fixes map rendering by sorting planes correctly (#17679)

![](https://images-na.ssl-images-amazon.com/images/I/61CTVBlRL4L._SL1000_.jpg)
This commit is contained in:
DrCelt
2018-03-02 04:19:47 -05:00
committed by Probe1
parent 3b95256a1c
commit e6c80a0006
5 changed files with 27 additions and 117 deletions

View File

@@ -249,4 +249,18 @@ var/obj/abstract/screen/plane_master/clickmaster/clickmaster = new()
appearance_flags = 0 appearance_flags = 0
plane = BASE_PLANE plane = BASE_PLANE
var/obj/abstract/screen/plane_master/clickmaster_dummy/clickmaster_dummy = new() var/obj/abstract/screen/plane_master/clickmaster_dummy/clickmaster_dummy = new()
// returns a list with the objects sorted depending on their layer, with the lowest objects being the first in the list and the highest objects being last
/proc/plane_layer_sort(var/list/to_sort)
var/list/sorted = list()
for(var/current_atom in to_sort)
var/compare_index
for(compare_index = sorted.len, compare_index > 0, --compare_index) // count down from the length of the list to zero.
var/atom/compare_atom = sorted[compare_index] // compare to the next object down the list.
if(compare_atom.plane < current_atom:plane) // is this object below our current atom?
break
else if((compare_atom.plane == current_atom:plane) && (compare_atom.layer <= current_atom:layer)) // is this object below our current atom?
break
sorted.Insert(compare_index+1, current_atom) // insert it just above the atom it was higher than - or at the bottom if it was higher than nothing.
return sorted // return the sorted list.

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@@ -56,7 +56,6 @@ var/list/exception = list(
proc/getFlatIcon(atom/A, dir, cache=1, exact=0) // 1 = use cache, 2 = override cache, 0 = ignore cache //exact = 1 means the atom won't be rotated if it's a lying mob/living/carbon proc/getFlatIcon(atom/A, dir, cache=1, exact=0) // 1 = use cache, 2 = override cache, 0 = ignore cache //exact = 1 means the atom won't be rotated if it's a lying mob/living/carbon
var/list/layers = list() // Associative list of [overlay = layer]
var/hash = "" // Hash of overlay combination var/hash = "" // Hash of overlay combination
if(is_type_in_list(A, directional)&&!is_type_in_list(A, exception)) if(is_type_in_list(A, directional)&&!is_type_in_list(A, exception))
@@ -82,65 +81,9 @@ proc/getFlatIcon(atom/A, dir, cache=1, exact=0) // 1 = use cache, 2 = override c
var/image/copy = image(icon=A.icon,icon_state=A.icon_state,layer=A.layer,dir=dir) var/image/copy = image(icon=A.icon,icon_state=A.icon_state,layer=A.layer,dir=dir)
initialimage[copy] = A.layer initialimage[copy] = A.layer
var/list/layers = plane_layer_sort(A.underlays)
// Loop through the underlays, then overlays, sorting them into the layers list
var/list/process = A.underlays // Current list being processed
var/processSubset=0 // Which list is being processed: 0 = underlays, 1 = overlays
var/currentIndex=1 // index of 'current' in list being processed
var/currentOverlay // Current overlay being sorted
var/currentLayer // Calculated layer that overlay appears on (special case for FLOAT_LAYER)
var/compareOverlay // The overlay that the current overlay is being compared against
var/compareIndex // The index in the layers list of 'compare'
var/list/underlaysort = list()
var/list/overlaysort = list()
var/list/sorting = underlaysort
while(TRUE)
if(currentIndex<=process.len)
//All this does is find the appropriate layer and image
currentOverlay = process[currentIndex]
currentLayer = currentOverlay:layer
if(currentLayer<0) // Special case for FLY_LAYER
ASSERT(currentLayer > -1000)
if(processSubset == 0) // Underlay
currentLayer = A.layer+currentLayer/1000
else // Overlay
currentLayer = A.layer+(1000+currentLayer)/1000
//Next is a simple sort algorithm to place the overlay by layer
if(!sorting.len)
sorting[currentOverlay] = currentLayer
currentIndex++
continue
for(compareIndex=1,compareIndex<=sorting.len,compareIndex++)
compareOverlay = sorting[compareIndex]
if(currentLayer < sorting[compareOverlay]) // Associated value is the calculated layer
sorting.Insert(compareIndex,currentOverlay)
sorting[currentOverlay] = currentLayer
break
if(compareIndex>sorting.len) // Reached end of list without inserting
sorting[currentOverlay]=currentLayer // Place at end
currentIndex++
if(currentIndex>process.len)
if(processSubset == 0) // Switch to overlays
currentIndex = 1
processSubset = 1
process = A.overlays
sorting = overlaysort
else // All done
break
//Get flat icon previously understood layers as interspersing
//and could render overlays above the atom's icon before this following modification
layers = underlaysort
layers += initialimage layers += initialimage
layers += overlaysort layers += plane_layer_sort(A.overlays)
if(cache!=0) // If cache is NOT disabled if(cache!=0) // If cache is NOT disabled
// Create a hash value to represent this specific flattened icon // Create a hash value to represent this specific flattened icon

