Files
Yogstation/code/__HELPERS/icon_smoothing.dm
Chubbygummibear 0fda5cfc6a Icon smoothing, and Rendering overhaul, and Camera fix, and mapmerge.py fix, and Multi-z, and THE PLANE CUBE (#21221)
* why no work

angy

* weird errors

shit sucks

* fixved it

I can spell good

* fix?

POSSIBLY

* nope

wasnt this

* no more immutable

thhanks koffee

* ok

ok

* removes all the pref stuff

""removes""

* remove this

idiot

* this goes bye

 bye

* these go too

genius

* bye

bye

* better night vision

* tries to fix camera

maybe

* ok fuck it we ball

we ball

* ok lets go back

go back go back go back

* WORK

DAMNIT

* ha

fuc kyou

* this

maybe

* this doesnt work :(

* maybe fix

maybe

* fucks everything

why do i do this

* test update

test

* Revert "tries to fix camera"

This reverts commit 2d14fbae66.

* reverts everything I just did

peko pain

* bye

bitch

* oh yeah add this

I guess

* Fucks up the camera net + chunk

why

* test maybe revert

* Revert "test maybe revert"

This reverts commit 98c5ef1b93.

* Revert "Fucks up the camera net + chunk"

This reverts commit 0e421ebf5f.

* this isnt going well

uh oh

* Attempts to rework out security camera

and probably more

* Revert "this isnt going well"

This reverts commit 1d8ceac867.

* Revert "Revert "this isnt going well""

This reverts commit e26fb61415.

* ok

ok

* Revert "ok"

This reverts commit 7e7a7f8372.

* Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"

This reverts commit 01094731c1, reversing
changes made to c0cf69ebf1.

* this doesn't need to be redefined

I guess

* no we need this

totally

* a familiar pain

* 515 is L

* yeah

yeah

* ok god

fine

* bye bye basemap :(

doesnt work on runtime station

* Fixes AI statis not working

god im good

* remove this

oh god

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit""

This reverts commit b3fb3ba0db.

* proves to god I exist

and im pissed

* yog exclusive feature (tm)

plane master

* bring this back from previous push

* updates vendor emissives

as well as firealarms

* Updates barsign

and fucks everything up

* Fixes barsigns breaks all lights and updates barsigns to be machines and not structures

We will address this in a later patch

* not sure who changed that

oh well

* yeah

this got moved

* this needs updating

yeah

* turns off the carbon monoxide alarm

duh

* FIXES IT YES

thank you biome

* turns this off too

yeah

* Can't compile yet but ports a ton of shit

* L

* the game opens ig

* extra shit

* fixes

* signals and smooth queue

* look ma im going horribly out of scope

* fixes chasms

* this fixed nothing

* ???

* more barsigns

for later

* forgive me cowboy. also fuck diagonals

* oops

we need this apparently

* fuck it we ball

* Update _lists.dm

* Update icon_smoothing.dm

* it now works kinda

* Update atom_initializing_EXPENSIVE.dm

* lighting don't work

* we have light

* sort turfs better

* big fucking reorganize

* like everything except templates

* boy i sure hope nothing bad happens to these bar templates

* we're back

* no runtimes baby

* no errors

* shuttles are almost fixed i think

* Revert "shuttles are almost fixed i think"

This reverts commit 046058827c.

* Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"

This reverts commit 863e1b776d, reversing
changes made to 884623e600.

* Revert "no errors"

This reverts commit 884623e600.

* too far back i think

* midround smoothing runtimes fixed i think

* comment cleanup

* should fix the component runtimes

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing""

This reverts commit a8ff8d63aa.

* NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO

* please stay fixed icemeta

* organizing render dms

* woops this too in the reorganizing

* cryo fixed

* nah, i'd win

* parallax isn't my problem

* pls don't break icemeta

* runtime station gets a cam console

* well it compiles

* maybe fix the map

* woops

* man i hate maps

* was that it?

* PLEASE

* missing focus tests

* maybe that was it

* maybe

* let's take the batteries out of the carbon monoxide detector

* fuck osha

* i hate vending machines

* that's not a computer

* slot machine fix

* PLEASE

* that wasn't supposed to be there

* fuck it i can't fix everything at once

* BLUESPACE LOCKER?

