Files
vgstation13/code/modules/multiz/_HELPERS.dm
kane-f 84bf965ae8 Multi-z 3: With a vengeance (#30178)
* fix map

* Fixing bad syntax

* Maybe this will work

* Travis wanted me to remove this

* Unticking attempt

* Unticking attempt 2

* Removing all useless broken zshadow stuff

* Maybe now?

* Oh weird

* Adding up/down pipe sprites

* Adding darkness overlay, attempt #1

* Second attempt, now works

* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness

* Fix, plus keeps this floor in place

* Really bad fix that stops space looking weird

* Now everything should work normally, except lighting overlays

* Updates the map

* Consistency

* Adds new fall damage sound

* Typo

* Jetpack fun

* Better

* Less bad brackets and parantheses pain

* OHhh

* These fly too, brooms next whenever I figure those out

* Finishing pipe icons

* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake

* Bringing back zshadow, but with no icon

* Oh it's this issue again

* Final fix, better attempt at image relay

* Now for it looking nice, vis_contents are bad here too

* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it

* Map change

* Changing it back, test server stays on box anyways

* Removing non-working solution

* Removes broken lighting overlays

* Finally fixes up floor generation above walls

* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz

* More, almost done

* Finalised

* Cube option

* Logic fix

* Syntax

* Attempting to make item fall on arc

* Compile

* Now this is no longer needed

* BRACE FOR ENABLING MULTI-Z ZAS

* Attempt at fixing glass floor tiles

* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink

* Missing var

* Removing unused var and fixes consistency

* Fixing logic and syntax etc, still needs testing before uncomment

* Uncommenting, some fixes too

* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING

* Client proc to test this

* Adds to list

* Typo not drawing red on main layer

* Here too

* Adding debug logs for clarity

* Better

* Even better

* Experimental multi-Z EMP support, cylindrical effect for now

* Better distance falloff

* Sound/visual support on other layers?

* Z cap for EMP sound

* Booms too

* Adds back accidentally deleted file

* Muuuch more sane check

* Attempt at connecting heard speech between multi Z

* Cleaner

* Missing bracket

* Removing zshadow mobs entirely again, no need for them whatsoever

* Multi-z visible messages

* Emotes

* Fix?

* Wew

* K

* Much nicer function

* I forget about this define

* Ohhhh

* Comma fix

* Aaa

* This might fix

* Removing visible message one for now

* Trying this solution

* Typo

* RIP location, hope this won't break anything

* Actually location gets to come back, fix is here

* I give up, the tests are clearly what's borken

* Let's see what this does with those nullspaces test items (yes really)

* Indent fix, plus nice comments

* MULTI-Z SOUND???

* Woops

* Jetpack and etc trails over open space now!

* No macros, this is why we can't have nice things

* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK

* Gotta make leapers not fall somehow

* Bad oversight

* Fully allows going down stairs with weird border objects

* Flying now works properly for humans on open space

* Now, fall instantly on stop

* Oversight

* Oh this function

* New helper functions

* Oversight again

* Replacing lines with abs(), multi z singulo pull attempt

* Quick supermatter fix

* Don't cut overlays

* Move down here

* Typo

* Now actually works, implementation could be better though

* Additional helper function for z distances because BYOND hates comparing z

* Reimplementing for sound

* abs() to keep positive for max comparisons in line distances

* Keeping gas overlays outside of multi-z viewing to stop some glitches

* That didn't work

* Testing removal from float planes for stuff that never needed to be on it

* Fixes gas overlays showing up all wrong in multi Z ZAS

* Gutting this controller, no longer needed period, system works fine without it

* Now glass floors look mostly perfect on open spaces

* Var name change for fun stuff later

* Knew I'd miss one

* Gravity based fall delay?

* Settle with using sleep() for now, what could go wrong?