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@@ -32,7 +32,7 @@
var/icon/img //Big photo image var/icon/img //Big photo image
var/scribble //Scribble on the back. var/scribble //Scribble on the back.
var/blueprints = FALSE //Does it include the blueprints? var/blueprints = FALSE //Does it include the blueprints?
var/info //Info on the camera about mobs or some shit var/info //Info on the camera about mobs or some shit
autoignition_temperature = 530 // Kelvin autoignition_temperature = 530 // Kelvin
fire_fuel = TRUE fire_fuel = TRUE
@@ -259,21 +259,9 @@
continue continue
atoms.Add(A) atoms.Add(A)
var/list/sorted = list()
var/j
for(var/i = 1 to atoms.len)
var/atom/c = atoms[i]
for(j = sorted.len, j > 0, --j)
var/atom/c2 = sorted[j]
if(c2.plane < c.plane)
break
else if((c2.plane == c.plane) && (c2.layer <= c.layer))
break
sorted.Insert(j+1, c)
var/icon/res = get_base_photo_icon() var/icon/res = get_base_photo_icon()
for(var/atom/A in sorted) for(var/atom/A in plane_layer_sort(atoms))
var/icon/img = getFlatIcon(A,A.dir,0) var/icon/img = getFlatIcon(A,A.dir,0)
if(istype(A, /mob/living) && A:lying) if(istype(A, /mob/living) && A:lying)
img.Turn(A:lying) img.Turn(A:lying)
@@ -310,21 +298,9 @@
else else
atoms.Add(A) atoms.Add(A)
var/list/sorted = list()
var/j
for(var/i = 1 to atoms.len)
var/atom/c = atoms[i]
for(j = sorted.len, j > 0, --j)
var/atom/c2 = sorted[j]
if(c2.plane < c.plane)
break
else if((c2.plane == c.plane) && (c2.layer <= c.layer))
break
sorted.Insert(j+1, c)
var/icon/res = get_base_photo_icon() var/icon/res = get_base_photo_icon()
for(var/atom/A in sorted) for(var/atom/A in plane_layer_sort(atoms))
var/icon/img = getFlatIcon(A,A.dir,0) var/icon/img = getFlatIcon(A,A.dir,0)
if(istype(A, /mob/living) && A:lying) if(istype(A, /mob/living) && A:lying)
img.Turn(A:lying) img.Turn(A:lying)

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@@ -69,41 +69,16 @@
if(!allturfcontents.len) if(!allturfcontents.len)
continue continue
//Initializing our layer sorting variables
var/list/sorting = list()
var/atom/currentAtom = allturfcontents[1]
var/currentLayer
sorting[allturfcontents[1]] = currentAtom.layer
allturfcontents -= currentAtom
var/currentIndex = 1
var/compareIndex = 1
if(allturfcontents.len)
//Simple insertion sort, simple variant of the form in getflaticon
while(currentIndex <= allturfcontents.len)
currentAtom = allturfcontents[currentIndex]
currentLayer = currentAtom.layer
for(compareIndex=1,compareIndex<=sorting.len,compareIndex++)
if(currentLayer < sorting[sorting[compareIndex]])
sorting.Insert(compareIndex,currentAtom)
sorting[currentAtom] = currentLayer
break
if(compareIndex>sorting.len)
sorting[currentAtom]=currentLayer
currentIndex++
//Preparing to blend get flat icon of //Preparing to blend get flat icon of
for(var/atom/A in sorting) for(var/A in plane_layer_sort(allturfcontents))
var/icon/icontoblend = getFlatIcon(A = A, dir = A.dir, cache = 0) var/icon/icontoblend = getFlatIcon(A,A:dir, cache = 0)
map_icon.Blend(icontoblend, ICON_OVERLAY, ((a-1)*WORLD_ICON_SIZE)+1, ((b-1)*WORLD_ICON_SIZE)+1) map_icon.Blend(icontoblend, ICON_OVERLAY, ((a-1)*WORLD_ICON_SIZE)+1, ((b-1)*WORLD_ICON_SIZE)+1)
sleep(-1) sleep(-1)
for(var/atom/A in pixel_shift_objects) for(var/A in pixel_shift_objects)
var/icon/icontoblend = getFlatIcon(A = A, dir = A.dir, cache = 0) var/icon/icontoblend = getFlatIcon(A, A:dir, cache = 0)
//This part is tricky since we've skipped a and b, since these are map objects they have valid x,y. a and b should be the modulo'd value of x,y with icon_size //This part is tricky since we've skipped a and b, since these are map objects they have valid x,y. a and b should be the modulo'd value of x,y with icon_size
map_icon.Blend(icontoblend, ICON_OVERLAY, (((A.x % icon_size)-1)*WORLD_ICON_SIZE)+1+A.pixel_x, (((A.y % icon_size)-1)*WORLD_ICON_SIZE)+1+A.pixel_y) map_icon.Blend(icontoblend, ICON_OVERLAY, (((A:x % icon_size)-1)*WORLD_ICON_SIZE)+1+A:pixel_x, (((A:y % icon_size)-1)*WORLD_ICON_SIZE)+1+A:pixel_y)
if(y >= world.maxy) if(y >= world.maxy)
map_icon.DrawBox(rgb(255,255,255,255), x1 = 1, y1 = 1, x2 = WORLD_ICON_SIZE*icon_size, y2 = WORLD_ICON_SIZE*(icon_size-world.maxy % icon_size)) map_icon.DrawBox(rgb(255,255,255,255), x1 = 1, y1 = 1, x2 = WORLD_ICON_SIZE*icon_size, y2 = WORLD_ICON_SIZE*(icon_size-world.maxy % icon_size))
@@ -119,3 +94,5 @@
if(fexists(resultpath)) if(fexists(resultpath))
fdel(resultpath) fdel(resultpath)
fcopy(result_icon, resultpath) fcopy(result_icon, resultpath)
to_chat(world, "<b>The map has been rendered successfully<b>")
src << sound('sound/effects/maprendercomplete.ogg')

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