* literally why

* hhh

* does this fix chasms?

* that should fix bad index

* please?

* turf_flags for reservations

* haha oops

* yolo (kill me)

* fix wood walls and other walls

* fix stairs

* that might have fixed shittles

* baseturfs are good now i think

* should fix plasma windows

* decals fixed

* please fix changelog

* shuttle lighting still fucky

* lighting is stinky slow and doesn't finish updating by the time the server starts guh

* lighting seemingly works

* slipping works

* shuttle sounds, slips, and windoors fixed

* why am i here

* fuck the changelog

* of course someone touched smoothing as i'm almost done

* we good?

* updating ai_eye and rename

* z updates and more ai cam updates

* ice fixed

* weather and ice fix

* clockies can see and other clean up catches

* windows fixed

* cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor

* movable lighting works on multi-z

* gps fix

* item stacking from drag works

* falsewall fix

* job panel fixed

* AI HANDLED

* woops that comment should be gone

* i hate ai i hate ai

* brass glass visible again

* vents on top of tiles now

* sigdrobe sprite back

* centcomm portals work

* portals and see openspace mapping icons fixed

* icemeta my behated

* kill

* is that it

* lighting cutoff is old hat

* angery overlay

* not super necessary

* also extra but whatever

* ticker but thicker

* job fix i hope

* this isn't needed anymore

* latejoin fix?

* laserpointer, pipecrawl, and some consoles fixed

* i hate fixing bugs as they're made

* we're not ready for that

* redef cleanup

* gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed

* goofy ah gun code

* this was a good idea and necessary

* should fix caltrop component

* does this please the linter

* linter please accept this async function

* THERE

* take the batteries out

* make it stop

* cowbot stopped me from letting ghosts dab

* recycler loc fix

* fix border firedoors not blocking movement

* should fix screen fade out and fade in on round start and end

* darker command tile trim and fixed bronze wall sprites

* fuck you linter

* railings actually stop you from leaving

* probably fixes gibtonite overlay when struck

* armaments dispenser and clockwork catwalk

* turbine fix probably

* pointing at inhand items should be fixed

* fix overwatch app

* should hopefully fix cable rotation on shuttle move

* flashlights have better directionality logic

* hopefully fixes shuttle atmos on move

* grilles fixed

* hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving

* ice meta mining area finally not freezing

* fix lightbulb icons not updating

* lava mask and lighting dots

* we actually have this

* fuck glowshrooms GC

* fix light fixture interactions and icon updates

* hopefully catches all the updates

* lava lighting good to go

* seclite was missing inhands

* smoothing in replays

* light updates accurate in replays

* biome's multi-z requests

---------

Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com>
Co-authored-by: Molti <gamingjoelouis@gmail.com>
Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-18 13:16:55 -06:00

