refactors clickcatchers/parallax/fullsceren (#15460)
* :) * that * move those there * refactor that too * wew * stuff * almost. * sigh * just need speed * stuf * pain * hm * tweaks * that * eh * wack * a * done * that's important * wacky * all that * fixes * typo * that * a * funny * that * that * woo * help im losing my fucking mind * okay * fix
This commit is contained in:
@@ -0,0 +1,28 @@
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/**
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* Holds parallax information.
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*/
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/datum/parallax
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/// List of parallax objects - these are cloned to a parallax holder using Clone on each.
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var/list/atom/movable/screen/parallax_layer/objects
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/// Parallax layers
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var/layers = 0
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/datum/parallax/New(create_objects = TRUE)
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if(create_objects)
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objects = CreateObjects()
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layers = objects.len
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/datum/parallax/Destroy()
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QDEL_LIST(objects)
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return ..()
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/**
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* Gets a new version of the objects inside - used when applying to a holder.
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*/
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/datum/parallax/proc/GetObjects()
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. = list()
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for(var/atom/movable/screen/parallax_layer/layer in objects)
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. += layer.Clone()
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/datum/parallax/proc/CreateObjects()
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. = objects = list()
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@@ -0,0 +1,311 @@
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/**
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* # Parallax holders
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*
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* Holds all the information about a client's parallax
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*
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* Not on mob because parallax is area based, not mob based.
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*
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* How parallax works:
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* - Layers - normal layers, scroll with movement to relative position, can scroll
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* - Absolute - absolute layers, scroll with movement to absolute position, cannot scroll
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* - Vis - vis_contents-like model - things in this are directly applied and get no processing whatsoever. Things like overmap ships can use this.
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*/
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/datum/parallax_holder
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/// Client that owns us
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var/client/owner
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/// The parallax object we're currently rendering
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var/datum/parallax/parallax
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/// Eye we were last anchored to - used to detect eye changes
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var/atom/cached_eye
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/// force this eye as the "real" eye - useful for secondary maps
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var/atom/forced_eye
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/// last turf loc
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var/turf/last
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/// last area - for parallax scrolling/loop animations
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var/area/last_area
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/// Holder object for vis
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var/atom/movable/screen/parallax_vis/vis_holder
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/// are we not on the main map? if so, put map id here
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var/secondary_map
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/// all layers
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var/list/atom/movable/screen/parallax_layer/layers
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/// vis contents
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var/list/atom/movable/vis
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/// currently scrolling?
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var/scrolling = FALSE
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/// current scroll speed in DS per scroll
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var/scroll_speed
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/// current scroll turn - applied after angle. if angle is 0 (picture moving north) and turn is 90, it would be like if you turned your viewport 90 deg clockwise.
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var/scroll_turn
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/// override planemaster we manipulate for turning and other effects
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var/atom/movable/screen/plane_master/parallax/planemaster_override
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/datum/parallax_holder/New(client/C, secondary_map, forced_eye, planemaster_override)
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owner = C
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if(!owner)
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CRASH("No client")
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src.secondary_map = secondary_map
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src.forced_eye = forced_eye
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src.planemaster_override = planemaster_override
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Reset()
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/datum/parallax_holder/Destroy()
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if(owner)
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if(owner.parallax_holder == src)
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owner.parallax_holder = null
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Remove()
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HardResetAnimations()
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QDEL_NULL(vis_holder)
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QDEL_NULL(parallax)
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layers = null
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vis = null
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last = null
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forced_eye = cached_eye = null
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owner = null
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return ..()
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/datum/parallax_holder/proc/Reset(auto_z_change, force)
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if(!(cached_eye = Eye()))
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// if no eye, tear down
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last = cached_eye = last_area = null
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SetParallax(null, null, auto_z_change)
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return
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// first, check loc
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var/turf/T = get_turf(cached_eye)
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if(!T)
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// if in nullspace, tear down
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last = cached_eye = last_area = null
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SetParallax(null, null, auto_z_change)
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return
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// set last loc and eye
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last = T
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last_area = T.loc
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// rebuild parallax
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SetParallax(SSparallax.get_parallax_datum(T.z), null, auto_z_change, force)
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// hard reset positions to correct positions
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for(var/atom/movable/screen/parallax_layer/L in layers)
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L.ResetPosition(T.x, T.y)
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// better updates via client_mobs_in_contents can be created again when important recursive contents is ported!
