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## About The Pull Request FOV as it is currently implemented is incompatible* with wallening. I'm doin wallening, so we gotta redo things here. The issue is the masking of mobs. Wallening relies on sidemap (layering based off physical position), which only works on things on the same plane (because planes are basically sheets we render down onto) So rather then masking mobs, let's reuse the masking idea from old fov, and use it to cut out a bit of the game render plane, and blur/over-saturate the bit that's masked out. My hope is this makes things visible in light, but not as much in darkness, alongside making more vivid shit more easily seen (just like real life) Here's some videos, what follows after is the commits I care about (since I had to rip a bunch of planes to nothing, so the files changed tab might be a bit of a mess) Oh also I had to remove the darkness pref since the darkness is doing a lot of the heavy lifting now. I'm sorry. Edit: NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a better future. https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609 https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8 ## Commits I Care About [Implements something like fov, but without the planes as layers hell](a604c7b1c8) Rather then masking out mobs standing behind us, we use a combo color matrix and blur filter to make the stuff covered by fov harder to see. We achive this by splitting the game plane into two, masking both by fov (one normally and one inversely), and then applying effects to one of the two. I want to make the fov fullscreens more gradient, but as an effect this is a good start [Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material walls (init cost comes here)](2548933739) @Mothblocks see this. comment in commit explains further but uh, we need to draw material walls to the light mask plane so things actually can be seen on them, but we can't do that and also have them be big, so they get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can kill it with wallening. [Moves SEETHROUGH_PLANE above ABOVE_GAME_PLANE](beec4c00e0) I don't think it actually wants to draw here @Time-Green I think this was you so pinging for opinion [Resprites FOV masks to be clean (and more consistent)](f02ad13696) [f02ad13](f02ad13696) This is 100% donglesplonge's work, he's spent a week or so going back and forth with me sharpening these to a mirror shine, real chill ## Why It's Good For The Game Walls are closing in ## Changelog 🆑 LemonInTheDark, Donglesplonge image: Redoes fov "mask" sprites. They're clean, have a very pleasant dithering effect, and look real fuckin good! del: Changed FOV, it no longer hides mobs, instead it blurs the hidden area, and makes it a bit darker/oversaturated /🆑 ###### * It's technically possible if we start using render targets to create 2 sets of sources but that's insane and we aren't doing it
308 lines
9.3 KiB
Plaintext
308 lines
9.3 KiB
Plaintext
/**
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* # Fluff structure
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*
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* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
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*/
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/obj/structure/fluff
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name = "fluff structure"
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desc = "Fluffier than a sheep. This shouldn't exist."
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "minibar"
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anchored = TRUE
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density = FALSE
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opacity = FALSE
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///If true, the structure can be deconstructed into a metal sheet with a wrench.
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var/deconstructible = TRUE
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/obj/structure/fluff/attackby(obj/item/I, mob/living/user, params)
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if(I.tool_behaviour == TOOL_WRENCH && deconstructible)
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user.visible_message(span_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]..."))
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I.play_tool_sound(src)
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if(I.use_tool(src, user, 50))
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user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
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playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
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new/obj/item/stack/sheet/iron(drop_location())
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qdel(src)
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return
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..()
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/**
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* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
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*/
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/obj/structure/fluff/empty_terrarium
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name = "empty terrarium"
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desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
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icon = 'icons/obj/mining_zones/spawners.dmi'
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icon_state = "terrarium_open"
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density = TRUE
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/**
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* Empty sleepers are created by a good few ghost roles in lavaland.
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*/
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/obj/structure/fluff/empty_sleeper
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name = "empty sleeper"
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desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper-open"
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/obj/structure/fluff/empty_sleeper/nanotrasen
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name = "broken hypersleep chamber"
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desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
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There are exposed bolts for easy disassembly using a wrench."
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icon_state = "sleeper-o"
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/obj/structure/fluff/empty_sleeper/syndicate
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icon_state = "sleeper_s-open"
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/**
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* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
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*/
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/obj/structure/fluff/empty_cryostasis_sleeper
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name = "empty cryostasis sleeper"
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desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
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icon = 'icons/obj/mining_zones/spawners.dmi'
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icon_state = "cryostasis_sleeper_open"
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/**
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* Ash drake status spawn on either side of the necropolis gate in lavaland.
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*/
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/obj/structure/fluff/drake_statue
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name = "drake statue"
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desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
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icon = 'icons/effects/64x64.dmi'
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icon_state = "drake_statue"
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pixel_x = -16
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maptext_height = 64
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maptext_width = 64
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density = TRUE
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deconstructible = FALSE
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layer = EDGED_TURF_LAYER
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/**
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* A variety of statue in disrepair; parts are broken off and a gemstone is missing
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*/
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/obj/structure/fluff/drake_statue/falling
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desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
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icon_state = "drake_statue_falling"
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/obj/structure/fluff/bus
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name = "bus"
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desc = "GO TO SCHOOL. READ A BOOK."
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icon = 'icons/obj/fluff/bus.dmi'
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icon_state = null
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density = TRUE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/bus/dense
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name = "bus"
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icon_state = "backwall"
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/obj/structure/fluff/bus/passable
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name = "bus"
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icon_state = "frontwalltop"
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density = FALSE
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layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
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plane = ABOVE_GAME_PLANE
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/obj/structure/fluff/bus/passable/seat
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name = "seat"
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desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
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icon_state = "backseat"
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pixel_y = 17
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layer = OBJ_LAYER
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plane = GAME_PLANE
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/obj/structure/fluff/bus/passable/seat/driver
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name = "driver's seat"
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desc = "Space Jesus is my copilot."
