Whitespace Standardization [MDB IGNORE] (#15748)

* Update settings

* Whitespace changes

* Comment out merger hooks in gitattributes

Corrupt maps would have to be resolved in repo before hooks could be updated

* Revert "Whitespace changes"

This reverts commit afbdd1d844.

* Whitespace again minus example

* Gitignore example changelog

* Restore changelog merge setting

* Keep older dmi hook attribute until hooks can be updated

* update vscode settings too

* Renormalize remaining

* Revert "Gitignore example changelog"

This reverts commit de22ad375d.

* Attempt to normalize example.yml (and another file I guess)

* Try again
This commit is contained in:
Drathek
2024-02-20 11:28:51 +01:00
committed by GitHub
parent 3b61f677b3
commit 7c8bb85de3
1175 changed files with 818171 additions and 818145 deletions
+44 -44
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@@ -1,44 +1,44 @@
// CAMERA NET
//
// The datum containing all the chunks.
/datum/visualnet/camera
// The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Destroy().
var/list/cameras = list()
var/cameras_unsorted = 1
chunk_type = /datum/chunk/camera
/datum/visualnet/camera/proc/process_sort()
if(cameras_unsorted)
cameras = dd_sortedObjectList(cameras)
cameras_unsorted = 0
// Removes a camera from a chunk.
/datum/visualnet/camera/proc/removeCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 0)
// Add a camera to a chunk.
/datum/visualnet/camera/proc/addCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 1)
// Used for Cyborg cameras. Since portable cameras can be in ANY chunk.
/datum/visualnet/camera/proc/updatePortableCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 1)
//else
// majorChunkChange(c, 0)
/datum/visualnet/camera/onMajorChunkChange(atom/c, var/choice, var/datum/chunk/camera/chunk)
// Only add actual cameras to the list of cameras
if(istype(c, /obj/machinery/camera))
if(choice == 0)
// Remove the camera.
chunk.cameras -= c
else if(choice == 1)
// You can't have the same camera in the list twice.
chunk.cameras |= c
// CAMERA NET
//
// The datum containing all the chunks.
/datum/visualnet/camera
// The cameras on the map, no matter if they work or not. Updated in obj/machinery/camera.dm by New() and Destroy().
var/list/cameras = list()
var/cameras_unsorted = 1
chunk_type = /datum/chunk/camera
/datum/visualnet/camera/proc/process_sort()
if(cameras_unsorted)
cameras = dd_sortedObjectList(cameras)
cameras_unsorted = 0
// Removes a camera from a chunk.
/datum/visualnet/camera/proc/removeCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 0)
// Add a camera to a chunk.
/datum/visualnet/camera/proc/addCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 1)
// Used for Cyborg cameras. Since portable cameras can be in ANY chunk.
/datum/visualnet/camera/proc/updatePortableCamera(obj/machinery/camera/c)
if(c.can_use())
majorChunkChange(c, 1)
//else
// majorChunkChange(c, 0)
/datum/visualnet/camera/onMajorChunkChange(atom/c, var/choice, var/datum/chunk/camera/chunk)
// Only add actual cameras to the list of cameras
if(istype(c, /obj/machinery/camera))
if(choice == 0)
// Remove the camera.
chunk.cameras -= c
else if(choice == 1)
// You can't have the same camera in the list twice.
chunk.cameras |= c
+48 -48
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@@ -1,48 +1,48 @@
// CAMERA CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/chunk/camera
var/list/cameras = list()
/datum/chunk/camera/acquireVisibleTurfs(var/list/visible)
for(var/obj/machinery/camera/c as anything in cameras)
if(!istype(c))
cameras -= c
continue
if(!c.can_use())
continue
var/turf/point = locate(src.x + 8, src.y + 8, src.z)
if(get_dist(point, c) > 24)
cameras -= c
for(var/turf/t in c.can_see())
visible[t] = t
for(var/mob/living/silicon/ai/AI in living_mob_list)
for(var/turf/t in AI.seen_camera_turfs())
visible[t] = t
// Create a new camera chunk, since the chunks are made as they are needed.
/datum/chunk/camera/New(loc, x, y, z)
for(var/obj/machinery/camera/c in range(16, locate(x + 8, y + 8, z)))
if(c.can_use())
cameras += c
..()
/mob/living/silicon/proc/provides_camera_vision()
return 0
/mob/living/silicon/ai/provides_camera_vision()
return stat != DEAD
/mob/living/silicon/robot/provides_camera_vision()
return src.camera && src.camera.network.len && (z in using_map.contact_levels) //VOREStation Edit
/mob/living/silicon/ai/proc/seen_camera_turfs()
return seen_turfs_in_range(src, world.view)
// CAMERA CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/chunk/camera
var/list/cameras = list()
/datum/chunk/camera/acquireVisibleTurfs(var/list/visible)
for(var/obj/machinery/camera/c as anything in cameras)
if(!istype(c))
cameras -= c
continue
if(!c.can_use())
continue
var/turf/point = locate(src.x + 8, src.y + 8, src.z)
if(get_dist(point, c) > 24)
cameras -= c
for(var/turf/t in c.can_see())
visible[t] = t
for(var/mob/living/silicon/ai/AI in living_mob_list)
for(var/turf/t in AI.seen_camera_turfs())
visible[t] = t
// Create a new camera chunk, since the chunks are made as they are needed.
/datum/chunk/camera/New(loc, x, y, z)
for(var/obj/machinery/camera/c in range(16, locate(x + 8, y + 8, z)))
if(c.can_use())
cameras += c
..()
/mob/living/silicon/proc/provides_camera_vision()
return 0
/mob/living/silicon/ai/provides_camera_vision()
return stat != DEAD
/mob/living/silicon/robot/provides_camera_vision()
return src.camera && src.camera.network.len && (z in using_map.contact_levels) //VOREStation Edit
/mob/living/silicon/ai/proc/seen_camera_turfs()
return seen_turfs_in_range(src, world.view)
+115 -115
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@@ -1,115 +1,115 @@
// AI EYE
//
// A mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/observer/eye/aiEye
name = "Inactive AI Eye"
icon_state = "AI-eye"
/mob/observer/eye/aiEye/New()
..()
visualnet = cameranet
/mob/observer/eye/aiEye/Destroy()
if(owner)
var/mob/living/silicon/ai/ai = owner
ai.all_eyes -= src
owner = null
. = ..()
/mob/observer/eye/aiEye/setLoc(var/T, var/cancel_tracking = 1)
if(owner)
T = get_turf(T)