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/datum/parallax_holder/proc/Update(full)
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if(!full && !cached_eye || (get_turf(cached_eye) == last))
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return
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if(!owner) // why are we here
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if(!QDELETED(src))
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qdel(src)
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return
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if(cached_eye != Eye())
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// eye mismatch, reset
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Reset()
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return
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var/turf/T = get_turf(cached_eye)
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if(!last || T.z != last.z)
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// z mismatch, reset
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Reset()
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return
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// get rel offsets
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var/rel_x = T.x - last.x
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var/rel_y = T.y - last.y
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// set last
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last = T
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// move
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for(var/atom/movable/screen/parallax_layer/L in layers)
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L.RelativePosition(T.x, T.y, rel_x, rel_y)
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// process scrolling/movedir
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if(last_area != T.loc)
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last_area = T.loc
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UpdateMotion()
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/**
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* Gets the eye we should be centered on
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*/
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/datum/parallax_holder/proc/Eye()
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return forced_eye || owner?.eye
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/**
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* Gets the base parallax planemaster for things like turning
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*/
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/datum/parallax_holder/proc/GetPlaneMaster()
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return planemaster_override || (owner && (locate(/atom/movable/screen/plane_master/parallax) in owner?.screen))
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/**
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* Syncs us to our parallax objects. Does NOT check if we should have those objects, that's Reset()'s job.
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*
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* Doesn't move/update positions/screen locs either.
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*
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* Also ensures movedirs are correct for the eye's pos.
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*/
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/datum/parallax_holder/proc/Sync(auto_z_change, force)
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layers = list()
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for(var/atom/movable/screen/parallax_layer/L in parallax.objects)
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layers += L
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L.map_id = secondary_map
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if(!istype(vis_holder))
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vis_holder = new /atom/movable/screen/parallax_vis
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var/turf/T = get_turf(cached_eye)
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vis_holder.vis_contents = vis = T? SSparallax.get_parallax_vis_contents(T.z) : list()
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UpdateMotion(auto_z_change, force)
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/**
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* Updates motion if needed
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*/
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/datum/parallax_holder/proc/UpdateMotion(auto_z_change, force)
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var/turf/T = get_turf(cached_eye)
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if(!T)
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if(scroll_speed || scroll_turn)
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HardResetAnimations()
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return
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var/list/ret = SSparallax.get_parallax_motion(T.z)
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if(ret)
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Animation(ret[1], ret[2], auto_z_change? 0 : ret[3], auto_z_change? 0 : ret[4], force)
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else
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var/area/A = T.loc
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Animation(A.parallax_move_speed, A.parallax_move_angle, auto_z_change? 0 : null, auto_z_change? 0 : null, force)
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/datum/parallax_holder/proc/Apply(client/C = owner)
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if(QDELETED(C))
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return
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. = list()
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for(var/atom/movable/screen/parallax_layer/L in layers)
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if(L.parallax_intensity > owner.prefs.parallax)
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continue
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if(!L.ShouldSee(C, last))
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continue
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L.SetView(C.view, TRUE)
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. |= L
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C.screen |= .
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if(!secondary_map)
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var/atom/movable/screen/plane_master/parallax_white/PM = locate() in C.screen
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if(PM)
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PM.color = list(
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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1, 1, 1, 1,
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0, 0, 0, 0
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)
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/datum/parallax_holder/proc/Remove(client/C = owner)
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if(QDELETED(C))
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return
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C.screen -= layers
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if(!secondary_map)
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var/atom/movable/screen/plane_master/parallax_white/PM = locate() in C.screen
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if(PM)
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PM.color = initial(PM.color)
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/datum/parallax_holder/proc/SetParallaxType(path)
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if(!ispath(path, /datum/parallax))
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CRASH("Invalid path")
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SetParallax(new path)
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/datum/parallax_holder/proc/SetParallax(datum/parallax/P, delete_old = TRUE, auto_z_change, force)
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if(P == parallax)
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return
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Remove()
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if(delete_old && istype(parallax) && !QDELETED(parallax))
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qdel(parallax)
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HardResetAnimations()
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parallax = P
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if(!parallax)
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return
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Sync(auto_z_change, force)
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Apply()
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/**
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* Runs a modifier to parallax as an animation.