678 lines
23 KiB
Plaintext

//generic (by snowflake) tile smoothing code; smooth your icons with this!
/*
Each tile is divided in 4 corners, each corner has an appearance associated to it; the tile is then overlayed by these 4 appearances
To use this, just set your atom's 'smoothing_flags' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null;
Otherwise, put all the smoothing groups you want the atom icon to smooth with in 'canSmoothWith', including the group of the atom itself.
Smoothing groups are just shared flags between objects. If one of the 'canSmoothWith' of A matches one of the `smoothing_groups` of B, then A will smooth with B.
Each atom has its own icon file with all the possible corner states. See 'smooth_wall.dmi' for a template.
DIAGONAL SMOOTHING INSTRUCTIONS
To make your atom smooth diagonally you need all the proper icon states (see 'smooth_wall.dmi' for a template) and
to add the 'SMOOTH_DIAGONAL_CORNERS' flag to the atom's smoothing_flags var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on
a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so:
fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
To see an example of a diagonal wall, see '/turf/closed/wall/mineral/titanium' and its subtypes.
*/
#define NO_ADJ_FOUND 0
#define ADJ_FOUND 1
#define NULLTURF_BORDER 2
GLOBAL_LIST_INIT(adjacent_direction_lookup, generate_adjacent_directions())
/* Attempting to mirror the below
* Each 3x3 grid is a tile, with each X representing a direction a border object could be in IN said grid
* Directions marked with A are acceptable smoothing targets, M is the example direction
* The example given here is of a northfacing border object
xxx AxA xxx
xxx AxA xxx
xxx AxA xxx
AAA MMM AAA
xxx AxA xxx
xxx AxA xxx
xxx xxx xxx
xxx xxx xxx
xxx xxx xxx
*/
/// Encodes connectivity between border objects
/// Returns a list accessable by a border object's dir, the direction between it and a target, and a target
/// Said list will return the direction the two objects connect, if any exists (if the target isn't a border object and the direction is fine, return the inverse of the direction in use)
/proc/generate_adjacent_directions()
// Have to hold all conventional dir pairs, so we size to the largest
// We don't HAVE diagonal border objects, so I'm gonna pretend they'll never exist
// You might be like, lemon, can't we use GLOB.cardinals/GLOB.alldirs here
// No, they aren't loaded yet. life is pain
var/list/cardinals = list(NORTH, SOUTH, EAST, WEST)
var/list/alldirs = cardinals + list(NORTH|EAST, SOUTH|EAST, NORTH|WEST, SOUTH|WEST)
var/largest_cardinal = max(cardinals)
var/largest_dir = max(alldirs)
var/list/direction_map = new /list(largest_cardinal)
for(var/dir in cardinals)
var/left = turn(dir, 90)
var/right = turn(dir, -90)
var/opposite = REVERSE_DIR(dir)
// Need to encode diagonals here because it's possible, even if it is always false
var/list/acceptable_adjacents = new /list(largest_dir)
// Alright, what directions are acceptable to us
for(var/connectable_dir in (cardinals + NONE))
// And what border objects INSIDE those directions are alright
var/list/smoothable_dirs = new /list(largest_cardinal + 1) // + 1 because we need to provide space for NONE to be a valid index
// None is fine, we want to smooth with things on our own turf
// We'll do the two dirs to our left and right
// They connect.. "below" us and on their side
if(connectable_dir == NONE)
smoothable_dirs[left] = dir_to_junction(opposite | left)
smoothable_dirs[right] = dir_to_junction(opposite | right)