loc = T
var/mob/living/silicon/ai/ai = owner
if(cancel_tracking)
ai.ai_cancel_tracking()
if(use_static)
ai.camera_visibility(src)
if(ai.client && !ai.multicam_on)
ai.client.eye = src
if(ai.master_multicam)
ai.master_multicam.refresh_view()
if(ai.holo)
if(ai.hologram_follow)
ai.holo.move_hologram(ai)
return 1
// AI MOVEMENT
// The AI's "eye". Described on the top of the page.
/mob/living/silicon/ai
var/obj/machinery/hologram/holopad/holo = null
/mob/living/silicon/ai/proc/destroy_eyeobj(var/atom/new_eye)
if(!eyeobj) return
if(!new_eye)
new_eye = src
eyeobj.owner = null
qdel(eyeobj) // No AI, no Eye
eyeobj = null
if(client)
client.eye = new_eye
/mob/living/silicon/ai/proc/create_eyeobj(var/newloc)
if(eyeobj)
destroy_eyeobj()
if(!newloc)
newloc = src.loc
eyeobj = new /mob/observer/eye/aiEye(newloc)
all_eyes += eyeobj
eyeobj.owner = src
eyeobj.name = "[src.name] (AI Eye)" // Give it a name
if(client)
client.eye = eyeobj
SetName(src.name)
// Intiliaze the eye by assigning it's "ai" variable to us. Then set it's loc to us.
/mob/living/silicon/ai/Initialize()
. = ..()
create_eyeobj()
if(eyeobj)
eyeobj.loc = src.loc
/mob/living/silicon/ai/Destroy()
destroy_eyeobj()
return ..()
/atom/proc/move_camera_by_click()
if(istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = usr
if(AI.eyeobj && (AI.multicam_on || (AI.client.eye == AI.eyeobj)))
var/turf/T = get_turf(src)
if(T)
AI.eyeobj.setLoc(T)
/mob/living/silicon/ai/proc/view_core()
camera = null
unset_machine()
if(!src.eyeobj)
return
if(client && client.eye)
client.eye = src
for(var/datum/chunk/c in eyeobj.visibleChunks)
c.remove(eyeobj)
src.eyeobj.setLoc(src)
/mob/living/silicon/ai/proc/toggle_acceleration()
set category = "AI Settings"
set name = "Toggle Camera Acceleration"
if(!eyeobj)
return
eyeobj.acceleration = !eyeobj.acceleration
to_chat(usr, "Camera acceleration has been toggled [eyeobj.acceleration ? "on" : "off"].")
// AI EYE
//
// A mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/observer/eye/aiEye
name = "Inactive AI Eye"
icon_state = "AI-eye"
/mob/observer/eye/aiEye/New()
..()
visualnet = cameranet
/mob/observer/eye/aiEye/Destroy()
if(owner)
var/mob/living/silicon/ai/ai = owner
ai.all_eyes -= src
owner = null
. = ..()
/mob/observer/eye/aiEye/setLoc(var/T, var/cancel_tracking = 1)
if(owner)
T = get_turf(T)
loc = T
var/mob/living/silicon/ai/ai = owner
if(cancel_tracking)
ai.ai_cancel_tracking()
if(use_static)
ai.camera_visibility(src)
if(ai.client && !ai.multicam_on)
ai.client.eye = src
if(ai.master_multicam)
ai.master_multicam.refresh_view()
if(ai.holo)
if(ai.hologram_follow)
ai.holo.move_hologram(ai)
return 1
// AI MOVEMENT
// The AI's "eye". Described on the top of the page.
/mob/living/silicon/ai
var/obj/machinery/hologram/holopad/holo = null
/mob/living/silicon/ai/proc/destroy_eyeobj(var/atom/new_eye)
if(!eyeobj) return
if(!new_eye)
new_eye = src
eyeobj.owner = null
qdel(eyeobj) // No AI, no Eye
eyeobj = null
if(client)
client.eye = new_eye
/mob/living/silicon/ai/proc/create_eyeobj(var/newloc)
if(eyeobj)
destroy_eyeobj()
if(!newloc)
newloc = src.loc
eyeobj = new /mob/observer/eye/aiEye(newloc)
all_eyes += eyeobj
eyeobj.owner = src
eyeobj.name = "[src.name] (AI Eye)" // Give it a name
if(client)
client.eye = eyeobj
SetName(src.name)
// Intiliaze the eye by assigning it's "ai" variable to us. Then set it's loc to us.
/mob/living/silicon/ai/Initialize()
. = ..()
create_eyeobj()
if(eyeobj)
eyeobj.loc = src.loc
/mob/living/silicon/ai/Destroy()
destroy_eyeobj()
return ..()
/atom/proc/move_camera_by_click()
if(istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = usr
if(AI.eyeobj && (AI.multicam_on || (AI.client.eye == AI.eyeobj)))
var/turf/T = get_turf(src)
if(T)
AI.eyeobj.setLoc(T)
/mob/living/silicon/ai/proc/view_core()
camera = null
unset_machine()
if(!src.eyeobj)
return
if(client && client.eye)
client.eye = src
for(var/datum/chunk/c in eyeobj.visibleChunks)
c.remove(eyeobj)
src.eyeobj.setLoc(src)
/mob/living/silicon/ai/proc/toggle_acceleration()
set category = "AI Settings"
set name = "Toggle Camera Acceleration"
if(!eyeobj)
return
eyeobj.acceleration = !eyeobj.acceleration
to_chat(usr, "Camera acceleration has been toggled [eyeobj.acceleration ? "on" : "off"].")
+72 -72
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@@ -1,72 +1,72 @@
#define BORG_CAMERA_BUFFER 30
// ROBOT MOVEMENT
// Update the portable camera everytime the Robot moves.
// This might be laggy, comment it out if there are problems.
/mob/living/silicon/var/updating = 0
/mob/living/silicon/robot/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(!provides_camera_vision())
return
if(!updating)
updating = 1
spawn(BORG_CAMERA_BUFFER)
if(old_loc != src.loc)
cameranet.updatePortableCamera(src.camera)
updating = 0
/mob/living/silicon/ai/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(!provides_camera_vision())
return
if(!updating)
updating = 1
spawn(BORG_CAMERA_BUFFER)
if(old_loc != src.loc)
cameranet.updateVisibility(old_loc, 0)
cameranet.updateVisibility(loc, 0)
updating = 0
#undef BORG_CAMERA_BUFFER
// CAMERA
// An addition to deactivate which removes/adds the camera from the chunk list based on if it works or not.
/obj/machinery/camera/deactivate(user as mob, var/choice = 1)
..(user, choice)
if(src.can_use())
cameranet.addCamera(src)
else
src.set_light(0)
cameranet.removeCamera(src)
/obj/machinery/camera/New()
..()
//Camera must be added to global list of all cameras no matter what...
if(cameranet.cameras_unsorted || !ticker)
cameranet.cameras += src
cameranet.cameras_unsorted = 1
else
dd_insertObjectList(cameranet.cameras, src)
update_coverage(1)
/obj/machinery/camera/Destroy()
clear_all_networks()
cameranet.cameras -= src
return ..()
// Mobs
/mob/living/silicon/ai/rejuvenate()
var/was_dead = stat == DEAD
..()
if(was_dead && stat != DEAD)
// Arise!
cameranet.updateVisibility(src, 0)
/mob/living/silicon/ai/death(gibbed)
if(..())
// If true, the mob went from living to dead (assuming everyone has been overriding as they should...)
cameranet.updateVisibility(src, 0)
#define BORG_CAMERA_BUFFER 30