* Lagged the game horribly, so everything

* Here all along, huh

* Just remove it for now, it kinda works but not ideally at all

* Thank you TK code for giving me a nice and working way to do this

* Comments, oversights

* No wait it was right the first time

* Now for the damage multiplier

* Knockdown too

* Nicer format

* This should still be min, plus now have a debug log and shifted around logic

* Now for mech stuff

* Clamping knockdown

* Definition fix

* Dusting this off, hopeful fix to things not falling

* Probably don't need this, I forget

* Hahaha nope, this did nothing

* Finally, a way to make fall() call in mid air after a delay without horrible lag

* Tunes pipe layering if on same zlevel, getting there

* Now fully tuned

* Adding bones for pipe item support

* Test

* z_up pipe item icon state

* z_up and z_down pipe item icon state

* Adding these to pipe dispensers

* Typo

* RCDs too

* Moved here

* Moved back

* Makes space work nicer

* Oh and here

* Fall updates

* Don't need this

* Oversights everywhere

* Fixes

* More

* More, and new stuff

* Even more

* Dampening these a bit

* So many, so moved to new file

* Forgot this

* Refactor

* Forgot to actually use

* Indentation issues

* Works better like this

* Refactors into nicer proc

* One oversight

* Stair frames, to construct into stairs

* Stack recipe for em

* Cutting useless stuff

* Fixes

* Last fixes

* Stops uncrossing at non existant aboves

* Better logic

* Better logic

* Fix

* Fixes nullspace checking runtime

* Removes redundant check on stairs

* Replaces CanPass with Cross, functionality is same and definition is duplicate of it

* Missed one

* Darkening and falling tweaks

* Better call for gravity

* Oversight

* Stops falling in space, zero-g open space movement fixes etc

* Consistency

* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to

* Var name fix

* Much nicer system with no recursive function or last_fall variable use

* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity

* Makes z distances pay attention to multi z support

* Maybe this is better

* Left this in

* Adding visible and hidden variants for mapping

* Counts glass floors as open space for the purpose of open space checks

* Bracket fix

* Makes it a macro for easy viewing

* Space looks much better like this honestly

* Makes schematics actually show up on RPD in multi-z

* Making these tied to WORLD_ICON_SIZE

* Changes for someone to test

* Now the fix actually works

* Removes forceMove(), nicer solution

* Giving stairs all their dirs

* Fixing stair position problem and other things

* Stair deconstruction

* Removing redundant enter() check to move()

