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Citadel-Station-13-RP/code/__HELPERS/vector.dm
Zandario ed05e01a95 __HELPERS Cleaning and other things I decided to do. (#4584)
* Schizoposting

* The Crungly

* Tabbin' the JSON y'all

* Strings
2022-10-21 01:56:59 -07:00

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/**
* plot_vector is a helper datum for plotting a path in a straight line towards a target turf.
* This datum converts from world space (turf.x and turf.y) to pixel space, which the datum keeps track of itself. This
* should work with any size turfs (i.e. 32x32, 64x64) as it references world.icon_size (note: not actually tested with
* anything other than 32x32 turfs).
*
* setup()
* This should be called after creating a new instance of a plot_vector datum.
* This does the initial setup and calculations. Since we are travelling in a straight line we only need to calculate
* the vector and x/y steps once. x/y steps are capped to 1 full turf, whichever is further. If we are travelling along
* the y axis each step will be +/- 1 y, and the x movement reduced based on the angle (tangent calculation). After
* this every subsequent step will be incremented based on these calculations.
* Inputs:
* source - the turf the object is starting from
* target - the target turf the object is travelling towards
* xo - starting pixel_x offset, typically won't be needed, but included in case someone has a need for it later
* yo - same as xo, but for the y_pixel offset
*
* increment()
* Adds the offset to the current location - incrementing it by one step along the vector.
*
* return_angle()
* Returns the direction (angle in degrees) the object is travelling in.
*
* (N)
* 90<39>
* ^
* |
* (W) 180<38> <--+--> 0<> (E)
* |
* v
* -90<39>
* (S)
*
* return_hypotenuse()
* Returns the distance of travel for each step of the vector, relative to each full step of movement. 1 is a full turf
* length. Currently used as a multiplier for scaling effects that should be contiguous, like laser beams.
*
* return_location()
* Returns a vector_loc datum containing the current location data of the object (see /datum/vector_loc). This includes
* the turf it currently should be at, as well as the pixel offset from the centre of that turf. Typically increment()
* would be called before this if you are going to move an object based on it's vector data.
*/
/datum/plot_vector
var/turf/source
var/turf/target
/// Direction of travel in degrees.
var/angle = 0
/// In pixels from the left edge of the map.
var/loc_x = 0
/// In pixels from the bottom edge of the map.
var/loc_y = 0
/// loc z is in world space coordinates (i.e. z level) - we don't care about measuring pixels for this.
var/loc_z = 0
/// Distance to increment each step.
var/offset_x = 0
var/offset_y = 0
/datum/plot_vector/proc/setup(turf/S, turf/T, xo = 0, yo = 0, angle_offset=0)
source = S
target = T
if(!istype(source))
source = get_turf(source)
if(!istype(target))
target = get_turf(target)
if(!istype(source) || !istype(target))
return
// convert coordinates to pixel space (default is 32px/turf, 8160px across for a size 255 map)
loc_x = source.x * world.icon_size + xo
loc_y = source.y * world.icon_size + yo
loc_z = source.z
// calculate initial x and y difference
var/dx = target.x - source.x
var/dy = target.y - source.y
// if we aren't moving anywhere; quit now
if(dx == 0 && dy == 0)
return
// calculate the angle
angle = arctan(dx, dy) + angle_offset
// and some rounding to stop the increments jumping whole turfs - because byond favours certain angles
if(angle > -135 && angle < 45)
angle = CEILING(angle, 1)
else
angle = FLOOR(angle, 1)
// calculate the offset per increment step
if(abs(angle) in list(0, 45, 90, 135, 180)) // check if the angle is a cardinal
if(abs(angle) in list(0, 45, 135, 180)) // if so we can skip the trigonometry and set these to absolutes as
offset_x = sign(dx) // they will always be a full step in one or more directions
if(abs(angle) in list(45, 90, 135))
offset_y = sign(dy)
else if(abs(dy) > abs(dx))
offset_x = COT(abs(angle)) // otherwise set the offsets
offset_y = sign(dy)
else
offset_x = sign(dx)
offset_y = tan(angle)
if(dx < 0)
offset_y = -offset_y
// multiply the offset by the turf pixel size
offset_x *= world.icon_size
offset_y *= world.icon_size
/datum/plot_vector/proc/increment()
loc_x += offset_x
loc_y += offset_y
/datum/plot_vector/proc/return_angle()
return angle
/datum/plot_vector/proc/return_hypotenuse()
return sqrt(((offset_x / 32) ** 2) + ((offset_y / 32) ** 2))
/datum/plot_vector/proc/return_location(datum/vector_loc/data)
if(!data)
data = new()
data.loc = locate(round(loc_x / world.icon_size, 1), round(loc_y / world.icon_size, 1), loc_z)
if(!data.loc)
return
data.pixel_x = loc_x - (data.loc.x * world.icon_size)
data.pixel_y = loc_y - (data.loc.y * world.icon_size)
return data
/**
* vector_loc is a helper datum for returning precise location data from plot_vector. It includes the turf the object is in
* as well as the pixel offsets.
*
* return_turf()
* Returns the turf the object should be currently located in.
*/
/datum/vector_loc
var/turf/loc
var/pixel_x
var/pixel_y
/datum/vector_loc/proc/return_turf()
return loc