Files
Bubberstation/code/controllers/subsystem/minor_mapping.dm
GoldenAlpharex 5db421281c Undertile Element Logic Refactor, or Catwalks Aren't Affected by Ambient Occlusion Anymore (#71555)
## About The Pull Request
It was bugging me how catwalks would just be stuck rendering on the game
plane in order to be above the pipes and all the other underfloor
objects, because it meant that they stood out due to being affected by
ambient occlusion.

So I decided to change that, and the best change I could come up with,
was to refactor the logic of `/datum/element/undertile` in order to
actually allow us to do exactly what we wanted by having three different
states of underfloor visibility, which in turn allowed me to slap
everything that wasn't accessible on the floor plane rather than
whatever plane they were on, effectively making it so catwalk tiles
wouldn't need to be on the game plane anymore. :)

Also fixes https://github.com/tgstation/tgstation/issues/63590 while I'm
at it :)

## Why It's Good For The Game
Seeing ambient occlusion on catwalks make them stand out in a jarring
way, now that won't be the case anymore!

Now, instead, you get something like this, which _absolutely_ looks like
it fits in!

![image](https://user-images.githubusercontent.com/58045821/204106823-95b77a6b-b9c1-4494-b2f8-3b586c42428c.png)


## Changelog

🆑 GoldenAlpharex
refactor: Refactored the way the undertile component works, to allow it
to have a bit more granularity as to when it's meant to be covered, but
still visible, like for catwalks!
fix: Catwalks no longer are affected by ambient occlusion, and now
properly feel like actual floor tiles.
/🆑
2022-11-30 14:02:54 -08:00

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#define PROB_MOUSE_SPAWN 98
SUBSYSTEM_DEF(minor_mapping)
name = "Minor Mapping"
init_order = INIT_ORDER_MINOR_MAPPING
flags = SS_NO_FIRE
/datum/controller/subsystem/minor_mapping/Initialize()
#ifdef UNIT_TESTS // This whole subsystem just introduces a lot of odd confounding variables into unit test situations, so let's just not bother with doing an initialize here.
return SS_INIT_NO_NEED
#endif // the mice are easily the bigger problem, but let's just avoid anything that could cause some bullshit.
trigger_migration(CONFIG_GET(number/mice_roundstart))
place_satchels()
return SS_INIT_SUCCESS
/datum/controller/subsystem/minor_mapping/proc/trigger_migration(num_mice=10)
var/list/exposed_wires = find_exposed_wires()
var/mob/living/basic/mouse/mouse
var/turf/open/proposed_turf
while((num_mice > 0) && exposed_wires.len)
proposed_turf = pick_n_take(exposed_wires)
if(!istype(proposed_turf))
continue
if(prob(PROB_MOUSE_SPAWN))
if(!mouse)
mouse = new(proposed_turf)
else
mouse.forceMove(proposed_turf)
else
mouse = new /mob/living/simple_animal/hostile/regalrat/controlled(proposed_turf)
if(proposed_turf.air.has_gas(/datum/gas/oxygen, 5))
num_mice -= 1
mouse = null
/datum/controller/subsystem/minor_mapping/proc/place_satchels(amount=10)
var/list/turfs = find_satchel_suitable_turfs()
while(turfs.len && amount > 0)
var/turf/T = pick_n_take(turfs)
var/obj/item/storage/backpack/satchel/flat/F = new(T)
SEND_SIGNAL(F, COMSIG_OBJ_HIDE, T.underfloor_accessibility)
amount--
/proc/find_exposed_wires()
var/list/exposed_wires = list()
var/list/all_turfs
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
all_turfs += block(locate(1,1,z), locate(world.maxx,world.maxy,z))
for(var/turf/open/floor/plating/T in all_turfs)
if(T.is_blocked_turf())
continue
if(locate(/obj/structure/cable) in T)
exposed_wires += T
return shuffle(exposed_wires)
/proc/find_satchel_suitable_turfs()
var/list/suitable = list()
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION))
for(var/turf/detected_turf as anything in block(locate(1,1,z), locate(world.maxx,world.maxy,z)))
if(isfloorturf(detected_turf) && detected_turf.underfloor_accessibility == UNDERFLOOR_HIDDEN)
suitable += detected_turf
return shuffle(suitable)
#undef PROB_MOUSE_SPAWN