Field of Vision component. (#12075)

* Hopeless WIP for vision cones.

* Core component and hooks done

* Removing clutter.

* linter bashing me for using statements as args.

* Ok.

* continue

* bring back the macro

* Configs and openspace filter.

* Chat plane, reset perspective signal, mechs/vehicles cases, machineries.

* view, viewers and spoopy ghosts.

* Renamed component, admin fun button and snowflakes robots.

* Whoopsie.

* Yikes

* test merge tweak.

* radial yaketi sax.

* Fixed tgui UIs, some messages not displayed to the target.

* Documentation and a little bugfix.

* Pulling QoL, seventh plane made in this PR.

* Fix.

* Tweaks and improvements.

* Update randomverbs.dm
This commit is contained in:
Ghom
2020-05-15 15:25:04 -07:00
committed by GitHub
parent b21fb97bda
commit 7c7147cb3e
122 changed files with 947 additions and 347 deletions
+18 -5
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@@ -89,7 +89,7 @@
#define COMSIG_EXIT_AREA "exit_area" //from base of area/Exited(): (/area)
#define COMSIG_CLICK "atom_click" //from base of atom/Click(): (location, control, params, mob/user)
#define COMSIG_CLICK_SHIFT "shift_click" //from base of atom/ShiftClick(): (/mob)
#define COMSIG_CLICK_SHIFT "shift_click" //from base of atom/ShiftClick(): (/mob), return flags also used by other signals.
#define COMPONENT_ALLOW_EXAMINATE 1
#define COMPONENT_DENY_EXAMINATE 2 //Higher priority compared to the above one
@@ -141,13 +141,17 @@
#define HEARING_SOURCE 8*/
#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
#define COMSIG_MOVABLE_TELEPORTED "movable_teleported" //from base of do_teleport(): (channel, turf/origin, turf/destination)
// /mind signals
#define COMSIG_PRE_MIND_TRANSFER "pre_mind_transfer" //from base of mind/transfer_to() before it's done: (new_character, old_character)
#define COMPONENT_STOP_MIND_TRANSFER 1 //stops the mind transfer from happening.
#define COMSIG_MIND_TRANSFER "mind_transfer" //from base of mind/transfer_to() when it's done: (new_character, old_character)
// /mob signals
#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A)
#define COMSIG_MOB_CLICKED_SHIFT_ON "mob_shift_click_on" //from base of /atom/ShiftClick(): (atom/A), for return values, see COMSIG_CLICK_SHIFT
#define COMSIG_MOB_VISIBLE_ATOMS "mob_visible_atoms" //from base of mob/visible_atoms(): (list/visible_atoms)
#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A), for return values, see COMSIG_CLICK_SHIFT
#define COMPONENT_EXAMINATE_BLIND 3 //outputs the "something is there but you can't see it" message.
#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
#define COMSIG_MOB_CLICKON "mob_clickon" //from base of mob/clickon(): (atom/A, params)
@@ -181,10 +185,15 @@
#define SPEECH_LANGUAGE 5
// #define SPEECH_IGNORE_SPAM 6
// #define SPEECH_FORCED 7
#define COMSIG_MOB_IS_VIEWER "mob_is_viewer" //from base of /get_actual_viewers(): (atom/center, depth, viewers_list)
#define COMSIG_MOB_GET_VISIBLE_MESSAGE "mob_get_visible_message" //from base of atom/visible_message(): (atom/A, msg, range, ignored_mobs)
#define COMPONENT_NO_VISIBLE_MESSAGE 1 //exactly what's said on the tin.
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
#define COMSIG_ROBOT_UPDATE_ICONS "robot_update_icons" //from base of robot/update_icons(): ()
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
#define COMSIG_LIVING_RESIST "living_resist" //from base of mob/living/resist() (/mob/living)
@@ -193,9 +202,13 @@
#define COMSIG_LIVING_ELECTROCUTE_ACT "living_electrocute_act" //from base of mob/living/electrocute_act(): (shock_damage, source, siemens_coeff, flags)
#define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: ()
#define COMSIG_LIVING_REVIVE "living_revive" //from base of mob/living/revive() (full_heal, admin_revive)
#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "comsig_mob_client_logout" //sent when a mob/logout() starts: (client)
#define COMSIG_MOB_CLIENT_MOVE "comsig_mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_MOB_CLIENT_LOGIN "mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "mob_client_logout" //sent when a mob/logout() starts: (client)
