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## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑
281 lines
11 KiB
Plaintext
281 lines
11 KiB
Plaintext
/// List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space)
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/// The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1
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/// They are created at transparent turf request, and deleted when no turfs remain
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GLOBAL_LIST_EMPTY(pillars_by_z)
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#define Z_PILLAR_RADIUS 20
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// Takes a position, transforms it into a z pillar key
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#define Z_PILLAR_TRANSFORM(pos) (ROUND_UP(pos / Z_PILLAR_RADIUS))
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// Takes a z pillar key, hands back the actual posiiton it represents
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// A key of 1 becomes 1, a key of 2 becomes Z_PILLAR_RADIUS + 1, etc.
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#define Z_KEY_TO_POSITION(key) (((key - 1) * Z_PILLAR_RADIUS) + 1)
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/// Returns a z pillar to insert turfs into
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/proc/request_z_pillar(x, y, z)
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var/list/pillars_by_z = GLOB.pillars_by_z
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if(length(pillars_by_z) < z)
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pillars_by_z.len = z
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var/list/our_z = pillars_by_z[z]
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if(!our_z)
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our_z = list()
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pillars_by_z[z] = our_z
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//Now that we've got the z layer sorted, we're gonna check the X line
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var/x_key = Z_PILLAR_TRANSFORM(x)
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if(length(our_z) < x_key)
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our_z.len = x_key
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var/list/our_x = our_z[x_key]
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if(!our_x)
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our_x = list()
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our_z[x_key] = our_x
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//And now the y layer
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var/y_key = Z_PILLAR_TRANSFORM(y)
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if(length(our_x) < y_key)
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our_x.len = y_key
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var/datum/z_pillar/our_lad = our_x[y_key]
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if(!our_lad)
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our_lad = new(x_key, y_key, z)
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our_x[y_key] = our_lad
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return our_lad
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/// Exists to be placed on the turf of walls and such to hold the vis_contents of the tile below
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/// Otherwise the lower turf might get shifted around, which is dumb. do this instead.
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/obj/effect/abstract/z_holder
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var/datum/z_pillar/pillar
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var/turf/show_for
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appearance_flags = PIXEL_SCALE
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plane = HUD_PLANE
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anchored = TRUE
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move_resist = INFINITY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/z_holder/Destroy()
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if(pillar)
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pillar.drawing_object -= show_for
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pillar = null
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show_for = null
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return ..()
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/obj/effect/abstract/z_holder/proc/display(turf/display, datum/z_pillar/behalf_of)
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if(pillar)
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CRASH("We attempted to use a z holder to display when it was already in use, what'd you do")
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pillar = behalf_of
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show_for = display
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vis_contents += display
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behalf_of.drawing_object[display] = src
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/// Grouping datum that manages transparency for a block of space
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/// Setup to ease debugging, and to make add/remove operations cheaper
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/datum/z_pillar
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var/x_pos
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var/y_pos
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var/z_pos
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/// Assoc list in the form displayed turf -> list of sources
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var/list/turf_sources = list()
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/// Assoc list of turfs using z holders in the form displayed turf -> z holder
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var/list/drawing_object = list()
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/datum/z_pillar/New(x_pos, y_pos, z_pos)
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. = ..()
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src.x_pos = x_pos
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src.y_pos = y_pos
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src.z_pos = z_pos
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/datum/z_pillar/Destroy()
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GLOB.pillars_by_z[z_pos][x_pos][y_pos] = null
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// Just to be totally clear, this is code that exists to
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// A: make sure cleanup is actually possible for this datum, just in case someone goes insane
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// B: allow for easier debugging and making sure everything behaves as expected when fully removed
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// It is not meant to be relied on, please don't actually it's not very fast
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for(var/turf/displaying in turf_sources)
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for(var/turf/displaying_for in turf_sources[displaying])
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hide_turf(displaying, displaying_for)
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return ..()
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/// Displays a turf from the z level below us on our level
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/datum/z_pillar/proc/display_turf(turf/to_display, turf/source)
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var/list/sources = turf_sources[to_display]
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if(sources) // If we aren't the first to request this turf, return
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sources |= source
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var/obj/effect/abstract/z_holder/holding = drawing_object[to_display]
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if(!holding)
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return
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var/turf/visual_target = GET_TURF_ABOVE(to_display)
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/// Basically, if we used to be under a non transparent turf, but are no longer in that position
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/// Then we add to the transparent turf we're now under, and nuke the old object
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if(!istransparentturf(visual_target))
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return
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holding.vis_contents -= to_display
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qdel(holding)
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drawing_object -= to_display
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visual_target.vis_contents += to_display
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return
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// Otherwise, we need to create a new set of sources. let's do that yeah?