// If it's to our right or left we'll include just the dir matching ours
// Left edge touches only our left side, and so on
else if (connectable_dir == left)
smoothable_dirs[dir] = left
else if (connectable_dir == right)
smoothable_dirs[dir] = right
// If it's straight on we'll include our direction as a link
// Then include the two edges on the other side as diagonals
else if(connectable_dir == dir)
smoothable_dirs[opposite] = dir
smoothable_dirs[left] = dir_to_junction(dir | left)
smoothable_dirs[right] = dir_to_junction(dir | right)
// otherwise, go HOME, I don't want to encode anything for you
else
continue
acceptable_adjacents[connectable_dir + 1] = smoothable_dirs
direction_map[dir] = acceptable_adjacents
return direction_map
/// Are two atoms border adjacent, takes a border object, something to compare against, and the direction between A and B
/// Returns the way in which the first thing is adjacent to the second
#define CAN_DIAGONAL_SMOOTH(border_obj, target, direction) (\
(target.smoothing_flags & SMOOTH_BORDER_OBJECT) ? \
GLOB.adjacent_direction_lookup[border_obj.dir][direction + 1]?[target.dir] : \
(GLOB.adjacent_direction_lookup[border_obj.dir][direction + 1]) ? REVERSE_DIR(direction) : NONE \
)
#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
#define DEFAULT_UNDERLAY_ICON_STATE "plating"
///Scans all adjacent turfs to find targets to smooth with.
/atom/proc/calculate_adjacencies()
. = NONE
if(!loc)
return
for(var/direction in GLOB.cardinals)
switch(find_type_in_direction(direction))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= direction //BYOND and smooth dirs are the same for cardinals
if(ADJ_FOUND)
. |= direction //BYOND and smooth dirs are the same for cardinals
if(. & NORTH_JUNCTION)
if(. & WEST_JUNCTION)
switch(find_type_in_direction(NORTHWEST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= NORTHWEST_JUNCTION
if(ADJ_FOUND)
. |= NORTHWEST_JUNCTION
if(. & EAST_JUNCTION)
switch(find_type_in_direction(NORTHEAST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= NORTHEAST_JUNCTION
if(ADJ_FOUND)
. |= NORTHEAST_JUNCTION
if(. & SOUTH_JUNCTION)
if(. & WEST_JUNCTION)
switch(find_type_in_direction(SOUTHWEST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= SOUTHWEST_JUNCTION
if(ADJ_FOUND)
. |= SOUTHWEST_JUNCTION
if(. & EAST_JUNCTION)
switch(find_type_in_direction(SOUTHEAST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= SOUTHEAST_JUNCTION
if(ADJ_FOUND)
. |= SOUTHEAST_JUNCTION
/atom/movable/calculate_adjacencies()
if(can_be_unanchored && !anchored)
return NONE
return ..()
///do not use, use QUEUE_SMOOTH(atom)
/atom/proc/smooth_icon()
if(QDELETED(src))
return
smoothing_flags &= ~SMOOTH_QUEUED
flags_1 |= HTML_USE_INITAL_ICON_1
if (!z)
CRASH("[type] called smooth_icon() without being on a z-level")
if(smoothing_flags & SMOOTH_CORNERS)
if(smoothing_flags & SMOOTH_DIAGONAL_CORNERS)
corners_diagonal_smooth(calculate_adjacencies())
else
corners_cardinal_smooth(calculate_adjacencies())
else if(smoothing_flags & SMOOTH_BITMASK)
bitmask_smooth()
else
CRASH("smooth_icon called for [src] with smoothing_flags == [smoothing_flags]")
SEND_SIGNAL(src, COMSIG_ATOM_SMOOTHED_ICON)
/turf/smooth_icon()
. = ..()
SSdemo.mark_turf(src)
// As a rule, movables will most always care about smoothing changes
// Turfs on the other hand, don't, so we don't do the update for THEM unless they explicitly request it
/atom/movable/smooth_icon()
. = ..()
update_appearance(~UPDATE_SMOOTHING)
/atom/proc/corners_diagonal_smooth(adjacencies)
