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https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
fixes map rendering by sorting planes correctly (#17679)

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@@ -250,3 +250,17 @@ var/obj/abstract/screen/plane_master/clickmaster/clickmaster = new()
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plane = BASE_PLANE
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var/obj/abstract/screen/plane_master/clickmaster_dummy/clickmaster_dummy = new()
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// 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
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/proc/plane_layer_sort(var/list/to_sort)
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var/list/sorted = list()
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for(var/current_atom in to_sort)
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var/compare_index
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for(compare_index = sorted.len, compare_index > 0, --compare_index) // count down from the length of the list to zero.
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var/atom/compare_atom = sorted[compare_index] // compare to the next object down the list.
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if(compare_atom.plane < current_atom:plane) // is this object below our current atom?
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break
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else if((compare_atom.plane == current_atom:plane) && (compare_atom.layer <= current_atom:layer)) // is this object below our current atom?
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break
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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.
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return sorted // return the sorted list.
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@@ -56,7 +56,6 @@ var/list/exception = list(
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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
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var/list/layers = list() // Associative list of [overlay = layer]
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var/hash = "" // Hash of overlay combination
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if(is_type_in_list(A, directional)&&!is_type_in_list(A, exception))
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@@ -82,65 +81,9 @@ proc/getFlatIcon(atom/A, dir, cache=1, exact=0) // 1 = use cache, 2 = override c
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var/image/copy = image(icon=A.icon,icon_state=A.icon_state,layer=A.layer,dir=dir)
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initialimage[copy] = A.layer
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// Loop through the underlays, then overlays, sorting them into the layers list
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var/list/process = A.underlays // Current list being processed
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var/processSubset=0 // Which list is being processed: 0 = underlays, 1 = overlays
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var/currentIndex=1 // index of 'current' in list being processed
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var/currentOverlay // Current overlay being sorted
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var/currentLayer // Calculated layer that overlay appears on (special case for FLOAT_LAYER)
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var/compareOverlay // The overlay that the current overlay is being compared against
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var/compareIndex // The index in the layers list of 'compare'
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var/list/underlaysort = list()
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var/list/overlaysort = list()
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var/list/sorting = underlaysort
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while(TRUE)
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if(currentIndex<=process.len)
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//All this does is find the appropriate layer and image
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currentOverlay = process[currentIndex]
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currentLayer = currentOverlay:layer
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if(currentLayer<0) // Special case for FLY_LAYER
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ASSERT(currentLayer > -1000)
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if(processSubset == 0) // Underlay
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currentLayer = A.layer+currentLayer/1000
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else // Overlay
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currentLayer = A.layer+(1000+currentLayer)/1000
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//Next is a simple sort algorithm to place the overlay by layer
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if(!sorting.len)
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sorting[currentOverlay] = currentLayer
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currentIndex++
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continue
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for(compareIndex=1,compareIndex<=sorting.len,compareIndex++)
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compareOverlay = sorting[compareIndex]
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if(currentLayer < sorting[compareOverlay]) // Associated value is the calculated layer
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sorting.Insert(compareIndex,currentOverlay)
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sorting[currentOverlay] = currentLayer
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break
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if(compareIndex>sorting.len) // Reached end of list without inserting
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sorting[currentOverlay]=currentLayer // Place at end
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currentIndex++
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if(currentIndex>process.len)
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if(processSubset == 0) // Switch to overlays
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currentIndex = 1
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processSubset = 1
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process = A.overlays
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sorting = overlaysort
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else // All done
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break
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//Get flat icon previously understood layers as interspersing
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//and could render overlays above the atom's icon before this following modification
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layers = underlaysort
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var/list/layers = plane_layer_sort(A.underlays)
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layers += initialimage
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layers += overlaysort
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layers += plane_layer_sort(A.overlays)
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if(cache!=0) // If cache is NOT disabled