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sources = list()
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turf_sources[to_display] = sources
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sources |= source
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var/turf/visual_target = GET_TURF_ABOVE(to_display)
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if(istransparentturf(visual_target) || isopenspaceturf(visual_target))
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visual_target.vis_contents += to_display
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else
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var/obj/effect/abstract/z_holder/hold_this = new(visual_target)
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hold_this.display(to_display, src)
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/// Hides an existing turf from our vis_contents, or the vis_contents of the source if applicable
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/datum/z_pillar/proc/hide_turf(turf/to_hide, turf/source)
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var/list/sources = turf_sources[to_hide]
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if(!sources)
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return
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sources -= source
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// More sources remain
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if(length(sources))
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return
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turf_sources -= to_hide
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var/obj/effect/abstract/z_holder/holding = drawing_object[to_hide]
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if(holding)
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qdel(holding)
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else
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var/turf/visual_target = GET_TURF_ABOVE(to_hide)
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visual_target.vis_contents -= to_hide
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if(!length(turf_sources) && !QDELETED(src))
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qdel(src)
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/// Called when a transparent turf is cleared. We wait a tick, then check to see what
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/// Kind of turf replaced our former holder, and resetup our visuals as desired
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/// We do not need to do this for non transparent holders, because they will have their abstract object cleared
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/// When a transparent holder comes back.
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/datum/z_pillar/proc/parent_cleared(turf/visual, turf/current_holder)
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addtimer(CALLBACK(src, PROC_REF(refresh_orphan), visual, current_holder))
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/// Runs the actual refresh of some formerly orphaned via vis_loc deletiong turf
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/// We'll only reup if we either have no souece, or if the source is a transparent turf
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/datum/z_pillar/proc/refresh_orphan(turf/orphan, turf/parent)
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var/list/sources = turf_sources[orphan]
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if(!length(sources))
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return
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var/obj/effect/abstract/z_holder/holding = drawing_object[orphan]
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if(holding)
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return
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if(istransparentturf(parent) || isopenspaceturf(parent))
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parent.vis_contents += orphan
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else
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var/obj/effect/abstract/z_holder/hold_this = new(parent)
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hold_this.display(orphan, src)
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/datum/element/turf_z_transparency
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element_flags = ELEMENT_DETACH_ON_HOST_DESTROY
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///This proc sets up the signals to handle updating viscontents when turfs above/below update. Handle plane and layer here too so that they don't cover other obs/turfs in Dream Maker
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/datum/element/turf_z_transparency/Attach(datum/target, mapload)
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. = ..()
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if(!isturf(target))
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return ELEMENT_INCOMPATIBLE
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var/turf/our_turf = target
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RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, PROC_REF(on_multiz_turf_del))
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RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, PROC_REF(on_multiz_turf_new))
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ADD_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
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if(!mapload)
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update_multi_z(our_turf)
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/datum/element/turf_z_transparency/Detach(datum/source)
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. = ..()
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var/turf/our_turf = source
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clear_multiz(our_turf)
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UnregisterSignal(our_turf, list(COMSIG_TURF_MULTIZ_NEW, COMSIG_TURF_MULTIZ_DEL))
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REMOVE_TRAIT(our_turf, TURF_Z_TRANSPARENT_TRAIT, ELEMENT_TRAIT(type))
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///Updates the viscontents or underlays below this tile.