switch(adjacencies)
if(NORTH_JUNCTION|WEST_JUNCTION)
replace_smooth_overlays("d-se","d-se-0")
if(NORTH_JUNCTION|EAST_JUNCTION)
replace_smooth_overlays("d-sw","d-sw-0")
if(SOUTH_JUNCTION|WEST_JUNCTION)
replace_smooth_overlays("d-ne","d-ne-0")
if(SOUTH_JUNCTION|EAST_JUNCTION)
replace_smooth_overlays("d-nw","d-nw-0")
if(NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION)
replace_smooth_overlays("d-se","d-se-1")
if(NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION)
replace_smooth_overlays("d-sw","d-sw-1")
if(SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION)
replace_smooth_overlays("d-ne","d-ne-1")
if(SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION)
replace_smooth_overlays("d-nw","d-nw-1")
else
corners_cardinal_smooth(adjacencies)
return FALSE
icon_state = ""
return TRUE
/atom/proc/corners_cardinal_smooth(adjacencies)
var/mutable_appearance/temp_ma
//NW CORNER
var/nw = "1-i"
if((adjacencies & NORTH_JUNCTION) && (adjacencies & WEST_JUNCTION))
if(adjacencies & NORTHWEST_JUNCTION)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & NORTH_JUNCTION)
nw = "1-n"
else if(adjacencies & WEST_JUNCTION)
nw = "1-w"
temp_ma = mutable_appearance(icon, nw)
nw = temp_ma.appearance
//NE CORNER
var/ne = "2-i"
if((adjacencies & NORTH_JUNCTION) && (adjacencies & EAST_JUNCTION))
if(adjacencies & NORTHEAST_JUNCTION)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & NORTH_JUNCTION)
ne = "2-n"
else if(adjacencies & EAST_JUNCTION)
ne = "2-e"
temp_ma = mutable_appearance(icon, ne)
ne = temp_ma.appearance
//SW CORNER
var/sw = "3-i"
if((adjacencies & SOUTH_JUNCTION) && (adjacencies & WEST_JUNCTION))
if(adjacencies & SOUTHWEST_JUNCTION)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & SOUTH_JUNCTION)
sw = "3-s"
else if(adjacencies & WEST_JUNCTION)
sw = "3-w"
temp_ma = mutable_appearance(icon, sw)
sw = temp_ma.appearance
//SE CORNER
var/se = "4-i"
if((adjacencies & SOUTH_JUNCTION) && (adjacencies & EAST_JUNCTION))
if(adjacencies & SOUTHEAST_JUNCTION)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & SOUTH_JUNCTION)
se = "4-s"
else if(adjacencies & EAST_JUNCTION)
se = "4-e"
temp_ma = mutable_appearance(icon, se)
se = temp_ma.appearance
var/list/new_overlays
if(top_left_corner != nw)
cut_overlay(top_left_corner)
top_left_corner = nw
LAZYADD(new_overlays, nw)
if(top_right_corner != ne)
cut_overlay(top_right_corner)
top_right_corner = ne
LAZYADD(new_overlays, ne)
if(bottom_right_corner != sw)
cut_overlay(bottom_right_corner)
bottom_right_corner = sw
LAZYADD(new_overlays, sw)
if(bottom_left_corner != se)
cut_overlay(bottom_left_corner)
bottom_left_corner = se
LAZYADD(new_overlays, se)
if(new_overlays)
add_overlay(new_overlays)
///Scans direction to find targets to smooth with.
/atom/proc/find_type_in_direction(direction)
var/turf/target_turf = get_step(src, direction)
if(!target_turf)
return NULLTURF_BORDER
var/area/target_area = get_area(target_turf)
var/area/source_area = get_area(src)
if((source_area.area_limited_icon_smoothing && !istype(target_area, source_area.area_limited_icon_smoothing)) || (target_area.area_limited_icon_smoothing && !istype(source_area, target_area.area_limited_icon_smoothing)))
return NO_ADJ_FOUND
if(isnull(canSmoothWith)) //special case in which it will only smooth with itself
if(isturf(src))
return (type == target_turf.type) ? ADJ_FOUND : NO_ADJ_FOUND
var/atom/matching_obj = locate(type) in target_turf
return (matching_obj && matching_obj.type == type) ? ADJ_FOUND : NO_ADJ_FOUND
if(!isnull(target_turf.smoothing_groups))
