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https://github.com/vgstation-coders/vgstation13.git
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* 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>
133 lines
5.2 KiB
Plaintext
133 lines
5.2 KiB
Plaintext
var/global/list/visible_spaces = list(/turf/simulated/open, /turf/simulated/floor/glass)
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#define isopenspace(A) istype(A, /turf/simulated/open)
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#define isvisiblespace(A) is_type_in_list(A, visible_spaces)
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#define OPENSPACE_PLANE_START -23
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#define OPENSPACE_PLANE_END -8
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#define OPENSPACE_PLANE -25
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#define OVER_OPENSPACE_PLANE -7
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/turf/proc/is_space()
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return 0
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/turf/space/is_space()
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return 1
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// Called after turf replaces old one
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/turf/proc/post_change()
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levelupdate()
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var/turf/simulated/open/T = GetAbove(src)
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if(istype(T))
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T.update_icon()
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/proc/is_on_same_plane_or_station(var/z1, var/z2)
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if(z1 == z2)
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return 1
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if((z1 in map.zLevels) && (z2 in map.zLevels))
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return 1
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return 0
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// BEGIN /VG/ CODE
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/**
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* Z-Distance functions
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*
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* Because vanilla get_dist() only gets the max value of either x or y and not z for some reason, thanks BYOND!
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*
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* Euclidean follows suit for the proper formula
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*/
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/proc/get_z_dist(atom/Loc1,atom/Loc2)
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var/dx = abs(Loc1.x - Loc2.x)
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var/dy = abs(Loc1.y - Loc2.y)
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var/dz = abs(Loc1.z - Loc2.z)
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if(!AreConnectedZLevels(Loc1.z, Loc2.z))
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return INFINITY
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return max(dx,dy,dz)
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/proc/get_z_dist_euclidian(atom/Loc1, atom/Loc2)
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var/dx = Loc1.x - Loc2.x
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var/dy = Loc1.y - Loc2.y
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var/dz = Loc1.z - Loc2.z
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if(!AreConnectedZLevels(Loc1.z, Loc2.z))
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return INFINITY
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return sqrt(dx**2 + dy**2 + dz**2)
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/**
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* Get Distance, Squared
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*
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* Because sqrt is slow, this returns the z distance squared, which skips the sqrt step.
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*
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* Use to compare distances. Used in component mobs.
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*/
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/proc/get_z_dist_squared(var/atom/a, var/atom/b)
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if(!AreConnectedZLevels(a.z, b.z))
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return INFINITY
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return ((b.x-a.x)**2) + ((b.y-a.y)**2) + ((b.z-a.z)**2)
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/proc/multi_z_spiral_block(var/turf/epicenter,var/max_range,var/inward=0,var/draw_red=0,var/cube=1)
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var/list/spiraled_turfs = list()
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var/turf/upturf = epicenter
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var/turf/downturf = epicenter
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if(inward)
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var/upcount = 1
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var/downcount = 1
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for(var/i = 1, i < max_range, i++)
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if(HasAbove(upturf.z))
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upturf = GetAbove(upturf)
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upcount++
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if(HasBelow(downturf.z))
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downturf = GetBelow(downturf)
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downcount++
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for(var/i = 1, i < max_range, i++)
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if(GetBelow(upturf) != epicenter)
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upturf = GetBelow(upturf)
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spiraled_turfs += spiral_block(upturf, cube ? max_range : i + (max_range - upcount), inward, draw_red)
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log_debug("Spiralling block of size [cube ? max_range : i + (max_range - upcount)] in [upturf.loc.name] ([upturf.x],[upturf.y],[upturf.z])")
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if(GetAbove(upturf) != epicenter)
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downturf = GetAbove(downturf)
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spiraled_turfs += spiral_block(downturf, cube ? max_range : i + (max_range - downcount), inward, draw_red)
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log_debug("Spiralling block of size [cube ? max_range : i + (max_range - downcount)] in [downturf.loc.name] ([downturf.x],[downturf.y],[downturf.z])")
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log_debug("Spiralling block of size [max_range] in [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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spiraled_turfs += spiral_block(epicenter,max_range,inward,draw_red)
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else
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log_debug("Spiralling block of size [max_range] in [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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spiraled_turfs += spiral_block(epicenter,max_range,inward,draw_red)
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for(var/i = 1, i < max_range, i++)
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if(HasAbove(upturf.z))
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upturf = GetAbove(upturf)
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log_debug("Spiralling block of size [cube ? max_range : i + (max_range - i)] in [upturf.loc.name] ([upturf.x],[upturf.y],[upturf.z])")
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spiraled_turfs += spiral_block(upturf, cube ? max_range : max_range - i, inward, draw_red)
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if(HasBelow(downturf.z))
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downturf = GetBelow(downturf)
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log_debug("Spiralling block of size [cube ? max_range : i + (max_range - i)] in [downturf.loc.name] ([downturf.x],[downturf.y],[downturf.z])")
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spiraled_turfs += spiral_block(downturf, cube ? max_range : max_range - i, inward, draw_red)
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return spiraled_turfs
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/client/proc/check_multi_z_spiral()
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set name = "Check Multi-Z Spiral Block"
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set category = "Debug"
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var/turf/epicenter = get_turf(usr)
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var/max_range = input("Set the max range") as num
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var/inward_txt = alert("Which way?","Spiral Block", "Inward","Outward")
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var/inward = inward_txt == "Inward" ? 1 : 0
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var/shape_txt = alert("What shape?","Spiral Block", "Cube","Octahedron")
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var/shape = shape_txt == "Cube" ? 1 : 0
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multi_z_spiral_block(epicenter,max_range,inward,1,shape)
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// Halves above and below, as per suggestion by deity on how to handle multi-z explosions
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/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)
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if(HasAbove(offcenter.z) && (devastation_range >= 1 || heavy_impact_range >= 1 || light_impact_range >= 1 || flash_range >= 1))
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var/turf/upcenter = GetAbove(offcenter)
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if(upcenter.z > epicenter.z)
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explosion_destroy(epicenter, upcenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, explosion_time)
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if(HasBelow(offcenter.z) && (devastation_range >= 1 || heavy_impact_range >= 1 || light_impact_range >= 1 || flash_range >= 1))
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var/turf/downcenter = GetBelow(offcenter)
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if(downcenter.z < epicenter.z)
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explosion_destroy(epicenter, downcenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, explosion_time) |