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icon_state = "driverseat"
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/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
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playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
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. = ..()
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/obj/structure/fluff/paper
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name = "dense lining of papers"
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desc = "A lining of paper scattered across the bottom of a wall."
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "paper"
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deconstructible = FALSE
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/obj/structure/fluff/paper/corner
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icon_state = "papercorner"
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/obj/structure/fluff/paper/stack
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name = "dense stack of papers"
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desc = "A stack of various papers, childish scribbles scattered across each page."
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icon_state = "paperstack"
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/obj/structure/fluff/divine
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name = "Miracle"
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icon = 'icons/obj/service/hand_of_god_structures.dmi'
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icon_state = "error"
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anchored = TRUE
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density = TRUE
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/obj/structure/fluff/divine/nexus
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name = "nexus"
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desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
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icon_state = "nexus"
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/obj/structure/fluff/divine/conduit
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name = "conduit"
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desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
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icon_state = "conduit"
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/obj/structure/fluff/divine/convertaltar
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name = "conversion altar"
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desc = "An altar dedicated to a deity."
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icon_state = "convertaltar"
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density = FALSE
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can_buckle = 1
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/obj/structure/fluff/divine/powerpylon
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name = "power pylon"
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desc = "A pylon which increases the deity's rate it can influence the world."
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icon_state = "powerpylon"
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can_buckle = 1
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/obj/structure/fluff/divine/defensepylon
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name = "defense pylon"
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desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
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icon_state = "defensepylon"
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/obj/structure/fluff/divine/shrine
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name = "shrine"
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desc = "A shrine dedicated to a deity."
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icon_state = "shrine"
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/obj/structure/fluff/fokoff_sign
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name = "crude sign"
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desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "fokof"
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/obj/structure/fluff/big_chain
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name = "giant chain"
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desc = "A towering link of chains leading up to the ceiling."
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icon = 'icons/effects/32x96.dmi'
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icon_state = "chain"
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anchored = TRUE
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density = TRUE
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deconstructible = FALSE
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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/obj/structure/fluff/beach_towel
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name = "beach towel"
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desc = "A towel decorated in various beach-themed designs."
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icon = 'icons/obj/railings.dmi'
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icon_state = "railing"
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density = FALSE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_umbrella
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name = "beach umbrella"
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desc = "A fancy umbrella designed to keep the sun off beach-goers."
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "brella"
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density = FALSE
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anchored = TRUE
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deconstructible = FALSE
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/obj/structure/fluff/beach_umbrella/security
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icon_state = "hos_brella"
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/obj/structure/fluff/beach_umbrella/science
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icon_state = "rd_brella"
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/obj/structure/fluff/beach_umbrella/engine
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icon_state = "ce_brella"
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/obj/structure/fluff/beach_umbrella/cap
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icon_state = "cap_brella"
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/obj/structure/fluff/beach_umbrella/syndi
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icon_state = "syndi_brella"
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/obj/structure/fluff/clockwork
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name = "Clockwork Fluff"
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "error"
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deconstructible = FALSE
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/obj/structure/fluff/clockwork/alloy_shards
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name = "replicant alloy shards"
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desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
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icon_state = "alloy_shards"
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/obj/structure/fluff/clockwork/alloy_shards/small
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icon_state = "shard_small1"
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/obj/structure/fluff/clockwork/alloy_shards/medium
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icon_state = "shard_medium1"
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/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
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icon_state = "gear_bit1"
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/obj/structure/fluff/clockwork/alloy_shards/large
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icon_state = "shard_large1"
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/obj/structure/fluff/clockwork/blind_eye
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name = "blind eye"
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desc = "A heavy brass eye, its red iris fallen dark."
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icon_state = "blind_eye"
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/obj/structure/fluff/clockwork/fallen_armor
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name = "fallen armor"
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desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
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icon_state = "fallen_armor"
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/obj/structure/fluff/clockwork/clockgolem_remains
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name = "clockwork golem scrap"
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desc = "A pile of scrap metal. It seems damaged beyond repair."
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icon_state = "clockgolem_dead"
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/obj/structure/fluff/tram_rail
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name = "tram rail"
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desc = "Great for trams, not so great for skating."
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icon = 'icons/obj/tram/tram_rails.dmi'
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icon_state = "rail"
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layer = TRAM_RAIL_LAYER
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plane = FLOOR_PLANE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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deconstructible = FALSE
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/obj/structure/fluff/tram_rail/floor
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name = "tram rail protective cover"
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icon_state = "rail_floor"
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/obj/structure/fluff/tram_rail/end
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icon_state = "railend"
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/obj/structure/fluff/tram_rail/electric
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desc = "Great for trams, not so great for skating. This one is a power rail."
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/obj/structure/fluff/tram_rail/anchor
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name = "tram rail anchor"
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icon_state = "anchor"
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/obj/structure/fluff/tram_rail/electric/anchor
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name = "tram rail anchor"
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icon_state = "anchor"
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/obj/structure/fluff/tram_rail/electric/attack_hand(mob/living/user, list/modifiers)
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if(user.electrocute_act(75, src))
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do_sparks(5, TRUE, src)
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/obj/structure/fluff/broken_canister_frame
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name = "broken canister frame"
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desc = "A torn apart canister. It looks like some metal can be salvaged with a wrench."
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icon_state = "broken_canister"
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anchored = FALSE
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density = TRUE
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deconstructible = TRUE
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