for(var/target in canSmoothWith)
if(!(canSmoothWith[target] & target_turf.smoothing_groups[target]))
continue
return ADJ_FOUND
if(smoothing_flags & SMOOTH_OBJ)
for(var/atom/movable/thing as anything in target_turf)
if(!thing.anchored || isnull(thing.smoothing_groups))
continue
for(var/target in canSmoothWith)
if(!(canSmoothWith[target] & thing.smoothing_groups[target]))
continue
return ADJ_FOUND
return NO_ADJ_FOUND
/**
* Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that.
*
* Returns the previous smoothing_junction state so the previous state can be compared with the new one after the proc ends, and see the changes, if any.
*
*/
/atom/proc/bitmask_smooth()
var/new_junction = NONE
// cache for sanic speed
var/canSmoothWith = src.canSmoothWith
var/smooth_border = (smoothing_flags & SMOOTH_BORDER)
var/smooth_obj = (smoothing_flags & SMOOTH_OBJ)
var/border_object_smoothing = (smoothing_flags & SMOOTH_BORDER_OBJECT)
// Did you know you can pass defines into other defines? very handy, lets take advantage of it here to allow 0 cost variation
#define SEARCH_ADJ_IN_DIR(direction, direction_flag, ADJ_FOUND, WORLD_BORDER, BORDER_CHECK) \
do { \
var/turf/neighbor = get_step(src, direction); \
if(neighbor && ##BORDER_CHECK(neighbor, direction)) { \
var/neighbor_smoothing_groups = neighbor.smoothing_groups; \
if(neighbor_smoothing_groups) { \
for(var/target in canSmoothWith) { \
if(canSmoothWith[target] & neighbor_smoothing_groups[target]) { \
##ADJ_FOUND(neighbor, direction, direction_flag); \
} \
} \
} \
if(smooth_obj) { \
for(var/atom/movable/thing as anything in neighbor) { \
var/thing_smoothing_groups = thing.smoothing_groups; \
if(!thing.anchored || isnull(thing_smoothing_groups) || !##BORDER_CHECK(thing, direction)) { \
continue; \
}; \
for(var/target in canSmoothWith) { \
if(canSmoothWith[target] & thing_smoothing_groups[target]) { \
##ADJ_FOUND(thing, direction, direction_flag); \
} \
} \
} \
} \
} else if (smooth_border) { \
##WORLD_BORDER(null, direction, direction_flag); \
} \
} while(FALSE) \
#define BITMASK_FOUND(target, direction, direction_flag) \
new_junction |= direction_flag; \
break set_adj_in_dir; \
/// Check that non border objects use to smooth against border objects
/// Returns true if the smooth is acceptable, FALSE otherwise
#define BITMASK_ON_BORDER_CHECK(target, direction) (!(target.smoothing_flags & SMOOTH_BORDER_OBJECT) || CAN_DIAGONAL_SMOOTH(target, src, REVERSE_DIR(direction)))
#define BORDER_FOUND(target, direction, direction_flag) new_junction |= CAN_DIAGONAL_SMOOTH(src, target, direction)
// Border objects require an object as context, so we need a dummy. I'm sorry
#define WORLD_BORDER_FOUND(target, direction, direction_flag) \
var/static/atom/dummy; \
if(!dummy) { \
dummy = new(); \
dummy.smoothing_flags &= ~SMOOTH_BORDER_OBJECT; \
} \
BORDER_FOUND(dummy, direction, direction_flag);
// Handle handle border on border checks. no-op, we handle this check inside CAN_DIAGONAL_SMOOTH
#define BORDER_ON_BORDER_CHECK(target, direction) (TRUE)
// We're building 2 different types of smoothing searches here
// One for standard bitmask smoothing (We provide a label so our macro can eary exit, as it wants to do)
#define SET_ADJ_IN_DIR(direction, direction_flag) do { set_adj_in_dir: { SEARCH_ADJ_IN_DIR(direction, direction_flag, BITMASK_FOUND, BITMASK_FOUND, BITMASK_ON_BORDER_CHECK) }} while(FALSE)
// and another for border object work (Doesn't early exit because we can hit more then one direction by checking the same turf)