// ROBOT MOVEMENT
// Update the portable camera everytime the Robot moves.
// This might be laggy, comment it out if there are problems.
/mob/living/silicon/var/updating = 0
/mob/living/silicon/robot/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(!provides_camera_vision())
return
if(!updating)
updating = 1
spawn(BORG_CAMERA_BUFFER)
if(old_loc != src.loc)
cameranet.updatePortableCamera(src.camera)
updating = 0
/mob/living/silicon/ai/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(!provides_camera_vision())
return
if(!updating)
updating = 1
spawn(BORG_CAMERA_BUFFER)
if(old_loc != src.loc)
cameranet.updateVisibility(old_loc, 0)
cameranet.updateVisibility(loc, 0)
updating = 0
#undef BORG_CAMERA_BUFFER
// CAMERA
// An addition to deactivate which removes/adds the camera from the chunk list based on if it works or not.
/obj/machinery/camera/deactivate(user as mob, var/choice = 1)
..(user, choice)
if(src.can_use())
cameranet.addCamera(src)
else
src.set_light(0)
cameranet.removeCamera(src)
/obj/machinery/camera/New()
..()
//Camera must be added to global list of all cameras no matter what...
if(cameranet.cameras_unsorted || !ticker)
cameranet.cameras += src
cameranet.cameras_unsorted = 1
else
dd_insertObjectList(cameranet.cameras, src)
update_coverage(1)
/obj/machinery/camera/Destroy()
clear_all_networks()
cameranet.cameras -= src
return ..()
// Mobs
/mob/living/silicon/ai/rejuvenate()
var/was_dead = stat == DEAD
..()
if(was_dead && stat != DEAD)
// Arise!
cameranet.updateVisibility(src, 0)
/mob/living/silicon/ai/death(gibbed)
if(..())
// If true, the mob went from living to dead (assuming everyone has been overriding as they should...)
cameranet.updateVisibility(src, 0)
+149 -149
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@@ -1,149 +1,149 @@
#define UPDATE_BUFFER 25 // 2.5 seconds
// CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/obfuscation
var/icon = 'icons/effects/cameravis.dmi'
var/icon_state = "black"
/datum/chunk
var/list/obscuredTurfs = list()
var/list/visibleTurfs = list()
var/list/obscured = list()
var/list/turfs = list()
var/list/seenby = list()
var/visible = 0
var/changed = 0
var/updating = 0
var/x = 0
var/y = 0
var/z = 0
var/datum/obfuscation/obfuscation = new()
// Add an eye to the chunk, then update if changed.
/datum/chunk/proc/add(mob/observer/eye/eye, add_images = TRUE)
if(add_images)
var/client/client = eye.GetViewerClient()
if(client)
client.images += obscured
eye.visibleChunks += src
visible++
seenby += eye
if(changed && !updating)
update()
// Remove an eye from the chunk, then update if changed.
/datum/chunk/proc/remove(mob/observer/eye/eye, remove_images = TRUE)
if(remove_images)
var/client/client = eye.GetViewerClient()
if(client)
client.images -= obscured
eye.visibleChunks -= src
seenby -= eye
if(visible > 0)
visible--
// Called when a chunk has changed. I.E: A wall was deleted.
/datum/chunk/proc/visibilityChanged(turf/loc)
if(!visibleTurfs[loc])
return
hasChanged()
// Updates the chunk, makes sure that it doesn't update too much. If the chunk isn't being watched it will
// instead be flagged to update the next time an AI Eye moves near it.
/datum/chunk/proc/hasChanged(var/update_now = 0)
if(visible || update_now)
if(!updating)
updating = 1
spawn(UPDATE_BUFFER) // Batch large changes, such as many doors opening or closing at once
update()
updating = 0
else
changed = 1
// The actual updating.
/datum/chunk/proc/update()
set background = 1
var/list/newVisibleTurfs = new()
acquireVisibleTurfs(newVisibleTurfs)
// Removes turf that isn't in turfs.
newVisibleTurfs &= turfs
var/list/visAdded = newVisibleTurfs - visibleTurfs
var/list/visRemoved = visibleTurfs - newVisibleTurfs
visibleTurfs = newVisibleTurfs
obscuredTurfs = turfs - newVisibleTurfs
for(var/turf/t as anything in visAdded)
if(LAZYLEN(t.obfuscations) && t.obfuscations[obfuscation.type])
obscured -= t.obfuscations[obfuscation.type]
for(var/mob/observer/eye/m as anything in seenby)
if(!m)
continue
var/client/client = m.GetViewerClient()
if(client)
client.images -= t.obfuscations[obfuscation.type]
for(var/turf/t as anything in visRemoved)
if(obscuredTurfs[t])
LAZYINITLIST(t.obfuscations)
if(!t.obfuscations[obfuscation.type])
var/image/ob_image = image(obfuscation.icon, t, obfuscation.icon_state, OBFUSCATION_LAYER)
ob_image.plane = PLANE_FULLSCREEN
t.obfuscations[obfuscation.type] = ob_image
obscured += t.obfuscations[obfuscation.type]
for(var/mob/observer/eye/m as anything in seenby)
if(!m)
seenby -= m
continue
var/client/client = m.GetViewerClient()
if(client)
client.images += t.obfuscations[obfuscation.type]
/datum/chunk/proc/acquireVisibleTurfs(var/list/visible)
// Create a new camera chunk, since the chunks are made as they are needed.
/datum/chunk/New(loc, x, y, z)
// 0xf = 15
x &= ~0xf
y &= ~0xf
src.x = x
src.y = y
src.z = z
for(var/turf/t in range(10, locate(x + 8, y + 8, z)))
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
turfs[t] = t
acquireVisibleTurfs(visibleTurfs)
// Removes turf that isn't in turfs.
visibleTurfs &= turfs
obscuredTurfs = turfs - visibleTurfs
for(var/turf/t as anything in obscuredTurfs)
LAZYINITLIST(t.obfuscations)
if(!t.obfuscations[obfuscation.type])
var/image/ob_image = image(obfuscation.icon, t, obfuscation.icon_state, OBFUSCATION_LAYER)
ob_image.plane = PLANE_FULLSCREEN
t.obfuscations[obfuscation.type] = ob_image
obscured += t.obfuscations[obfuscation.type]
#undef UPDATE_BUFFER
#define UPDATE_BUFFER 25 // 2.5 seconds
// CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/obfuscation
var/icon = 'icons/effects/cameravis.dmi'
var/icon_state = "black"
/datum/chunk
var/list/obscuredTurfs = list()
var/list/visibleTurfs = list()
var/list/obscured = list()
var/list/turfs = list()
var/list/seenby = list()
var/visible = 0
var/changed = 0
var/updating = 0
var/x = 0
var/y = 0
var/z = 0
var/datum/obfuscation/obfuscation = new()
// Add an eye to the chunk, then update if changed.
/datum/chunk/proc/add(mob/observer/eye/eye, add_images = TRUE)
if(add_images)
var/client/client = eye.GetViewerClient()
