Files
474ffe50ef [MIRROR] Flattens The Floor Plane (Camera Update Too) (#28632)
* Flattens The Floor Plane (Camera Update Too) (#84350)

## 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.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)

## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)

## 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
/🆑

* Flattens The Floor Plane (Camera Update Too)

* modular things

* Update fluff.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 18:39:17 +05:30

205 lines
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/obj/machinery/computer/terminal/museum
name = "exhibit info terminal"
desc = "A relatively low-tech info board. Not as low-tech as an actual sign though. Appears to be quite old."
upperinfo = "Nanotrasen Museum Exhibit Info"
icon_state = "plaque"
icon_screen = "plaque_screen"
icon_keyboard = null
/obj/effect/replica_spawner //description and name are intact, better to make a new fluff object for stuff that is not actually ingame as an object
name = "replica creator"
desc = "This creates a fluff object that looks exactly like the input, but like obviously a replica. Do not for the love of god use with stuff that has Initialize side effects."
icon = 'icons/hud/screen_gen.dmi'
icon_state = "x2"
invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
anchored = TRUE
density = TRUE
opacity = FALSE
var/replica_path = /obj/structure/fluff
var/target_path
var/obvious_replica = TRUE
/obj/effect/replica_spawner/Initialize(mapload)
. = ..()
if(isnull(target_path))
return INITIALIZE_HINT_QDEL //no use to make a replica of null
var/atom/appearance_object = new target_path
var/atom/new_replica = new replica_path(loc)
new_replica.icon = appearance_object.icon
new_replica.icon_state = appearance_object.icon_state
new_replica.copy_overlays(appearance_object.appearance, cut_old = TRUE)
new_replica.density = appearance_object.density //for like nondense showers and stuff
new_replica.name = "[appearance_object.name][obvious_replica ? " replica" : ""]"
new_replica.desc = "[appearance_object.desc][obvious_replica ? " ..except this one is a replica.": ""]"
new_replica.pixel_y = pixel_y
new_replica.pixel_x = pixel_x
qdel(appearance_object)
qdel(src)
return INITIALIZE_HINT_QDEL
/obj/structure/fluff/dnamod
name = "DNA Modifier"
desc = "DNA Manipulator replica. Essentially just a box of cool lights."
icon = 'icons/obj/service/hydroponics/equipment.dmi'
icon_state = "dnamod"
density = TRUE
/obj/structure/fluff/preserved_borer
name = "preserved borer exhibit"
desc = "A preserved cortical borer. Probably been there long enough to not last long outside the exhibit."
icon = 'icons/obj/structures.dmi'
icon_state = "preservedborer"
density = TRUE
/obj/structure/fluff/balloon_nuke
name = "nuclear balloon explosive"
desc = "You probably shouldn't stick around to see if this is inflated."
icon = /obj/machinery/nuclearbomb::icon
icon_state = /obj/machinery/nuclearbomb::icon_state
density = TRUE
max_integrity = 5 //one tap
/obj/structure/fluff/balloon_nuke/atom_destruction()
playsound(loc, 'sound/effects/cartoon_pop.ogg', 75, vary = TRUE)
..()
/obj/structure/fluff/fake_camera
name = /obj/machinery/camera::name
desc = /obj/machinery/camera::desc
icon = /obj/machinery/camera::icon
icon_state = /obj/machinery/camera::icon_state
/obj/structure/fluff/fake_scrubber
name = /obj/machinery/atmospherics/components/unary/vent_scrubber::name
desc = /obj/machinery/atmospherics/components/unary/vent_scrubber::desc
icon = /obj/machinery/atmospherics/components/unary/vent_scrubber::icon
layer = /obj/machinery/atmospherics/components/unary/vent_scrubber::layer
plane = /obj/machinery/atmospherics/components/unary/vent_scrubber::plane
icon_state = "scrub_on"
/obj/structure/fluff/fake_vent
name = /obj/machinery/atmospherics/components/unary/vent_pump::name
desc = /obj/machinery/atmospherics/components/unary/vent_pump::desc
icon = /obj/machinery/atmospherics/components/unary/vent_pump::icon
layer = /obj/machinery/atmospherics/components/unary/vent_pump::layer
