mirror of
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* Made atoms not smooth with shuttles * Shuttle area canSmoothWithAreas is automatically assigned to the area's type if it is null * Moved pirate shuttle areas into the multi-area shuttles section
403 lines
12 KiB
Plaintext
403 lines
12 KiB
Plaintext
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//generic (by snowflake) tile smoothing code; smooth your icons with this!
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/*
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Each tile is divided in 4 corners, each corner has an appearance associated to it; the tile is then overlayed by these 4 appearances
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To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
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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;
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Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
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Each atom has its own icon file with all the possible corner states. See 'smooth_wall.dmi' for a template.
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DIAGONAL SMOOTHING INSTRUCTIONS
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To make your atom smooth diagonally you need all the proper icon states (see 'smooth_wall.dmi' for a template) and
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to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
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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
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a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
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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:
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fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
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A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
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not set properly, the underlay will default to regular floor plating.
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To see an example of a diagonal wall, see '/turf/closed/wall/mineral/titanium' and its subtypes.
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*/
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//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
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#define N_NORTH 2
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#define N_SOUTH 4
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#define N_EAST 16
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#define N_WEST 256
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#define N_NORTHEAST 32
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#define N_NORTHWEST 512
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#define N_SOUTHEAST 64
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#define N_SOUTHWEST 1024
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#define SMOOTH_FALSE 0 //not smooth
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#define SMOOTH_TRUE 1 //smooths with exact specified types or just itself
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#define SMOOTH_MORE 2 //smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
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#define SMOOTH_DIAGONAL 4 //if atom should smooth diagonally, this should be present in 'smooth' var
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#define SMOOTH_BORDER 8 //atom will smooth with the borders of the map
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#define SMOOTH_QUEUED 16 //atom is currently queued to smooth.
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#define NULLTURF_BORDER 123456789
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#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
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#define DEFAULT_UNDERLAY_ICON_STATE "plating"
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/atom/var/smooth = SMOOTH_FALSE
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/atom/var/top_left_corner
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/atom/var/top_right_corner
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/atom/var/bottom_left_corner
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/atom/var/bottom_right_corner
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/atom/var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
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/atom/movable/var/can_be_unanchored = FALSE
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/turf/var/list/fixed_underlay = null
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/proc/calculate_adjacencies(atom/A)
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if(!A.loc)
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return 0
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var/adjacencies = 0
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var/atom/movable/AM
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if(ismovableatom(A))
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AM = A
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if(AM.can_be_unanchored && !AM.anchored)
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return 0
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for(var/direction in GLOB.cardinals)
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AM = find_type_in_direction(A, direction)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= 1 << direction
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= 1 << direction
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if(adjacencies & N_NORTH)
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if(adjacencies & N_WEST)
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AM = find_type_in_direction(A, NORTHWEST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_NORTHWEST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_NORTHWEST
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if(adjacencies & N_EAST)
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AM = find_type_in_direction(A, NORTHEAST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_NORTHEAST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_NORTHEAST
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if(adjacencies & N_SOUTH)
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if(adjacencies & N_WEST)
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AM = find_type_in_direction(A, SOUTHWEST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_SOUTHWEST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_SOUTHWEST
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if(adjacencies & N_EAST)
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AM = find_type_in_direction(A, SOUTHEAST)
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if(AM == NULLTURF_BORDER)
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if((A.smooth & SMOOTH_BORDER))
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adjacencies |= N_SOUTHEAST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_SOUTHEAST
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return adjacencies
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//do not use, use queue_smooth(atom)
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/proc/smooth_icon(atom/A)
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if(!A || !A.smooth)
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return
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A.smooth &= ~SMOOTH_QUEUED
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if (!A.z)
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return
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if(QDELETED(A))
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return
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if((A.smooth & SMOOTH_TRUE) || (A.smooth & SMOOTH_MORE))
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var/adjacencies = calculate_adjacencies(A)
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if(A.smooth & SMOOTH_DIAGONAL)
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A.diagonal_smooth(adjacencies)
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else
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cardinal_smooth(A, adjacencies)
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/atom/proc/diagonal_smooth(adjacencies)
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switch(adjacencies)
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if(N_NORTH|N_WEST)
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replace_smooth_overlays("d-se","d-se-0")
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if(N_NORTH|N_EAST)
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replace_smooth_overlays("d-sw","d-sw-0")
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if(N_SOUTH|N_WEST)