if(client)
client.images += obscured
eye.visibleChunks += src
visible++
seenby += eye
if(changed && !updating)
update()
// Remove an eye from the chunk, then update if changed.
/datum/chunk/proc/remove(mob/observer/eye/eye, remove_images = TRUE)
if(remove_images)
var/client/client = eye.GetViewerClient()
if(client)
client.images -= obscured
eye.visibleChunks -= src
seenby -= eye
if(visible > 0)
visible--
// Called when a chunk has changed. I.E: A wall was deleted.
/datum/chunk/proc/visibilityChanged(turf/loc)
if(!visibleTurfs[loc])
return
hasChanged()
// Updates the chunk, makes sure that it doesn't update too much. If the chunk isn't being watched it will
// instead be flagged to update the next time an AI Eye moves near it.
/datum/chunk/proc/hasChanged(var/update_now = 0)
if(visible || update_now)
if(!updating)
updating = 1
spawn(UPDATE_BUFFER) // Batch large changes, such as many doors opening or closing at once
update()
updating = 0
else
changed = 1
// The actual updating.
/datum/chunk/proc/update()
set background = 1
var/list/newVisibleTurfs = new()
acquireVisibleTurfs(newVisibleTurfs)
// Removes turf that isn't in turfs.
newVisibleTurfs &= turfs
var/list/visAdded = newVisibleTurfs - visibleTurfs
var/list/visRemoved = visibleTurfs - newVisibleTurfs
visibleTurfs = newVisibleTurfs
obscuredTurfs = turfs - newVisibleTurfs
for(var/turf/t as anything in visAdded)
if(LAZYLEN(t.obfuscations) && t.obfuscations[obfuscation.type])
obscured -= t.obfuscations[obfuscation.type]
for(var/mob/observer/eye/m as anything in seenby)
if(!m)
continue
var/client/client = m.GetViewerClient()
if(client)
client.images -= t.obfuscations[obfuscation.type]
for(var/turf/t as anything in visRemoved)
if(obscuredTurfs[t])
LAZYINITLIST(t.obfuscations)
if(!t.obfuscations[obfuscation.type])
var/image/ob_image = image(obfuscation.icon, t, obfuscation.icon_state, OBFUSCATION_LAYER)
ob_image.plane = PLANE_FULLSCREEN
t.obfuscations[obfuscation.type] = ob_image
obscured += t.obfuscations[obfuscation.type]
for(var/mob/observer/eye/m as anything in seenby)
if(!m)
seenby -= m
continue
var/client/client = m.GetViewerClient()
if(client)
client.images += t.obfuscations[obfuscation.type]
/datum/chunk/proc/acquireVisibleTurfs(var/list/visible)
// Create a new camera chunk, since the chunks are made as they are needed.
/datum/chunk/New(loc, x, y, z)
// 0xf = 15
x &= ~0xf
y &= ~0xf
src.x = x
src.y = y
src.z = z
for(var/turf/t in range(10, locate(x + 8, y + 8, z)))
if(t.x >= x && t.y >= y && t.x < x + 16 && t.y < y + 16)
turfs[t] = t
acquireVisibleTurfs(visibleTurfs)
// Removes turf that isn't in turfs.
visibleTurfs &= turfs
obscuredTurfs = turfs - visibleTurfs
for(var/turf/t as anything in obscuredTurfs)
LAZYINITLIST(t.obfuscations)
if(!t.obfuscations[obfuscation.type])
var/image/ob_image = image(obfuscation.icon, t, obfuscation.icon_state, OBFUSCATION_LAYER)
ob_image.plane = PLANE_FULLSCREEN
t.obfuscations[obfuscation.type] = ob_image
obscured += t.obfuscations[obfuscation.type]
#undef UPDATE_BUFFER
+111 -111
View File
@@ -1,111 +1,111 @@
// EYE
//
// A mob that another mob controls to look around the station with.
// It streams chunks as it moves around, which will show it what the controller can and cannot see.
/mob/observer/eye
name = "Eye"
icon = 'icons/mob/eye.dmi'
icon_state = "default-eye"
alpha = 127
var/sprint = 10
var/cooldown = 0
var/acceleration = 1
var/owner_follows_eye = 0
see_in_dark = 7
status_flags = GODMODE
plane = PLANE_AI_EYE
var/mob/owner = null
var/list/visibleChunks = list()
var/ghostimage = null
var/datum/visualnet/visualnet
var/use_static = TRUE
var/static_visibility_range = 16
/mob/observer/eye/Destroy()
if(owner)
if(owner.eyeobj == src)
owner.eyeobj = null
owner = null
. = ..()
/mob/observer/eye/Move(n, direct)
if(owner == src)
return EyeMove(n, direct)
return 0
/mob/observer/eye/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
/mob/observer/eye/examinate()
set popup_menu = 0
set src = usr.contents
return 0
/mob/observer/eye/pointed()
set popup_menu = 0
set src = usr.contents
return 0
// Use this when setting the eye's location.
// It will also stream the chunk that the new loc is in.
/mob/observer/eye/proc/setLoc(var/T)
if(owner)
T = get_turf(T)
if(T != loc)
loc = T
if(owner.client)
owner.client.eye = src
if(owner_follows_eye)
visualnet.updateVisibility(owner, 0)
owner.loc = loc
visualnet.updateVisibility(owner, 0)
if(use_static)
visualnet.visibility(src, owner.client)
return 1
return 0
/mob/observer/eye/proc/getLoc()
if(owner)
if(!isturf(owner.loc) || !owner.client)
return
return loc
/mob
var/mob/observer/eye/eyeobj
/mob/proc/EyeMove(n, direct)
if(!eyeobj)
return
return eyeobj.EyeMove(n, direct)
/mob/observer/eye/proc/GetViewerClient()
if(owner)
return owner.client
return null
/mob/observer/eye/EyeMove(n, direct)
var/initial = initial(sprint)
var/max_sprint = 50
if(cooldown && cooldown < world.timeofday)
sprint = initial
for(var/i = 0; i < max(sprint, initial); i += 20)
var/turf/step = get_turf(get_step(src, direct))
if(step)
setLoc(step)
cooldown = world.timeofday + 5
if(acceleration)
sprint = min(sprint + 0.5, max_sprint)
else
sprint = initial
return 1
// EYE
//
// A mob that another mob controls to look around the station with.
// It streams chunks as it moves around, which will show it what the controller can and cannot see.
/mob/observer/eye
name = "Eye"
icon = 'icons/mob/eye.dmi'
icon_state = "default-eye"
alpha = 127
var/sprint = 10
var/cooldown = 0
var/acceleration = 1
var/owner_follows_eye = 0
see_in_dark = 7
status_flags = GODMODE
plane = PLANE_AI_EYE
var/mob/owner = null
var/list/visibleChunks = list()
var/ghostimage = null
var/datum/visualnet/visualnet
var/use_static = TRUE
var/static_visibility_range = 16
/mob/observer/eye/Destroy()
if(owner)
if(owner.eyeobj == src)
owner.eyeobj = null
owner = null
. = ..()
/mob/observer/eye/Move(n, direct)
if(owner == src)
return EyeMove(n, direct)
return 0
/mob/observer/eye/airflow_hit(atom/A)
airflow_speed = 0
airflow_dest = null
/mob/observer/eye/examinate()
set popup_menu = 0
set src = usr.contents