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/datum/element/turf_z_transparency/proc/update_multi_z(turf/our_turf)
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var/turf/below_turf = GET_TURF_BELOW(our_turf)
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if(below_turf) // If we actually have something below us, display it.
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for(var/turf/partner in range(1, below_turf))
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// We use our z here to ensure the pillar is actually on our level
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var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
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z_boss.display_turf(partner, our_turf)
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else
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our_turf.underlays += get_baseturf_underlay(our_turf)
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// This shit is stupid
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// z transparency is for making something SHOW WHAT'S BENEATH it, or if nothing is, show
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// the appropriate underlay
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// IT IS NOT FOR MAKING YOUR CLOSED TURF SEETHROUGH
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// these are different concerns, and should not be HANDLED TOGETHER
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// similarly, if you rip this out, rework diagonal closed turfs to work with this system
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// it will make them look significantly nicer, and should let you tie into their logic more easily
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// Just please don't break behavior yeah? thanks, I love you <3
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if(isclosedturf(our_turf)) //Show girders below closed turfs
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var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = BELOW_CLOSED_TURF_LAYER)
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girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays += girder_underlay
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var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = LOW_FLOOR_LAYER, offset_spokesman = our_turf, plane = FLOOR_PLANE)
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plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays += plating_underlay
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return TRUE
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/datum/element/turf_z_transparency/proc/clear_multiz(turf/our_turf)
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var/turf/below_turf = GET_TURF_BELOW(our_turf)
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if(below_turf) // If we actually have something below us, we need to clear ourselves from it
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for(var/turf/partner in range(1, below_turf))
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// We use our z here to ensure the pillar is actually on our level
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var/datum/z_pillar/z_boss = request_z_pillar(partner.x, partner.y, our_turf.z)
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z_boss.hide_turf(partner, our_turf)
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if(partner == below_turf)
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z_boss.parent_cleared(below_turf, our_turf)
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else
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our_turf.underlays -= get_baseturf_underlay(our_turf)
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if(isclosedturf(our_turf)) //Show girders below closed turfs
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var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', "girder", layer = BELOW_CLOSED_TURF_LAYER)
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girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays -= girder_underlay
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var/mutable_appearance/plating_underlay = mutable_appearance('icons/turf/floors.dmi', "plating", layer = LOW_FLOOR_LAYER, offset_spokesman = our_turf, plane = FLOOR_PLANE)
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plating_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
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our_turf.underlays -= plating_underlay
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/datum/element/turf_z_transparency/proc/on_multiz_turf_del(turf/our_turf, turf/below_turf, dir)
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SIGNAL_HANDLER
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if(dir != DOWN)
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return
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update_multi_z(our_turf)
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/datum/element/turf_z_transparency/proc/on_multiz_turf_new(turf/our_turf, turf/below_turf, dir)
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SIGNAL_HANDLER
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if(dir != DOWN)
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return
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update_multi_z(our_turf)
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///Called when there is no real turf below this turf
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/datum/element/turf_z_transparency/proc/get_baseturf_underlay(turf/our_turf)
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var/turf/path = SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF) || /turf/open/space
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if(!ispath(path))
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path = text2path(path)
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if(!ispath(path))
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warning("Z-level [our_turf.z] has invalid baseturf '[SSmapping.level_trait(our_turf.z, ZTRAIT_BASETURF)]'")
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path = /turf/open/space
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var/mutable_appearance/underlay_appearance = mutable_appearance(initial(path.icon), initial(path.icon_state), layer = SPACE_LAYER + 0.1, offset_spokesman = our_turf, plane = PLANE_SPACE)
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underlay_appearance.appearance_flags = RESET_ALPHA | RESET_COLOR
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return underlay_appearance
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#undef Z_PILLAR_RADIUS
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#undef Z_PILLAR_TRANSFORM
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#undef Z_KEY_TO_POSITION
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