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*
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* @params
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* speed - ds per loop
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* turn - angle clockwise from north to turn the motion to
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* windup - ds to spend on windups. 0 for immediate.
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* turn_speed - ds to spend on turning. 0 for immediate.
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*/
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/datum/parallax_holder/proc/Animation(speed = 25, turn = 0, windup = speed, turn_speed = speed, force)
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// Parallax doesn't currently use this method of rotating.
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// #if !PARALLAX_ROTATION_ANIMATIONS
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// turn_speed = 0
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// #endif
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if(speed == 0)
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StopScrolling(turn = turn, time = windup)
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return
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// if(turn != scroll_turn && GetPlaneMaster())
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// // first handle turn. we turn the planemaster
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// var/matrix/turn_transform = matrix()
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// turn_transform.Turn(turn)
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// scroll_turn = turn
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// animate(GetPlaneMaster(), transform = turn_transform, time = turn_speed, easing = QUAD_EASING | EASE_IN, flags = ANIMATION_END_NOW | ANIMATION_LINEAR_TRANSFORM)
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if(scroll_speed == speed && !force)
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// we're done
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return
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// speed diff?
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scroll_speed = speed
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scrolling = TRUE
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// always scroll from north; turn handles everything
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for(var/atom/movable/screen/parallax_layer/P in layers)
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if(P.absolute)
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continue
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var/matrix/translate_matrix = matrix()
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translate_matrix.Translate(cos(turn) * 480, sin(turn) * 480)
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var/matrix/target_matrix = matrix()
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var/move_speed = speed * P.speed
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// do the first segment by shifting down one screen
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P.transform = translate_matrix
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animate(P, transform = target_matrix, time = move_speed, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_END_NOW)
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// queue up another incase lag makes QueueLoop not fire on time, this time by shifting up
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animate(transform = translate_matrix, time = 0)
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animate(transform = target_matrix, time = move_speed)
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P.QueueLoop(move_speed, speed * P.speed, translate_matrix, target_matrix)
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/**
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* Smoothly stops the animation, turning to a certain angle as needed.
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*/
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/datum/parallax_holder/proc/StopScrolling(turn = 0, time = 30)
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// reset turn
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if(turn != scroll_turn && GetPlaneMaster())
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var/matrix/turn_transform = matrix()
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turn_transform.Turn(turn)
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scroll_turn = turn
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animate(GetPlaneMaster(), transform = turn_transform, time = time, easing = QUAD_EASING | EASE_OUT, flags = ANIMATION_END_NOW | ANIMATION_LINEAR_TRANSFORM)
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if(scroll_speed == 0)
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// we're done
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scrolling = FALSE
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scroll_speed = 0
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return
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scrolling = FALSE
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scroll_speed = 0
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// someone can do the math for "stop after a smooth iteration" later.
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for(var/atom/movable/screen/parallax_layer/P in layers)
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if(P.absolute)
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continue
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P.CancelAnimation()
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var/matrix/translate_matrix = matrix()
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translate_matrix.Translate(cos(turn) * 480, sin(turn) * 480)
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P.transform = translate_matrix
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animate(P, transform = matrix(), time = time, easing = QUAD_EASING | EASE_OUT)
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/**
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* fully resets animation state
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*/
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/datum/parallax_holder/proc/HardResetAnimations()
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// reset vars
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scroll_turn = 0
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scroll_speed = 0
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scrolling = FALSE
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// reset turn
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if(GetPlaneMaster())
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animate(GetPlaneMaster(), transform = matrix(), time = 0, flags = ANIMATION_END_NOW)
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// reset objects
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for(var/atom/movable/screen/parallax_layer/P in layers)
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if(P.absolute)
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continue
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P.CancelAnimation()
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animate(P, transform = matrix(), time = 0, flags = ANIMATION_END_NOW)
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/client/proc/CreateParallax()
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if(!parallax_holder)
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parallax_holder = new(src)
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/atom/movable/screen/parallax_vis
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screen_loc = "CENTER,CENTER"
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@@ -0,0 +1,137 @@
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/atom/movable/screen/parallax_layer
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icon = 'icons/screen/parallax.dmi'
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blend_mode = BLEND_ADD
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plane = PLANE_SPACE_PARALLAX
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screen_loc = "CENTER-7,CENTER-7"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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appearance_flags = PIXEL_SCALE | KEEP_TOGETHER
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// notice - all parallax layers are 15x15 tiles. They roll over every 240 pixels.