* Some updates as requested

* .dme and map/file fixes

* .dme and map/file fixes

* Updating can_falls

* Ladder climb fix

* Some port notes updates

* Docs itself

* Removing unused edge_type var

* Removing landmark object, converts it code side

* Removing unsimmed walls doing it, not necessary

* Updated descs

* Fixing observer non-standards in file

* More file cleanup

* Jetpacks allow z-travelling

* Now they really do

* Robots too

* Updating docs

* Code cleanup

* Catch one

* Indent fix

* Not sure what that even is

* Catching these

* Applying some old fixes

* Removing unused file

* Moving nodes back to original places, or an attempt to

* Here too

* Removing unused file

* Moving these back too

* Some fixes for now

* Some more

* Even more, almost done

* Better pipe icons

* More icons

* Disposal pipe construction

* Mixup

* List optimisation, new fixes

Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-27 08:14:13 -05:00

133 lines
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var/global/list/visible_spaces = list(/turf/simulated/open, /turf/simulated/floor/glass)
#define isopenspace(A) istype(A, /turf/simulated/open)
#define isvisiblespace(A) is_type_in_list(A, visible_spaces)
#define OPENSPACE_PLANE_START -23
#define OPENSPACE_PLANE_END -8
#define OPENSPACE_PLANE -25
#define OVER_OPENSPACE_PLANE -7
/turf/proc/is_space()
return 0
/turf/space/is_space()
return 1
// Called after turf replaces old one
/turf/proc/post_change()
levelupdate()
var/turf/simulated/open/T = GetAbove(src)
if(istype(T))
T.update_icon()
/proc/is_on_same_plane_or_station(var/z1, var/z2)
if(z1 == z2)
return 1
if((z1 in map.zLevels) && (z2 in map.zLevels))
return 1
return 0
// BEGIN /VG/ CODE
/**
* Z-Distance functions
*
* Because vanilla get_dist() only gets the max value of either x or y and not z for some reason, thanks BYOND!
*
* Euclidean follows suit for the proper formula
*/
/proc/get_z_dist(atom/Loc1,atom/Loc2)
var/dx = abs(Loc1.x - Loc2.x)
var/dy = abs(Loc1.y - Loc2.y)
var/dz = abs(Loc1.z - Loc2.z)
if(!AreConnectedZLevels(Loc1.z, Loc2.z))
return INFINITY
return max(dx,dy,dz)
/proc/get_z_dist_euclidian(atom/Loc1, atom/Loc2)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dz = Loc1.z - Loc2.z
if(!AreConnectedZLevels(Loc1.z, Loc2.z))
return INFINITY
return sqrt(dx**2 + dy**2 + dz**2)
/**
* Get Distance, Squared
*
* Because sqrt is slow, this returns the z distance squared, which skips the sqrt step.
*
* Use to compare distances. Used in component mobs.
*/
/proc/get_z_dist_squared(var/atom/a, var/atom/b)
if(!AreConnectedZLevels(a.z, b.z))
return INFINITY
return ((b.x-a.x)**2) + ((b.y-a.y)**2) + ((b.z-a.z)**2)
/proc/multi_z_spiral_block(var/turf/epicenter,var/max_range,var/inward=0,var/draw_red=0,var/cube=1)
var/list/spiraled_turfs = list()
var/turf/upturf = epicenter
var/turf/downturf = epicenter
if(inward)
var/upcount = 1
var/downcount = 1
for(var/i = 1, i < max_range, i++)
if(HasAbove(upturf.z))
upturf = GetAbove(upturf)
upcount++
if(HasBelow(downturf.z))
downturf = GetBelow(downturf)
downcount++
for(var/i = 1, i < max_range, i++)
if(GetBelow(upturf) != epicenter)
upturf = GetBelow(upturf)
spiraled_turfs += spiral_block(upturf, cube ? max_range : i + (max_range - upcount), inward, draw_red)
log_debug("Spiralling block of size [cube ? max_range : i + (max_range - upcount)] in [upturf.loc.name] ([upturf.x],[upturf.y],[upturf.z])")
if(GetAbove(upturf) != epicenter)
downturf = GetAbove(downturf)
spiraled_turfs += spiral_block(downturf, cube ? max_range : i + (max_range - downcount), inward, draw_red)
log_debug("Spiralling block of size [cube ? max_range : i + (max_range - downcount)] in [downturf.loc.name] ([downturf.x],[downturf.y],[downturf.z])")
log_debug("Spiralling block of size [max_range] in [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
spiraled_turfs += spiral_block(epicenter,max_range,inward,draw_red)
else
log_debug("Spiralling block of size [max_range] in [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
spiraled_turfs += spiral_block(epicenter,max_range,inward,draw_red)
for(var/i = 1, i < max_range, i++)
if(HasAbove(upturf.z))
upturf = GetAbove(upturf)
log_debug("Spiralling block of size [cube ? max_range : i + (max_range - i)] in [upturf.loc.name] ([upturf.x],[upturf.y],[upturf.z])")
spiraled_turfs += spiral_block(upturf, cube ? max_range : max_range - i, inward, draw_red)
if(HasBelow(downturf.z))
downturf = GetBelow(downturf)
log_debug("Spiralling block of size [cube ? max_range : i + (max_range - i)] in [downturf.loc.name] ([downturf.x],[downturf.y],[downturf.z])")
spiraled_turfs += spiral_block(downturf, cube ? max_range : max_range - i, inward, draw_red)
return spiraled_turfs
/client/proc/check_multi_z_spiral()
set name = "Check Multi-Z Spiral Block"
set category = "Debug"
var/turf/epicenter = get_turf(usr)
var/max_range = input("Set the max range") as num
var/inward_txt = alert("Which way?","Spiral Block", "Inward","Outward")
var/inward = inward_txt == "Inward" ? 1 : 0
var/shape_txt = alert("What shape?","Spiral Block", "Cube","Octahedron")
var/shape = shape_txt == "Cube" ? 1 : 0
multi_z_spiral_block(epicenter,max_range,inward,1,shape)
// Halves above and below, as per suggestion by deity on how to handle multi-z explosions
/proc/explosion_destroy_multi_z(turf/epicenter, turf/offcenter, const/devastation_range, const/heavy_impact_range, const/light_impact_range, const/flash_range, var/explosion_time)
if(HasAbove(offcenter.z) && (devastation_range >= 1 || heavy_impact_range >= 1 || light_impact_range >= 1 || flash_range >= 1))
var/turf/upcenter = GetAbove(offcenter)
if(upcenter.z > epicenter.z)
explosion_destroy(epicenter, upcenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, explosion_time)
if(HasBelow(offcenter.z) && (devastation_range >= 1 || heavy_impact_range >= 1 || light_impact_range >= 1 || flash_range >= 1))
var/turf/downcenter = GetBelow(offcenter)
if(downcenter.z < epicenter.z)
explosion_destroy(epicenter, downcenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, explosion_time)