return 0
/mob/observer/eye/pointed()
set popup_menu = 0
set src = usr.contents
return 0
// Use this when setting the eye's location.
// It will also stream the chunk that the new loc is in.
/mob/observer/eye/proc/setLoc(var/T)
if(owner)
T = get_turf(T)
if(T != loc)
loc = T
if(owner.client)
owner.client.eye = src
if(owner_follows_eye)
visualnet.updateVisibility(owner, 0)
owner.loc = loc
visualnet.updateVisibility(owner, 0)
if(use_static)
visualnet.visibility(src, owner.client)
return 1
return 0
/mob/observer/eye/proc/getLoc()
if(owner)
if(!isturf(owner.loc) || !owner.client)
return
return loc
/mob
var/mob/observer/eye/eyeobj
/mob/proc/EyeMove(n, direct)
if(!eyeobj)
return
return eyeobj.EyeMove(n, direct)
/mob/observer/eye/proc/GetViewerClient()
if(owner)
return owner.client
return null
/mob/observer/eye/EyeMove(n, direct)
var/initial = initial(sprint)
var/max_sprint = 50
if(cooldown && cooldown < world.timeofday)
sprint = initial
for(var/i = 0; i < max(sprint, initial); i += 20)
var/turf/step = get_turf(get_step(src, direct))
if(step)
setLoc(step)
cooldown = world.timeofday + 5
if(acceleration)
sprint = min(sprint + 0.5, max_sprint)
else
sprint = initial
return 1
+7 -7
View File
@@ -1,7 +1,7 @@
/mob/observer/eye/Life()
..()
// If we lost our client, reset the list of visible chunks so they update properly on return
if(owner == src && !client)
visibleChunks.Cut()
/*else if(owner && !owner.client)
visibleChunks.Cut()*/
/mob/observer/eye/Life()
..()
// If we lost our client, reset the list of visible chunks so they update properly on return
if(owner == src && !client)
visibleChunks.Cut()
/*else if(owner && !owner.client)
visibleChunks.Cut()*/
+36 -36
View File
@@ -1,36 +1,36 @@
// CULT CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/obfuscation/cult
icon_state = "white"
/datum/chunk/cult
obfuscation = new /datum/obfuscation/cult()
/datum/chunk/cult/acquireVisibleTurfs(var/list/visible)
for(var/mob/living/L in living_mob_list)
for(var/turf/t in L.seen_cult_turfs())
visible[t] = t
/mob/living/proc/seen_cult_turfs()
return seen_turfs_in_range(src, 3)
/mob/living/carbon/human/seen_cult_turfs()
if(mind in cult.current_antagonists)
return seen_turfs_in_range(src, world.view)
return ..()
/mob/living/silicon/seen_cult_turfs()
return list()
/mob/living/simple_mob/seen_cult_turfs()
return seen_turfs_in_range(src, 1)
/mob/living/simple_mob/construct/shade/seen_cult_turfs()
return view(2, src)
/proc/seen_turfs_in_range(var/source, var/range)
var/turf/pos = get_turf(source)
return hear(range, pos)
// CULT CHUNK
//
// A 16x16 grid of the map with a list of turfs that can be seen, are visible and are dimmed.
// Allows the Eye to stream these chunks and know what it can and cannot see.
/datum/obfuscation/cult
icon_state = "white"
/datum/chunk/cult
obfuscation = new /datum/obfuscation/cult()
/datum/chunk/cult/acquireVisibleTurfs(var/list/visible)
for(var/mob/living/L in living_mob_list)
for(var/turf/t in L.seen_cult_turfs())
visible[t] = t
/mob/living/proc/seen_cult_turfs()
return seen_turfs_in_range(src, 3)
/mob/living/carbon/human/seen_cult_turfs()
if(mind in cult.current_antagonists)
return seen_turfs_in_range(src, world.view)
return ..()
/mob/living/silicon/seen_cult_turfs()
return list()
/mob/living/simple_mob/seen_cult_turfs()
return seen_turfs_in_range(src, 1)
/mob/living/simple_mob/construct/shade/seen_cult_turfs()
return view(2, src)
/proc/seen_turfs_in_range(var/source, var/range)
var/turf/pos = get_turf(source)
return hear(range, pos)
+15 -15
View File
@@ -1,15 +1,15 @@
// CULT NET
//
// The datum containing all the chunks.
/datum/visualnet/cult
chunk_type = /datum/chunk/cult
/datum/visualnet/cult/proc/provides_vision(var/mob/living/L)
return L.provides_cult_vision()
/mob/living/proc/provides_cult_vision()
return 1
/mob/living/silicon/provides_cult_vision()
return 0
// CULT NET
//
// The datum containing all the chunks.
/datum/visualnet/cult
chunk_type = /datum/chunk/cult
/datum/visualnet/cult/proc/provides_vision(var/mob/living/L)
return L.provides_cult_vision()
/mob/living/proc/provides_cult_vision()
return 1
/mob/living/silicon/provides_cult_vision()
return 0
+13 -13
View File
@@ -1,13 +1,13 @@
// MASK EYE
//
// A mob that a cultists controls to look around the station with.
// It streams chunks as it moves around, which will show it what the cultist can and cannot see.
/mob/observer/eye/maskEye
name = "Eye of Nar-Sie"
acceleration = 0
owner_follows_eye = 1
/mob/observer/eye/maskEye/New()
..()
visualnet = cultnet
// MASK EYE
//
// A mob that a cultists controls to look around the station with.
// It streams chunks as it moves around, which will show it what the cultist can and cannot see.
/mob/observer/eye/maskEye
name = "Eye of Nar-Sie"
acceleration = 0
owner_follows_eye = 1
/mob/observer/eye/maskEye/New()
..()
visualnet = cultnet
@@ -1,49 +1,49 @@
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
#define CULT_UPDATE_BUFFER 30
/mob/living/var/updating_cult_vision = 0
/mob/living/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(!cultnet.provides_vision(src))
return
if(!updating_cult_vision)
updating_cult_vision = 1
spawn(CULT_UPDATE_BUFFER)
if(old_loc != src.loc)
cultnet.updateVisibility(old_loc, 0)
cultnet.updateVisibility(loc, 0)
updating_cult_vision = 0
#undef CULT_UPDATE_BUFFER
/mob/living/New()
..()
cultnet.updateVisibility(src, 0)
/mob/living/Destroy()
cultnet.updateVisibility(src, 0)
return ..()
/mob/living/rejuvenate()
var/was_dead = stat == DEAD
..()
if(was_dead && stat != DEAD)
// Arise!
cultnet.updateVisibility(src, 0)
/mob/living/death(gibbed, deathmessage="seizes up and falls limp...")
if(..(gibbed, deathmessage))
// If true, the mob went from living to dead (assuming everyone has been overriding as they should...)
cultnet.updateVisibility(src)
/datum/antagonist/add_antagonist(var/datum/mind/player)
. = ..()
if(src == cult)
cultnet.updateVisibility(player.current, 0)
/datum/antagonist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
..()
if(src == cult)
cultnet.updateVisibility(player.current, 0)