plane = /obj/machinery/atmospherics/components/unary/vent_pump::plane
icon_state = "vent_out"
/turf/open/mirage
icon = 'icons/turf/floors.dmi'
icon_state = "mirage"
invisibility = INVISIBILITY_ABSTRACT
/// target turf x and y are offsets from our location instead of a direct coordinate
var/offset = TRUE
/// tile range that we show, 2 means that the target tile and two tiles ahead of it in our direction will show
var/range
var/target_turf_x = 0
var/target_turf_y = 0
/// if not specified, uses our Z
var/target_turf_z
/turf/open/mirage/Initialize(mapload)
. = ..()
if(isnull(range))
range = world.view
var/used_z = target_turf_z || z //if target z is not defined, use ours
var/turf/target = locate(offset ? target_turf_x + x : target_turf_x, offset ? target_turf_y + y : target_turf_y, used_z)
AddElement(/datum/element/mirage_border, target, dir, range)
/obj/effect/mapping_helpers/ztrait_injector/museum
traits_to_add = list(ZTRAIT_NOPARALLAX = TRUE, ZTRAIT_NOXRAY = TRUE, ZTRAIT_NOPHASE = TRUE, ZTRAIT_BASETURF = /turf/open/indestructible/plating, ZTRAIT_SECRET = TRUE)
/obj/effect/smooths_with_walls
name = "effect that smooths with walls"
desc = "to supplement /turf/open/mirage."
icon = 'icons/hud/screen_gen.dmi'
icon_state = "x2"
invisibility = INVISIBILITY_ABSTRACT
anchored = TRUE
density = TRUE
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
/obj/item/paper/fluff/museum/noend
name = "scrambled note"
default_raw_text = {"this place,
<br>god whose idea was to build a museum in the void in the middle of god knows where there is no reason we should have done this
<br>and those mannequins why do they stare back where the fuck did you get these from
<br>how would we even get visitors here
<br>sometimes i can catch them moving
<br>
<br>we should have never come here"}
/obj/item/paper/fluff/museum/chefs_ultimatum
name = "old note"
default_raw_text = {"I messed it up big times.
<br>I broke the button and now I'm stuck.
<br>Anyway, I don't have the key on me. I flushed it down.
<br>Hell knows where it's now, shit's like all linked together here."}
/obj/item/paper/fluff/museum/numbers_on_walls
name = "reprimanding note"
default_raw_text = "Please refraim from writing the pass all over the place. I know you've the memory of a goldfish, but, like, just put it on a piece of paper, no?"
/obj/effect/mob_spawn/corpse/human/skeleton/museum_chef
name = "Dead Museum Cafeteria Chef"
mob_name = "Nameless Chef"
outfit = /datum/outfit/museum_chef
/datum/outfit/museum_chef
name = "Dead Museum Cafeteria Chef"
uniform = /obj/item/clothing/under/color/green
suit = /obj/item/clothing/suit/toggle/chef
head = /obj/item/clothing/head/utility/chefhat
shoes = /obj/item/clothing/shoes/laceup
mask = /obj/item/clothing/mask/fakemoustache/italian
/obj/machinery/vending/hotdog/museum
onstation_override = TRUE
/obj/machinery/vending/hotdog/museum/screwdriver_act(mob/living/user, obj/item/attack_item)
return NONE
/obj/machinery/vending/hotdog/museum/crowbar_act(mob/living/user, obj/item/attack_item)
return NONE
#define CAFE_KEYCARD_TOILETS "museum_cafe_key_toilets"
///Do not place these beyond the cafeteria shutters, or you might lock people out of reaching it.
/obj/structure/toilet/museum
/obj/structure/toilet/museum/Initialize(mapload)
. = ..()
if(mapload)
SSqueuelinks.add_to_queue(src, CAFE_KEYCARD_TOILETS)
/obj/item/keycard/cafeteria
name = "museum cafeteria keycard"
color = COLOR_OLIVE
puzzle_id = "museum_cafeteria"
desc = "The key to the cafeteria, as the name implies."
/obj/item/keycard/cafeteria/Initialize(mapload)
. = ..()
if(mapload)
SSqueuelinks.add_to_queue(src, CAFE_KEYCARD_TOILETS)
return INITIALIZE_HINT_LATELOAD
/obj/item/keycard/cafeteria/LateInitialize()
if(SSqueuelinks.queues[CAFE_KEYCARD_TOILETS])
SSqueuelinks.pop_link(CAFE_KEYCARD_TOILETS)
/obj/item/keycard/cafeteria/MatchedLinks(id, partners)
if(id != CAFE_KEYCARD_TOILETS)
return ..()
var/obj/structure/toilet/destination = pick(partners)
forceMove(destination)
destination.w_items += w_class
destination.contents += src
#undef CAFE_KEYCARD_TOILETS