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// Create a hash value to represent this specific flattened icon
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@@ -259,21 +259,9 @@
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continue
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atoms.Add(A)
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var/list/sorted = list()
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var/j
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for(var/i = 1 to atoms.len)
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var/atom/c = atoms[i]
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for(j = sorted.len, j > 0, --j)
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var/atom/c2 = sorted[j]
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if(c2.plane < c.plane)
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break
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else if((c2.plane == c.plane) && (c2.layer <= c.layer))
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break
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sorted.Insert(j+1, c)
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var/icon/res = get_base_photo_icon()
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for(var/atom/A in sorted)
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for(var/atom/A in plane_layer_sort(atoms))
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var/icon/img = getFlatIcon(A,A.dir,0)
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if(istype(A, /mob/living) && A:lying)
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img.Turn(A:lying)
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@@ -310,21 +298,9 @@
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else
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atoms.Add(A)
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var/list/sorted = list()
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var/j
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for(var/i = 1 to atoms.len)
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var/atom/c = atoms[i]
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for(j = sorted.len, j > 0, --j)
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var/atom/c2 = sorted[j]
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if(c2.plane < c.plane)
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break
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else if((c2.plane == c.plane) && (c2.layer <= c.layer))
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break
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sorted.Insert(j+1, c)
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var/icon/res = get_base_photo_icon()
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for(var/atom/A in sorted)
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for(var/atom/A in plane_layer_sort(atoms))
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var/icon/img = getFlatIcon(A,A.dir,0)
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if(istype(A, /mob/living) && A:lying)
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img.Turn(A:lying)
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@@ -69,41 +69,16 @@
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if(!allturfcontents.len)
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continue
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//Initializing our layer sorting variables
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var/list/sorting = list()
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var/atom/currentAtom = allturfcontents[1]
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var/currentLayer
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sorting[allturfcontents[1]] = currentAtom.layer
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allturfcontents -= currentAtom
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var/currentIndex = 1
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var/compareIndex = 1
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if(allturfcontents.len)
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//Simple insertion sort, simple variant of the form in getflaticon
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while(currentIndex <= allturfcontents.len)
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currentAtom = allturfcontents[currentIndex]
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currentLayer = currentAtom.layer
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for(compareIndex=1,compareIndex<=sorting.len,compareIndex++)
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if(currentLayer < sorting[sorting[compareIndex]])
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sorting.Insert(compareIndex,currentAtom)
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sorting[currentAtom] = currentLayer
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break
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if(compareIndex>sorting.len)
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sorting[currentAtom]=currentLayer
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currentIndex++
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//Preparing to blend get flat icon of
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for(var/atom/A in sorting)
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var/icon/icontoblend = getFlatIcon(A = A, dir = A.dir, cache = 0)
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for(var/A in plane_layer_sort(allturfcontents))
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var/icon/icontoblend = getFlatIcon(A,A:dir, cache = 0)
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map_icon.Blend(icontoblend, ICON_OVERLAY, ((a-1)*WORLD_ICON_SIZE)+1, ((b-1)*WORLD_ICON_SIZE)+1)
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sleep(-1)
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for(var/atom/A in pixel_shift_objects)
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var/icon/icontoblend = getFlatIcon(A = A, dir = A.dir, cache = 0)
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for(var/A in pixel_shift_objects)
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var/icon/icontoblend = getFlatIcon(A, A:dir, cache = 0)
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//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
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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)
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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)
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if(y >= world.maxy)
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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))
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@@ -119,3 +94,5 @@
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if(fexists(resultpath))
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fdel(resultpath)
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fcopy(result_icon, resultpath)
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to_chat(world, "<b>The map has been rendered successfully<b>")
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src << sound('sound/effects/maprendercomplete.ogg')
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BIN
sound/effects/maprendercomplete.ogg
Normal file
BIN
sound/effects/maprendercomplete.ogg
Normal file
Binary file not shown.
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