#define COMSIG_MOB_CLIENT_MOVE "mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_MOB_CLIENT_CHANGE_VIEW "mob_client_change_view" //from base of /client/change_view(): (client, old_view, view)
#define COMSIG_MOB_RESET_PERSPECTIVE "mob_reset_perspective" //from base of /mob/reset_perspective(): (atom/target)
#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
// This returns flags as defined for block in __DEFINES/combat.dm!
#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
+2 -1
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@@ -31,8 +31,9 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define HOLOGRAM_1 (1<<12)
#define TESLA_IGNORE_1 (1<<13) // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define INITIALIZED_1 (1<<14) //Whether /atom/Initialize() has already run for the object
#define ADMIN_SPAWNED_1 (1<<15) //was this spawned by an admin? used for stat tracking stuff.
#define ADMIN_SPAWNED_1 (1<<15) //was this spawned by an admin? used for stat tracking stuff.
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16) /// should not get harmed if this gets caught by an explosion?
#define BLOCK_FACE_ATOM_1 (1<<17) /// Early returns mob.face_atom()
//turf-only flags
#define NOJAUNT_1 (1<<0)
+29 -11
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@@ -11,13 +11,34 @@
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
#define OPENSPACE_LAYER 17 //Openspace layer over all
#define OPENSPACE_PLANE -4 //Openspace plane below all turfs
#define OPENSPACE_BACKDROP_PLANE -3 //Black square just over openspace plane to guaranteed cover all in openspace turf
#define OPENSPACE_PLANE -10 //Openspace plane below all turfs
#define OPENSPACE_BACKDROP_PLANE -9 //Black square just over openspace plane to guaranteed cover all in openspace turf
#define FLOOR_PLANE -2
#define FLOOR_PLANE -8
#define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE"
#define GAME_PLANE -1
#define WALL_PLANE -7
#define WALL_PLANE_RENDER_TARGET "WALL_PLANE"
#define ABOVE_WALL_PLANE -6
#define ABOVE_WALL_PLANE_RENDER_TARGET "ABOVE_WALL_PLANE"
#define FIELD_OF_VISION_BLOCKER_PLANE -5
#define FIELD_OF_VISION_BLOCKER_RENDER_TARGET "*FIELD_OF_VISION_BLOCKER_PLANE"
#define FIELD_OF_VISION_PLANE -4
#define FIELD_OF_VISION_RENDER_TARGET "*FIELD_OF_VISION_PLANE"
#define FIELD_OF_VISION_LAYER 17 //used to place the visual (not the mask) shadow cone above any other floor plane stuff.
#define GAME_PLANE -3
#define GAME_PLANE_RENDER_TARGET "GAME_PLANE"
#define FIELD_OF_VISION_VISUAL_PLANE -2 //Yea, FoV does require quite a few planes to work with 513 filters to a decent degree.
#define FIELD_OF_VISION_VISUAL_RENDER_TARGET "FIELD_OF_VISION_VISUAL_PLANE"
#define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV.
#define CHAT_LAYER 12.1 //Legacy, it doesn't matter that much because we are displayed above the game plane anyway.
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
@@ -92,8 +113,6 @@
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define CHAT_LAYER 12.1
#define EMISSIVE_BLOCKER_PLANE 12
#define EMISSIVE_BLOCKER_LAYER 12
#define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE"
@@ -137,12 +156,12 @@
#define HUD_LAYER 21
#define HUD_RENDER_TARGET "HUD_PLANE"
#define VOLUMETRIC_STORAGE_BOX_PLANE 23
#define VOLUMETRIC_STORAGE_BOX_LAYER 23
#define VOLUMETRIC_STORAGE_BOX_PLANE 22
#define VOLUMETRIC_STORAGE_BOX_LAYER 22
#define VOLUMETRIC_STORAGE_BOX_RENDER_TARGET "VOLUME_STORAGE_BOX_PLANE"
#define VOLUMETRIC_STORAGE_ITEM_PLANE 24
#define VOLUMETRIC_STORAGE_ITEM_LAYER 24
#define VOLUMETRIC_STORAGE_ITEM_PLANE 23
#define VOLUMETRIC_STORAGE_ITEM_LAYER 23
#define VOLUMETRIC_STORAGE_ACTIVE_ITEM_LAYER 25
#define VOLUMETRIC_STORAGE_ACTIVE_ITEM_PLANE 25
#define VOLUMETRIC_STORAGE_ITEM_RENDER_TARGET "VOLUME_STORAGE_ITEM_PLANE"
@@ -154,4 +173,3 @@
#define SPLASHSCREEN_LAYER 90
#define SPLASHSCREEN_PLANE 90
#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
+5
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@@ -297,3 +297,8 @@
#define GRAB_PIXEL_SHIFT_NECK 16
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
/// Field of vision defines.
#define FOV_90_DEGREES 90
#define FOV_180_DEGREES 180
#define FOV_270_DEGREES 270