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replace_smooth_overlays("d-ne","d-ne-0")
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if(N_SOUTH|N_EAST)
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replace_smooth_overlays("d-nw","d-nw-0")
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if(N_NORTH|N_WEST|N_NORTHWEST)
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replace_smooth_overlays("d-se","d-se-1")
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if(N_NORTH|N_EAST|N_NORTHEAST)
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replace_smooth_overlays("d-sw","d-sw-1")
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if(N_SOUTH|N_WEST|N_SOUTHWEST)
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replace_smooth_overlays("d-ne","d-ne-1")
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if(N_SOUTH|N_EAST|N_SOUTHEAST)
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replace_smooth_overlays("d-nw","d-nw-1")
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else
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cardinal_smooth(src, adjacencies)
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return
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icon_state = ""
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return adjacencies
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//only walls should have a need to handle underlays
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/turf/closed/wall/diagonal_smooth(adjacencies)
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adjacencies = reverse_ndir(..())
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if(adjacencies)
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var/mutable_appearance/underlay_appearance = mutable_appearance(layer = TURF_LAYER)
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var/list/U = list(underlay_appearance)
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if(fixed_underlay)
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if(fixed_underlay["space"])
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underlay_appearance.icon = 'icons/turf/space.dmi'
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underlay_appearance.icon_state = SPACE_ICON_STATE
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underlay_appearance.plane = PLANE_SPACE
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else
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underlay_appearance.icon = fixed_underlay["icon"]
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underlay_appearance.icon_state = fixed_underlay["icon_state"]
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else
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var/turned_adjacency = turn(adjacencies, 180)
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var/turf/T = get_step(src, turned_adjacency)
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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T = get_step(src, turn(adjacencies, 135))
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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T = get_step(src, turn(adjacencies, 225))
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//if all else fails, ask our own turf
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
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underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
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underlays = U
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// Drop posters which were previously placed on this wall.
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for(var/obj/structure/sign/poster/P in src)
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P.roll_and_drop(src)
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/proc/cardinal_smooth(atom/A, adjacencies)
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//NW CORNER
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var/nw = "1-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
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if(adjacencies & N_NORTHWEST)
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nw = "1-f"
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else
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nw = "1-nw"
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else
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if(adjacencies & N_NORTH)
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nw = "1-n"
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else if(adjacencies & N_WEST)
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nw = "1-w"
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//NE CORNER
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var/ne = "2-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
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if(adjacencies & N_NORTHEAST)
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ne = "2-f"
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else
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ne = "2-ne"
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else
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if(adjacencies & N_NORTH)
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ne = "2-n"
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else if(adjacencies & N_EAST)
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ne = "2-e"
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//SW CORNER
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var/sw = "3-i"
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if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
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if(adjacencies & N_SOUTHWEST)
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sw = "3-f"
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else
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sw = "3-sw"
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else
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if(adjacencies & N_SOUTH)
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sw = "3-s"
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else if(adjacencies & N_WEST)
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sw = "3-w"
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//SE CORNER
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var/se = "4-i"
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if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
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if(adjacencies & N_SOUTHEAST)
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se = "4-f"
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else
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se = "4-se"
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else
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if(adjacencies & N_SOUTH)
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se = "4-s"
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else if(adjacencies & N_EAST)
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se = "4-e"
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var/list/New
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if(A.top_left_corner != nw)
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A.cut_overlay(A.top_left_corner)
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A.top_left_corner = nw
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LAZYADD(New, nw)
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if(A.top_right_corner != ne)
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A.cut_overlay(A.top_right_corner)
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A.top_right_corner = ne
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LAZYADD(New, ne)
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if(A.bottom_right_corner != sw)
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A.cut_overlay(A.bottom_right_corner)
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A.bottom_right_corner = sw
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LAZYADD(New, sw)
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if(A.bottom_left_corner != se)
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A.cut_overlay(A.bottom_left_corner)
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A.bottom_left_corner = se
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LAZYADD(New, se)
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if(New)
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A.add_overlay(New)
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/proc/find_type_in_direction(atom/source, direction)
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var/turf/target_turf = get_step(source, direction)
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if(!target_turf)
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return NULLTURF_BORDER
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var/area/target_area = get_area(target_turf)
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var/area/source_area = get_area(source)
