This commit is contained in:
kevinz000
2020-04-08 01:04:56 -07:00
parent 5c53314ee3
commit 33aa16bfcf
2 changed files with 26 additions and 38 deletions

View File

@@ -84,49 +84,35 @@
// do the check for fallback for when someone has too much gamer gear
if((MINIMUM_PIXELS_PER_ITEMS * length(contents)) > horizontal_pixels)
to_chat(user, "<span class='warning'>[parent] was showed to you in legacy mode due to your items overrunning the three row limit! Consider not carrying too much or bugging a maintainer to raise this limit!</span>")
return orient2hud_legacy(user, maxcolumns)
return orient2hud_legacy(user, maxcolumns)VO
// after this point we are sure we can somehow fit all items with 8 pixels or more into our one row.
// sigh. two loops.
var/total = max_volume
// sigh loopmania time
var/used = 0
// define outside for performance
var/volume
var/list/volume_by_item = list()
var/list/percentage_by_item = list()
var/list/percentages = list()
// define outside for less lag
var/obj/item/I
var/volume
for(var/obj/item/I in contents)
volume = I.get_volume()
used += volume_by_item[I] = volume
percentages += percentage_by_item[I] = volume
// ugh
var/min_percent = min(percentages)
volume = I.get_volume
used += volume
volume_by_item[I] = volume
percentage_by_item[I] = volume / max_volume
var/overrun = FALSE
if(used >= (horizontal_pixels + 4)) //2-4 pixel grace zone
// congratulations we are now in overrun mode. everything will be crammed to minimum storage pixels.
to_chat(user, "<span class='warning'>[parent] rendered in overrun mode due to more items inside than the maximum volume supports.</span>")
overrun = TRUE
var/percentage_metric = max(min_percent,
var/pixels_needed = (100 / min_percent) * MINIMUM_PIXELS_PER_ITEM
var/overrunning = pixels_needed > maximum_horizontal_pixels
var/row = 1
var/pixel = 0
for(var/i in volume_by_item)
// define outside for marginal performance boost
var/obj/item/I
for(var/i in percentage_by_item)
I = i
var/percent = percentage_by_item[I]
if(!ui_item_blocks[I])
ui_item_blocks[I] = new /obj/screen/storage(null, src, I)
var/obj/screen/storage/volumetric_box/B = ui_item_blocks[I]
. += B
var/pixels_to_use
if(!overrunning)
pixels_to_use = CEILING(min_percent / percentage_by_item[i], MINIMUM_PIXELS_PER_ITEM)
else
pixels_to_use = MINIMUM_PIXELS_PER_ITEM //not enough room to display everything ughh
var/pixels_to_use = overrun? MINIMUM_PIXELS_PER_ITEM : max(MINIMUM_PIXELS_PER_ITEM, FLOOR(horizontal_pixels * percent, MINIMUM_PIXELS_PER_ITEM))
// now that we have pixels_to_use, place our thing and add it to the returned list.
@@ -137,21 +123,21 @@
else
pixels_to_use = (horizontal_pixels - pixel)
// now, scale the thing
var/multiply = pixels_to_use / MINIMUM_PIXELS_PER_ITEM
var/multiply = pixels_to_use / VOLUMETRIC_STORAGE_BOX_SIZE
B.transform = matrix(multiply, 0, 0, 0, 1, 0)
// unfortunately since scaling means expand-from-center.. ugh..
var/px_add = 0
if(multiply > 1)
px_add = (pixels_to_use - MINIMUM_PIXELS_PER_ITEM) * 0.5
// not handling multiply < 1, that should never happen.
var/px_add = (pixels_to_use - VOLUMETRIC_STORAGE_BOX_SIZE) * 0.5
// now, screenloc the thing.
var/xshift = FLOOR(pixel / icon_size, 1)
var/px = pixel % world.icon_Size
B.screen_loc = "[screen_start_x + xshift]:[px],[screen_start_y+rows-1]:[screen_pixel_y]"
B.screen_loc = I.screen_loc = "[screen_start_x + xshift]:[px + px_add],[screen_start_y+rows-1]:[screen_pixel_y]"
pixels += px
if(pixels >= horizontal_pixels)
row++
// finally add our things.
. += B
. += I
// Then, continuous section.
ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"

View File

@@ -225,6 +225,7 @@
#include "code\_onclick\hud\robot.dm"
#include "code\_onclick\hud\screen_objects.dm"
#include "code\_onclick\hud\swarmer.dm"
#include "code\_onclick\hud\screen_objects\storage.dm"
#include "code\controllers\admin.dm"
#include "code\controllers\configuration_citadel.dm"
#include "code\controllers\controller.dm"
@@ -433,6 +434,7 @@
#include "code\datums\components\fantasy\prefixes.dm"
#include "code\datums\components\fantasy\suffixes.dm"
#include "code\datums\components\storage\storage.dm"
#include "code\datums\components\storage\ui.dm"
#include "code\datums\components\storage\concrete\_concrete.dm"
#include "code\datums\components\storage\concrete\bag_of_holding.dm"
#include "code\datums\components\storage\concrete\bluespace.dm"