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/// pixel x/y shift per real x/y
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var/speed = 1
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/// current cached offset x
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var/offset_x = 0
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/// current cached offset y
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var/offset_y = 0
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/// normal centered x
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var/center_x = 0
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/// normal centered y
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var/center_y = 0
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/// absolute - always determine shift x/y as a function of real x/y instead of allowing for relative scroll.
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var/absolute = FALSE
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/// parallax level required to see this
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var/parallax_intensity = PARALLAX_INSANE
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/// current view we're adapted to
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var/view_current
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/// dynamic self tile - tile to our view size. set this to false for static parallax layers.
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var/dynamic_self_tile = TRUE
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/// map id
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var/map_id
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/// queued animation timerid
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var/queued_animation
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/atom/movable/screen/parallax_layer/proc/ResetPosition(x, y)
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// remember that our offsets/directiosn are relative to the player's viewport
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// this means we need to scroll reverse to them.
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offset_x = -(center_x + speed * x)
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offset_y = -(center_y + speed * y)
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if(!absolute)
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if(offset_x > 240)
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offset_x -= 480
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if(offset_x < -240)
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offset_x += 480
|
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if(offset_y > 240)
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offset_y -= 480
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if(offset_y < -240)
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offset_y += 480
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screen_loc = "[map_id && "[map_id]:"]CENTER-7:[round(offset_x,1)],CENTER-7:[round(offset_y,1)]"
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/atom/movable/screen/parallax_layer/proc/RelativePosition(x, y, rel_x, rel_y)
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if(absolute)
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return ResetPosition(x, y)
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offset_x -= rel_x * speed
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offset_y -= rel_y * speed
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if(offset_x > 240)
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offset_x -= 480
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if(offset_x < -240)
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offset_x += 480
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if(offset_y > 240)
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offset_y -= 480
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if(offset_y < -240)
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offset_y += 480
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screen_loc = "[map_id && "[map_id]:"]CENTER-7:[round(offset_x,1)],CENTER-7:[round(offset_y,1)]"
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/atom/movable/screen/parallax_layer/proc/SetView(client_view = world.view, force_update = FALSE)
|
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if(view_current == client_view && !force_update)
|
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return
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view_current = client_view
|
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if(!dynamic_self_tile)
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return
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var/list/real_view = getviewsize(client_view)
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var/count_x = CEILING((real_view[1] / 2) / 15, 1) + 1
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var/count_y = CEILING((real_view[2] / 2) / 15, 1) + 1
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var/list/new_overlays = GetOverlays()
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for(var/x in -count_x to count_x)
|
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for(var/y in -count_y to count_y)
|
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if(!x && !y)
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continue
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var/mutable_appearance/clone = new
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// appearance clone
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clone.icon = icon
|
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clone.icon_state = icon_state
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clone.overlays = GetOverlays()
|
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// do NOT inherit our overlays! parallax layers should never have overlays,
|
||||
// because if it inherited us it'll result in exponentially increasing overlays
|
||||
// due to cut_overlays() above over there being a queue operation and not instant!
|
||||
// clone.overlays = list()
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// currently instantly using overlays =.
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// clone.blend_mode = blend_mode
|
||||
// clone.mouse_opacity = mouse_opacity
|
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// clone.plane = plane
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// clone.layer = layer
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||||
// shift to position
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||||
clone.transform = matrix(1, 0, x * 480, 0, 1, y * 480)
|
||||
new_overlays += clone
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overlays = new_overlays
|
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|
||||
/atom/movable/screen/parallax_layer/proc/ShouldSee(client/C, atom/location)
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* Return "natural" overlays, as we're goin to do some fuckery to overlays above.