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if(source_area.canSmoothWithAreas && !is_type_in_typecache(target_area, source_area.canSmoothWithAreas))
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return null
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if(target_area.canSmoothWithAreas && !is_type_in_typecache(source_area, target_area.canSmoothWithAreas))
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return null
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if(source.canSmoothWith)
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var/atom/A
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if(source.smooth & SMOOTH_MORE)
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for(var/a_type in source.canSmoothWith)
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if( istype(target_turf, a_type) )
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return target_turf
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A = locate(a_type) in target_turf
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if(A)
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return A
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return null
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for(var/a_type in source.canSmoothWith)
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if(a_type == target_turf.type)
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return target_turf
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A = locate(a_type) in target_turf
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if(A && A.type == a_type)
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return A
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return null
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else
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if(isturf(source))
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return source.type == target_turf.type ? target_turf : null
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var/atom/A = locate(source.type) in target_turf
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return A && A.type == source.type ? A : null
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//Icon smoothing helpers
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/proc/smooth_zlevel(var/zlevel, now = FALSE)
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var/list/away_turfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))
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for(var/V in away_turfs)
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var/turf/T = V
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if(T.smooth)
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if(now)
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smooth_icon(T)
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else
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queue_smooth(T)
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for(var/R in T)
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var/atom/A = R
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if(A.smooth)
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if(now)
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smooth_icon(A)
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else
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queue_smooth(A)
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/atom/proc/clear_smooth_overlays()
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cut_overlay(top_left_corner)
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top_left_corner = null
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cut_overlay(top_right_corner)
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top_right_corner = null
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cut_overlay(bottom_right_corner)
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bottom_right_corner = null
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cut_overlay(bottom_left_corner)
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bottom_left_corner = null
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/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
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clear_smooth_overlays()
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var/list/O = list()
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top_left_corner = nw
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O += nw
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top_right_corner = ne
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O += ne
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bottom_left_corner = sw
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O += sw
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bottom_right_corner = se
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O += se
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add_overlay(O)
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/proc/reverse_ndir(ndir)
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switch(ndir)
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if(N_NORTH)
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return NORTH
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if(N_SOUTH)
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return SOUTH
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if(N_WEST)
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return WEST
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if(N_EAST)
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return EAST
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if(N_NORTHWEST)
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return NORTHWEST
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if(N_NORTHEAST)
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return NORTHEAST
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if(N_SOUTHEAST)
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return SOUTHEAST
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if(N_SOUTHWEST)
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return SOUTHWEST
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if(N_NORTH|N_WEST)
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return NORTHWEST
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if(N_NORTH|N_EAST)
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return NORTHEAST
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if(N_SOUTH|N_WEST)
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return SOUTHWEST
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if(N_SOUTH|N_EAST)
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return SOUTHEAST
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if(N_NORTH|N_WEST|N_NORTHWEST)
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return NORTHWEST
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if(N_NORTH|N_EAST|N_NORTHEAST)
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return NORTHEAST
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if(N_SOUTH|N_WEST|N_SOUTHWEST)
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return SOUTHWEST
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if(N_SOUTH|N_EAST|N_SOUTHEAST)
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return SOUTHEAST
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else
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return 0
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//SSicon_smooth
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/proc/queue_smooth_neighbors(atom/A)
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for(var/V in orange(1,A))
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var/atom/T = V
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if(T.smooth)
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queue_smooth(T)
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//SSicon_smooth
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/proc/queue_smooth(atom/A)
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if(!A.smooth || A.smooth & SMOOTH_QUEUED)
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return
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SSicon_smooth.smooth_queue += A
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SSicon_smooth.can_fire = 1
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A.smooth |= SMOOTH_QUEUED
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//Example smooth wall
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/turf/closed/wall/smooth
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name = "smooth wall"
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icon = 'icons/turf/smooth_wall.dmi'
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icon_state = "smooth"
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smooth = SMOOTH_TRUE|SMOOTH_DIAGONAL|SMOOTH_BORDER
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canSmoothWith = null
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