_list) \
cell_contents_list -= movable_or_list; \
if(!length(cell_contents_list)) {\
cell_contents_list = dummy_list; \
};