|
||||
*/
|
||||
/atom/movable/screen/parallax_layer/proc/GetOverlays()
|
||||
return list()
|
||||
|
||||
/atom/movable/screen/parallax_layer/proc/Clone()
|
||||
var/atom/movable/screen/parallax_layer/layer = new type
|
||||
layer.speed = speed
|
||||
layer.offset_x = offset_x
|
||||
layer.offset_y = offset_y
|
||||
layer.absolute = absolute
|
||||
layer.parallax_intensity = parallax_intensity
|
||||
layer.view_current = view_current
|
||||
layer.appearance = appearance
|
||||
|
||||
/atom/movable/screen/parallax_layer/proc/default_x()
|
||||
return center_x
|
||||
|
||||
/atom/movable/screen/parallax_layer/proc/default_y()
|
||||
return center_y
|
||||
|
||||
/atom/movable/screen/parallax_layer/proc/QueueLoop(delay, speed, matrix/translate_matrix, matrix/target_matrix)
|
||||
if(queued_animation)
|
||||
CancelAnimation()
|
||||
queued_animation = addtimer(CALLBACK(src, .proc/_loop, speed, translate_matrix, target_matrix), delay, TIMER_STOPPABLE)
|
||||
|
||||
/atom/movable/screen/parallax_layer/proc/_loop(speed, matrix/translate_matrix = matrix(1, 0, 0, 0, 1, 480), matrix/target_matrix = matrix())
|
||||
transform = translate_matrix
|
||||
animate(src, transform = target_matrix, time = speed, loop = -1)
|
||||
animate(transform = translate_matrix, time = 0)
|
||||
queued_animation = null
|
||||
|
||||
/atom/movable/screen/parallax_layer/proc/CancelAnimation()
|
||||
if(queued_animation)
|
||||
deltimer(queued_animation)
|
||||
queued_animation = null
|
||||
@@ -0,0 +1,66 @@
|
||||
/datum/parallax/space
|
||||
var/static/planet_offset_x = rand(100, 160)
|
||||
var/static/planet_offset_y = rand(100, 160)
|
||||
var/static/random_layer = pickweightAllowZero(list(
|
||||
/atom/movable/screen/parallax_layer/space/random/asteroids = 35,
|
||||
/atom/movable/screen/parallax_layer/space/random/space_gas = 35,
|
||||
null = 30
|
||||
))
|
||||
var/static/random_gas_color = pick(COLOR_TEAL, COLOR_GREEN, COLOR_YELLOW, COLOR_CYAN, COLOR_ORANGE, COLOR_PURPLE)
|
||||
|
||||
/datum/parallax/space/CreateObjects()
|
||||
. = ..()
|
||||
. += new /atom/movable/screen/parallax_layer/space/layer_1
|
||||
. += new /atom/movable/screen/parallax_layer/space/layer_2
|
||||
. += new /atom/movable/screen/parallax_layer/space/layer_3
|
||||
var/atom/movable/screen/parallax_layer/space/planet/P = new
|
||||
P.pixel_x = planet_offset_x
|
||||
P.pixel_y = planet_offset_y
|
||||
. += P
|
||||
if(random_layer)
|
||||
. += new random_layer
|
||||
if(ispath(random_layer, /atom/movable/screen/parallax_layer/space/random/space_gas))
|
||||
var/atom/movable/screen/parallax_layer/space/random/space_gas/SG = locate(random_layer) in objects
|
||||
SG.add_atom_colour(random_gas_color, ADMIN_COLOUR_PRIORITY)
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/layer_1
|
||||
icon_state = "layer1"
|
||||
speed = 0.6
|
||||
layer = 1
|
||||
parallax_intensity = PARALLAX_LOW
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/layer_2
|
||||
icon_state = "layer2"
|
||||
speed = 1
|
||||
layer = 2
|
||||
parallax_intensity = PARALLAX_MED
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/layer_3
|
||||
icon_state = "layer3"
|
||||
speed = 1.4
|
||||
layer = 3
|
||||
parallax_intensity = PARALLAX_HIGH
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/random
|
||||
blend_mode = BLEND_OVERLAY
|
||||
speed = 3
|
||||
layer = 3
|
||||
parallax_intensity = PARALLAX_INSANE
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/random/space_gas
|
||||
icon_state = "space_gas"
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/random/asteroids
|
||||
icon_state = "asteroids"
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/planet
|
||||
icon_state = "planet"
|
||||
blend_mode = BLEND_OVERLAY
|
||||
absolute = TRUE //Status of seperation
|
||||
speed = 3
|
||||
layer = 30
|
||||
dynamic_self_tile = FALSE
|
||||
|
||||
/atom/movable/screen/parallax_layer/space/planet/ShouldSee(client/C, atom/location)
|
||||
var/turf/T = get_turf(location)
|
||||
return ..() && T && is_station_level(T.z)
|
||||
Reference in New Issue
Block a user