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
#define CULT_UPDATE_BUFFER 30
/mob/living/var/updating_cult_vision = 0
/mob/living/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(!cultnet.provides_vision(src))
return
if(!updating_cult_vision)
updating_cult_vision = 1
spawn(CULT_UPDATE_BUFFER)
if(old_loc != src.loc)
cultnet.updateVisibility(old_loc, 0)
cultnet.updateVisibility(loc, 0)
updating_cult_vision = 0
#undef CULT_UPDATE_BUFFER
/mob/living/New()
..()
cultnet.updateVisibility(src, 0)
/mob/living/Destroy()
cultnet.updateVisibility(src, 0)
return ..()
/mob/living/rejuvenate()
var/was_dead = stat == DEAD
..()
if(was_dead && stat != DEAD)
// Arise!
cultnet.updateVisibility(src, 0)
/mob/living/death(gibbed, deathmessage="seizes up and falls limp...")
if(..(gibbed, deathmessage))
// If true, the mob went from living to dead (assuming everyone has been overriding as they should...)
cultnet.updateVisibility(src)
/datum/antagonist/add_antagonist(var/datum/mind/player)
. = ..()
if(src == cult)
cultnet.updateVisibility(player.current, 0)
/datum/antagonist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
..()
if(src == cult)
cultnet.updateVisibility(player.current, 0)
+50 -50
View File
@@ -1,51 +1,51 @@
// CREDITS
/*
Initial code credit for this goes to Uristqwerty.
Debugging, functionality, all comments and porting by Giacom.
Everything about freelook (or what we can put in here) will be stored here.
WHAT IS THIS?
This is a replacement for the current camera movement system, of the AI. Before this, the AI had to move between cameras and could
only see what the cameras could see. Not only this but the cameras could see through walls, which created problems.
With this, the AI controls an "AI Eye" mob, which moves just like a ghost; such as moving through walls and being invisible to players.
The AI's eye is set to this mob and then we use a system (explained below) to determine what the cameras around the AI Eye can and
cannot see. If the camera cannot see a turf, it will black it out, otherwise it won't and the AI will be able to see it.
This creates several features, such as.. no more see-through-wall cameras, easier to control camera movement, easier tracking,
the AI only being able to track mobs which are visible to a camera, only trackable mobs appearing on the mob list and many more.
HOW IT WORKS
It works by first creating a camera network datum. Inside of this camera network are "chunks" (which will be
explained later) and "cameras". The cameras list is kept up to date by obj/machinery/camera/New() and Destroy().
Next the camera network has chunks. These chunks are a 16x16 tile block of turfs and cameras contained inside the chunk.
These turfs are then sorted out based on what the cameras can and cannot see. If none of the cameras can see the turf, inside
the 16x16 block, it is listed as an "obscured" turf. Meaning the AI won't be able to see it.
HOW IT UPDATES
The camera network uses a streaming method in order to effeciently update chunks. Since the server will have doors opening, doors closing,
turf being destroyed and other lag inducing stuff, we want to update it under certain conditions and not every tick.
The chunks are not created straight away, only when an AI eye moves into it's area is when it gets created.
One a chunk is created, when a non glass door opens/closes or an opacity turf is destroyed, we check to see if an AI Eye is looking in the area.
We do this with the "seenby" list, which updates everytime an AI is near a chunk. If there is an AI eye inside the area, we update the chunk
that the changed atom is inside and all surrounding chunks, since a camera's vision could leak onto another chunk. If there is no AI Eye, we instead
flag the chunk to update whenever it is loaded by an AI Eye. This is basically how the chunks update and keep it in sync. We then add some lag reducing
measures, such as an UPDATE_BUFFER which stops a chunk from updating too many times in a certain time-frame, only updating if the changed atom was blocking
sight; for example, we don't update glass airlocks or floors.
WHERE IS EVERYTHING?
cameranet.dm = Everything about the cameranet datum.
chunk.dm = Everything about the chunk datum.
eye.dm = Everything about the AI and the AIEye.
updating.dm = Everything about triggers that will update chunks.
// CREDITS
/*
Initial code credit for this goes to Uristqwerty.
Debugging, functionality, all comments and porting by Giacom.
Everything about freelook (or what we can put in here) will be stored here.
WHAT IS THIS?
This is a replacement for the current camera movement system, of the AI. Before this, the AI had to move between cameras and could
only see what the cameras could see. Not only this but the cameras could see through walls, which created problems.
With this, the AI controls an "AI Eye" mob, which moves just like a ghost; such as moving through walls and being invisible to players.
The AI's eye is set to this mob and then we use a system (explained below) to determine what the cameras around the AI Eye can and
cannot see. If the camera cannot see a turf, it will black it out, otherwise it won't and the AI will be able to see it.
This creates several features, such as.. no more see-through-wall cameras, easier to control camera movement, easier tracking,
the AI only being able to track mobs which are visible to a camera, only trackable mobs appearing on the mob list and many more.
HOW IT WORKS
It works by first creating a camera network datum. Inside of this camera network are "chunks" (which will be
explained later) and "cameras". The cameras list is kept up to date by obj/machinery/camera/New() and Destroy().
Next the camera network has chunks. These chunks are a 16x16 tile block of turfs and cameras contained inside the chunk.
These turfs are then sorted out based on what the cameras can and cannot see. If none of the cameras can see the turf, inside
the 16x16 block, it is listed as an "obscured" turf. Meaning the AI won't be able to see it.
HOW IT UPDATES