#define SET_BORDER_ADJ_IN_DIR(direction) SEARCH_ADJ_IN_DIR(direction, direction, BORDER_FOUND, WORLD_BORDER_FOUND, BORDER_ON_BORDER_CHECK)
// Let's go over all our cardinals
if(border_object_smoothing)
SET_BORDER_ADJ_IN_DIR(NORTH)
SET_BORDER_ADJ_IN_DIR(SOUTH)
SET_BORDER_ADJ_IN_DIR(EAST)
SET_BORDER_ADJ_IN_DIR(WEST)
// We want to check against stuff in our own turf
SET_BORDER_ADJ_IN_DIR(NONE)
// Border objects don't do diagonals, so GO HOME
set_smoothed_icon_state(new_junction)
return
SET_ADJ_IN_DIR(NORTH, NORTH)
SET_ADJ_IN_DIR(SOUTH, SOUTH)
SET_ADJ_IN_DIR(EAST, EAST)
SET_ADJ_IN_DIR(WEST, WEST)
// If there's nothing going on already
if(!(new_junction & (NORTH|SOUTH)) || !(new_junction & (EAST|WEST)))
set_smoothed_icon_state(new_junction)
return
if(new_junction & NORTH_JUNCTION)
if(new_junction & WEST_JUNCTION)
SET_ADJ_IN_DIR(NORTHWEST, NORTHWEST_JUNCTION)
if(new_junction & EAST_JUNCTION)
SET_ADJ_IN_DIR(NORTHEAST, NORTHEAST_JUNCTION)
if(new_junction & SOUTH_JUNCTION)
if(new_junction & WEST_JUNCTION)
SET_ADJ_IN_DIR(SOUTHWEST, SOUTHWEST_JUNCTION)
if(new_junction & EAST_JUNCTION)
SET_ADJ_IN_DIR(SOUTHEAST, SOUTHEAST_JUNCTION)
set_smoothed_icon_state(new_junction)
#undef SET_BORDER_ADJ_IN_DIR
#undef SET_ADJ_IN_DIR
#undef BORDER_ON_BORDER_CHECK
#undef WORLD_BORDER_FOUND
#undef BORDER_FOUND
#undef BITMASK_ON_BORDER_CHECK
#undef BITMASK_FOUND
#undef SEARCH_ADJ_IN_DIR
///Changes the icon state based on the new junction bitmask
/atom/proc/set_smoothed_icon_state(new_junction)
. = smoothing_junction
smoothing_junction = new_junction
icon_state = "[base_icon_state]-[smoothing_junction]"
/turf/closed/set_smoothed_icon_state(new_junction)
// Avoid calling ..() here to avoid setting icon_state twice, which is expensive given how hot this proc is
var/old_junction = smoothing_junction
smoothing_junction = new_junction
if (!(smoothing_flags & SMOOTH_DIAGONAL_CORNERS))
icon_state = "[base_icon_state]-[smoothing_junction]"
return
switch(new_junction)
if(
NORTH_JUNCTION|WEST_JUNCTION,
NORTH_JUNCTION|EAST_JUNCTION,
SOUTH_JUNCTION|WEST_JUNCTION,
SOUTH_JUNCTION|EAST_JUNCTION,
NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION,
NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION,
SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION,
SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION,
)
icon_state = "[base_icon_state]-[smoothing_junction]-d"
if(new_junction == old_junction || fixed_underlay) // Mutable underlays?
return
var/junction_dir = reverse_ndir(smoothing_junction)
var/turned_adjacency = REVERSE_DIR(junction_dir)
var/turf/neighbor_turf = get_step(src, turned_adjacency & (NORTH|SOUTH))
var/mutable_appearance/underlay_appearance = mutable_appearance(layer = TURF_LAYER, offset_spokesman = src, plane = FLOOR_PLANE)
if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
neighbor_turf = get_step(src, turned_adjacency & (EAST|WEST))
if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
neighbor_turf = get_step(src, turned_adjacency)
if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
if(!get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) //if all else fails, ask our own turf
underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
underlays += underlay_appearance
else
icon_state = "[base_icon_state]-[smoothing_junction]"
/turf/open/floor/set_smoothed_icon_state(new_junction)
if(broken || burnt)
return
return ..()
//Icon smoothing helpers
/proc/smooth_zlevel(zlevel, now = FALSE)
var/list/away_turfs = Z_TURFS(zlevel)
for(var/turf/turf_to_smooth as anything in away_turfs)