The camera network uses a streaming method in order to effeciently update chunks. Since the server will have doors opening, doors closing,
turf being destroyed and other lag inducing stuff, we want to update it under certain conditions and not every tick.
The chunks are not created straight away, only when an AI eye moves into it's area is when it gets created.
One a chunk is created, when a non glass door opens/closes or an opacity turf is destroyed, we check to see if an AI Eye is looking in the area.
We do this with the "seenby" list, which updates everytime an AI is near a chunk. If there is an AI eye inside the area, we update the chunk
that the changed atom is inside and all surrounding chunks, since a camera's vision could leak onto another chunk. If there is no AI Eye, we instead
flag the chunk to update whenever it is loaded by an AI Eye. This is basically how the chunks update and keep it in sync. We then add some lag reducing
measures, such as an UPDATE_BUFFER which stops a chunk from updating too many times in a certain time-frame, only updating if the changed atom was blocking
sight; for example, we don't update glass airlocks or floors.
WHERE IS EVERYTHING?
cameranet.dm = Everything about the cameranet datum.
chunk.dm = Everything about the chunk datum.
eye.dm = Everything about the AI and the AIEye.
updating.dm = Everything about triggers that will update chunks.
*/
+58 -58
View File
@@ -1,59 +1,59 @@
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
// TURFS
/proc/updateVisibility(atom/A, var/opacity_check = 1)
if(ticker)
for(var/datum/visualnet/VN in visual_nets)
VN.updateVisibility(A, opacity_check)
/turf
var/list/image/obfuscations
/turf/drain_power()
return -1
/turf/simulated/Destroy()
updateVisibility(src)
if(zone)
if(can_safely_remove_from_zone())
c_copy_air()
zone.remove(src)
else
zone.rebuild()
return ..()
/turf/simulated/Initialize()
. = ..()
updateVisibility(src)
// STRUCTURES
/obj/structure/Destroy()
updateVisibility(src)
return ..()
/obj/structure/New()
..()
updateVisibility(src)
// EFFECTS
/obj/effect/Destroy()
updateVisibility(src)
return ..()
/obj/effect/Initialize()
. = ..()
updateVisibility(src)
// DOORS
// Simply updates the visibility of the area when it opens/closes/destroyed.
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
// Glass door glass = 1
// don't check then?
if(!glass)
//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update.
// TURFS
/proc/updateVisibility(atom/A, var/opacity_check = 1)
if(ticker)
for(var/datum/visualnet/VN in visual_nets)
VN.updateVisibility(A, opacity_check)
/turf
var/list/image/obfuscations
/turf/drain_power()
return -1
/turf/simulated/Destroy()
updateVisibility(src)
if(zone)
if(can_safely_remove_from_zone())
c_copy_air()
zone.remove(src)
else
zone.rebuild()
return ..()
/turf/simulated/Initialize()
. = ..()
updateVisibility(src)
// STRUCTURES
/obj/structure/Destroy()
updateVisibility(src)
return ..()
/obj/structure/New()
..()
updateVisibility(src)
// EFFECTS
/obj/effect/Destroy()
updateVisibility(src)
return ..()
/obj/effect/Initialize()
. = ..()
updateVisibility(src)
// DOORS
// Simply updates the visibility of the area when it opens/closes/destroyed.
/obj/machinery/door/update_nearby_tiles(need_rebuild)
. = ..(need_rebuild)
// Glass door glass = 1
// don't check then?
if(!glass)
updateVisibility(src, 0)
+161 -161
View File
@@ -1,161 +1,161 @@
// VISUAL NET
//
// The datum containing all the chunks.
#define CHUNK_SIZE 16
/datum/visualnet
// The chunks of the map, mapping the areas that an object can see.
var/list/chunks = list()
var/ready = 0
var/chunk_type = /datum/chunk
/datum/visualnet/New()
..()
visual_nets += src
/datum/visualnet/Destroy()
visual_nets -= src
return ..()
// Checks if a chunk has been Generated in x, y, z.
/datum/visualnet/proc/chunkGenerated(x, y, z)
x &= ~0xf
y &= ~0xf
var/key = "[x],[y],[z]"
return (chunks[key])
// Returns the chunk in the x, y, z.
// If there is no chunk, it creates a new chunk and returns that.
/datum/visualnet/proc/getChunk(x, y, z)
x &= ~0xf
y &= ~0xf
var/key = "[x],[y],[z]"
if(!chunks[key])
chunks[key] = new chunk_type(null, x, y, z)
return chunks[key]
// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
/datum/visualnet/proc/visibility(list/moved_eyes, client/C, list/other_eyes)
if(!islist(moved_eyes))
moved_eyes = moved_eyes ? list(moved_eyes) : list()
if(islist(other_eyes))
other_eyes = (other_eyes - moved_eyes)
else
other_eyes = list()
var/list/chunks_pre_seen = list()
var/list/chunks_post_seen = list()
for(var/mob/observer/eye/eye as anything in moved_eyes)
if(C)
chunks_pre_seen |= eye.visibleChunks
// 0xf = 15
var/static_range = eye.static_visibility_range
var/x1 = max(0, eye.x - static_range) & ~(CHUNK_SIZE - 1)
var/y1 = max(0, eye.y - static_range) & ~(CHUNK_SIZE - 1)
var/x2 = min(world.maxx, eye.x + static_range) & ~(CHUNK_SIZE - 1)
var/y2 = min(world.maxy, eye.y + static_range) & ~(CHUNK_SIZE - 1)
var/list/visibleChunks = list()
for(var/x = x1; x <= x2; x += CHUNK_SIZE)
for(var/y = y1; y <= y2; y += CHUNK_SIZE)
visibleChunks |= getChunk(x, y, eye.z)
var/list/remove = eye.visibleChunks - visibleChunks
var/list/add = visibleChunks - eye.visibleChunks
for(var/datum/chunk/c as anything in remove)
c.remove(eye, FALSE)
for(var/datum/chunk/c as anything in add)
c.add(eye, FALSE)
if(C)
chunks_post_seen |= eye.visibleChunks
if(C)
for(var/mob/observer/eye/eye as anything in other_eyes)
chunks_post_seen |= eye.visibleChunks
var/list/remove = chunks_pre_seen - chunks_post_seen
var/list/add = chunks_post_seen - chunks_pre_seen
for(var/datum/chunk/c as anything in remove)
C.images -= c.obscured
for(var/datum/chunk/c as anything in add)
C.images += c.obscured
// Updates the chunks that the turf is located in. Use this when obstacles are destroyed or when doors open.
/datum/visualnet/proc/updateVisibility(atom/A, var/opacity_check = 1)
if(!ticker || (opacity_check && !A.opacity))
return
majorChunkChange(A, 2)
/datum/visualnet/proc/updateChunk(x, y, z)
// 0xf = 15
if(!chunkGenerated(x, y, z))
return
var/datum/chunk/chunk = getChunk(x, y, z)