if(turf_to_smooth.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
if(now)
turf_to_smooth.smooth_icon()
else
QUEUE_SMOOTH(turf_to_smooth)
for(var/atom/movable/movable_to_smooth as anything in turf_to_smooth)
if(movable_to_smooth.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
if(now)
movable_to_smooth.smooth_icon()
else
QUEUE_SMOOTH(movable_to_smooth)
/atom/proc/clear_smooth_overlays()
cut_overlay(top_left_corner)
top_left_corner = null
cut_overlay(top_right_corner)
top_right_corner = null
cut_overlay(bottom_right_corner)
bottom_right_corner = null
cut_overlay(bottom_left_corner)
bottom_left_corner = null
/// Internal: Takes icon states as text to replace smoothing corner overlays
/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
clear_smooth_overlays()
var/mutable_appearance/temp_ma
temp_ma = mutable_appearance(icon, nw)
nw = temp_ma.appearance
temp_ma = mutable_appearance(icon, ne)
ne = temp_ma.appearance
temp_ma = mutable_appearance(icon, sw)
sw = temp_ma.appearance
temp_ma = mutable_appearance(icon, se)
se = temp_ma.appearance
var/list/new_overlays = list()
top_left_corner = nw
new_overlays += nw
top_right_corner = ne
new_overlays += ne
bottom_left_corner = sw
new_overlays += sw
bottom_right_corner = se
new_overlays += se
add_overlay(new_overlays)
/// Takes a direction, turns it into all the junctions that contain it
/proc/dir_to_all_junctions(dir)
var/handback = NONE
if(dir & NORTH)
handback |= NORTH_JUNCTION | NORTHEAST_JUNCTION | NORTHWEST_JUNCTION
if(dir & SOUTH)
handback |= SOUTH_JUNCTION | SOUTHEAST_JUNCTION | SOUTHWEST_JUNCTION
if(dir & EAST)
handback |= EAST_JUNCTION | SOUTHEAST_JUNCTION | NORTHEAST_JUNCTION
if(dir & WEST)
handback |= WEST_JUNCTION | NORTHWEST_JUNCTION | SOUTHWEST_JUNCTION
return handback
/proc/dir_to_junction(dir)
switch(dir)
if(NORTH)
return NORTH_JUNCTION
if(SOUTH)
return SOUTH_JUNCTION
if(WEST)
return WEST_JUNCTION
if(EAST)
return EAST_JUNCTION
if(NORTHWEST)
return NORTHWEST_JUNCTION
if(NORTHEAST)
return NORTHEAST_JUNCTION
if(SOUTHEAST)
return SOUTHEAST_JUNCTION
if(SOUTHWEST)
return SOUTHWEST_JUNCTION
else
return NONE
/proc/reverse_ndir(ndir)
switch(ndir)
if(NORTH_JUNCTION)
return NORTH
if(SOUTH_JUNCTION)
return SOUTH
if(WEST_JUNCTION)
return WEST
if(EAST_JUNCTION)
return EAST
if(NORTHWEST_JUNCTION)
return NORTHWEST
if(NORTHEAST_JUNCTION)
return NORTHEAST
if(SOUTHEAST_JUNCTION)
return SOUTHEAST
if(SOUTHWEST_JUNCTION)
return SOUTHWEST
if(NORTH_JUNCTION | WEST_JUNCTION)
return NORTHWEST
if(NORTH_JUNCTION | EAST_JUNCTION)
return NORTHEAST
if(SOUTH_JUNCTION | WEST_JUNCTION)
return SOUTHWEST
if(SOUTH_JUNCTION | EAST_JUNCTION)
return SOUTHEAST
if(NORTH_JUNCTION | WEST_JUNCTION | NORTHWEST_JUNCTION)
return NORTHWEST
if(NORTH_JUNCTION | EAST_JUNCTION | NORTHEAST_JUNCTION)
return NORTHEAST
if(SOUTH_JUNCTION | WEST_JUNCTION | SOUTHWEST_JUNCTION)
return SOUTHWEST
if(SOUTH_JUNCTION | EAST_JUNCTION | SOUTHEAST_JUNCTION)
return SOUTHEAST
else
return NONE
//Example smooth wall
/turf/closed/wall/smooth
name = "smooth wall"
icon = 'icons/turf/smooth_wall.dmi'
icon_state = "smooth"
smoothing_flags = SMOOTH_CORNERS|SMOOTH_DIAGONAL_CORNERS|SMOOTH_BORDER
smoothing_groups = null
canSmoothWith = null
#undef NORTH_JUNCTION
#undef SOUTH_JUNCTION
#undef EAST_JUNCTION
#undef WEST_JUNCTION
#undef NORTHEAST_JUNCTION
#undef NORTHWEST_JUNCTION
#undef SOUTHEAST_JUNCTION
#undef SOUTHWEST_JUNCTION
#undef NO_ADJ_FOUND
#undef ADJ_FOUND
#undef NULLTURF_BORDER
#undef DEFAULT_UNDERLAY_ICON
#undef DEFAULT_UNDERLAY_ICON_STATE
#undef CAN_DIAGONAL_SMOOTH