chunk.hasChanged()
// Never access this proc directly!!!!
// This will update the chunk and all the surrounding chunks.
// It will also add the atom to the cameras list if you set the choice to 1.
// Setting the choice to 0 will remove the camera from the chunks.
// If you want to update the chunks around an object, without adding/removing a camera, use choice 2.
/datum/visualnet/proc/majorChunkChange(atom/c, var/choice)
// 0xf = 15
if(!c)
return
var/turf/T = get_turf(c)
if(T)
var/x1 = max(0, T.x - 8) & ~0xf
var/y1 = max(0, T.y - 8) & ~0xf
var/x2 = min(world.maxx, T.x + 8) & ~0xf
var/y2 = min(world.maxy, T.y + 8) & ~0xf
//to_world("X1: [x1] - Y1: [y1] - X2: [x2] - Y2: [y2]")
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
if(chunkGenerated(x, y, T.z))
var/datum/chunk/chunk = getChunk(x, y, T.z)
onMajorChunkChange(c, choice, chunk)
chunk.hasChanged()
/datum/visualnet/proc/onMajorChunkChange(atom/c, var/choice, var/datum/chunk/chunk)
// Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0.
/datum/visualnet/proc/checkVis(mob/living/target as mob)
// 0xf = 15
var/turf/position = get_turf(target)
return checkTurfVis(position)
/datum/visualnet/proc/checkTurfVis(var/turf/position)
var/datum/chunk/chunk = getChunk(position.x, position.y, position.z)
if(chunk)
if(chunk.changed)
chunk.hasChanged(1) // Update now, no matter if it's visible or not.
if(chunk.visibleTurfs[position])
return 1
return 0
// Debug verb for VVing the chunk that the turf is in.
/*
/turf/verb/view_chunk()
set src in world
if(cameranet.chunkGenerated(x, y, z))
var/datum/chunk/chunk = cameranet.getCameraChunk(x, y, z)
usr.client.debug_variables(chunk)
*/
// VISUAL NET
//
// The datum containing all the chunks.
#define CHUNK_SIZE 16
/datum/visualnet
// The chunks of the map, mapping the areas that an object can see.
var/list/chunks = list()
var/ready = 0
var/chunk_type = /datum/chunk
/datum/visualnet/New()
..()
visual_nets += src
/datum/visualnet/Destroy()
visual_nets -= src
return ..()
// Checks if a chunk has been Generated in x, y, z.
/datum/visualnet/proc/chunkGenerated(x, y, z)
x &= ~0xf
y &= ~0xf
var/key = "[x],[y],[z]"
return (chunks[key])
// Returns the chunk in the x, y, z.
// If there is no chunk, it creates a new chunk and returns that.
/datum/visualnet/proc/getChunk(x, y, z)
x &= ~0xf
y &= ~0xf
var/key = "[x],[y],[z]"
if(!chunks[key])
chunks[key] = new chunk_type(null, x, y, z)
return chunks[key]
// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set.
/datum/visualnet/proc/visibility(list/moved_eyes, client/C, list/other_eyes)
if(!islist(moved_eyes))
moved_eyes = moved_eyes ? list(moved_eyes) : list()
if(islist(other_eyes))
other_eyes = (other_eyes - moved_eyes)
else
other_eyes = list()
var/list/chunks_pre_seen = list()
var/list/chunks_post_seen = list()
for(var/mob/observer/eye/eye as anything in moved_eyes)
if(C)
chunks_pre_seen |= eye.visibleChunks
// 0xf = 15
var/static_range = eye.static_visibility_range
var/x1 = max(0, eye.x - static_range) & ~(CHUNK_SIZE - 1)
var/y1 = max(0, eye.y - static_range) & ~(CHUNK_SIZE - 1)
var/x2 = min(world.maxx, eye.x + static_range) & ~(CHUNK_SIZE - 1)
var/y2 = min(world.maxy, eye.y + static_range) & ~(CHUNK_SIZE - 1)
var/list/visibleChunks = list()
for(var/x = x1; x <= x2; x += CHUNK_SIZE)
for(var/y = y1; y <= y2; y += CHUNK_SIZE)
visibleChunks |= getChunk(x, y, eye.z)
var/list/remove = eye.visibleChunks - visibleChunks
var/list/add = visibleChunks - eye.visibleChunks
for(var/datum/chunk/c as anything in remove)
c.remove(eye, FALSE)
for(var/datum/chunk/c as anything in add)
c.add(eye, FALSE)
if(C)
chunks_post_seen |= eye.visibleChunks
if(C)
for(var/mob/observer/eye/eye as anything in other_eyes)
chunks_post_seen |= eye.visibleChunks
var/list/remove = chunks_pre_seen - chunks_post_seen
var/list/add = chunks_post_seen - chunks_pre_seen
for(var/datum/chunk/c as anything in remove)
C.images -= c.obscured
for(var/datum/chunk/c as anything in add)
C.images += c.obscured
// Updates the chunks that the turf is located in. Use this when obstacles are destroyed or when doors open.
/datum/visualnet/proc/updateVisibility(atom/A, var/opacity_check = 1)
if(!ticker || (opacity_check && !A.opacity))
return
majorChunkChange(A, 2)
/datum/visualnet/proc/updateChunk(x, y, z)
// 0xf = 15
if(!chunkGenerated(x, y, z))
return
var/datum/chunk/chunk = getChunk(x, y, z)
chunk.hasChanged()
// Never access this proc directly!!!!
// This will update the chunk and all the surrounding chunks.
// It will also add the atom to the cameras list if you set the choice to 1.
// Setting the choice to 0 will remove the camera from the chunks.
// If you want to update the chunks around an object, without adding/removing a camera, use choice 2.
/datum/visualnet/proc/majorChunkChange(atom/c, var/choice)
// 0xf = 15
if(!c)
return
var/turf/T = get_turf(c)
if(T)
var/x1 = max(0, T.x - 8) & ~0xf
var/y1 = max(0, T.y - 8) & ~0xf
var/x2 = min(world.maxx, T.x + 8) & ~0xf
var/y2 = min(world.maxy, T.y + 8) & ~0xf
//to_world("X1: [x1] - Y1: [y1] - X2: [x2] - Y2: [y2]")
for(var/x = x1; x <= x2; x += 16)
for(var/y = y1; y <= y2; y += 16)
if(chunkGenerated(x, y, T.z))
var/datum/chunk/chunk = getChunk(x, y, T.z)
onMajorChunkChange(c, choice, chunk)
chunk.hasChanged()
/datum/visualnet/proc/onMajorChunkChange(atom/c, var/choice, var/datum/chunk/chunk)
// Will check if a mob is on a viewable turf. Returns 1 if it is, otherwise returns 0.
/datum/visualnet/proc/checkVis(mob/living/target as mob)
// 0xf = 15
var/turf/position = get_turf(target)
return checkTurfVis(position)
/datum/visualnet/proc/checkTurfVis(var/turf/position)
var/datum/chunk/chunk = getChunk(position.x, position.y, position.z)
if(chunk)
if(chunk.changed)
chunk.hasChanged(1) // Update now, no matter if it's visible or not.
if(chunk.visibleTurfs[position])
return 1
return 0
// Debug verb for VVing the chunk that the turf is in.
/*
/turf/verb/view_chunk()
set src in world
if(cameranet.chunkGenerated(x, y, z))
var/datum/chunk/chunk = cameranet.getCameraChunk(x, y, z)
usr.client.debug_variables(chunk)
*/