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Lets you see through jungleland trees if you're behind them (#22644)
* Update flora.dm * behind * Update JungleBiomes.dm * more tweaks * Update JungleBiomes.dm * Update JungleBiomes.dm
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//For these defines, check also above for their actual shapes in-game and maybe get a better idea | ||
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///Default shape. It's one tile above the atom | ||
#define SEE_THROUGH_MAP_DEFAULT "default" | ||
///A 3x3 area 2 tiles above the atom (trees love to be this shape) | ||
#define SEE_THROUGH_MAP_THREE_X_THREE "3x3" | ||
///2 tiles above the atom | ||
#define SEE_THROUGH_MAP_DEFAULT_TWO_TALL "default_two_tall" | ||
///two rows of three tiles above the atom (small but thick trees love these) | ||
#define SEE_THROUGH_MAP_THREE_X_TWO "3x2" | ||
///One row of three tiles above the atom, but offset one tile to the left because of how billboards work | ||
#define SEE_THROUGH_MAP_BILLBOARD "billboard" | ||
///Two rows of three wide, but offset one tile to the left because thats how shipping containers work | ||
#define SEE_THROUGH_MAP_SHIPPING_CONTAINER "shipping_container" | ||
///Seethrough component for the ratvar wreck, in shape of the ratvar wreck | ||
#define SEE_THROUGH_MAP_RATVAR_WRECK "ratvar" | ||
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/**global statics for the see_through_component coordinate maps | ||
* For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object | ||
* List-coordinate layout is list(relative_x, relative_y, relative_z) | ||
* Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it | ||
* Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ | ||
*/ | ||
GLOBAL_LIST_INIT(see_through_maps, list( | ||
// X | ||
// A | ||
SEE_THROUGH_MAP_DEFAULT = list( | ||
/*----------------*/list(0, 1, 0), | ||
/*----------------*/list(0, 0, 0) | ||
), | ||
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// XXX | ||
// XXX | ||
// XXX | ||
// OAO | ||
SEE_THROUGH_MAP_THREE_X_THREE = list( | ||
list(-1, 3, 0), list(0, 3, 0), list(1, 3, 0), | ||
list(-1, 2, 0), list(0, 2, 0), list(1, 2, 0), | ||
list(-1, 1, 0), list(0, 1, 0), list(1, 1, 0) | ||
), | ||
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// X | ||
// X | ||
// A | ||
SEE_THROUGH_MAP_DEFAULT_TWO_TALL = list( | ||
/*----------------*/list(0, 2, 0), | ||
/*----------------*/list(0, 1, 0), | ||
/*----------------*/list(0, 0, 0) | ||
), | ||
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// XXX | ||
// XXX | ||
// OAO | ||
SEE_THROUGH_MAP_THREE_X_TWO = list( | ||
list(-1, 2, 0), list(0, 2, 0), list(1, 2, 0), | ||
list(-1, 1, 0), list(0, 1, 0), list(1, 1, 0) | ||
), | ||
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/// XXX | ||
/// AOO | ||
SEE_THROUGH_MAP_BILLBOARD = list( | ||
list(0, 1, 0), list(1, 1, 0), list(2, 1, 0) | ||
), | ||
/// XXX | ||
/// AXX | ||
SEE_THROUGH_MAP_SHIPPING_CONTAINER = list( | ||
list(0, 1, 0), list(1, 1, 0), list(2, 1, 0), | ||
list(0, 0, 0), list(1, 0, 0), list(2, 0, 0) | ||
), | ||
//No | ||
SEE_THROUGH_MAP_RATVAR_WRECK = list( | ||
list(3, 5, 0), list(4, 5, 0), list(5, 5, 0), list(6, 5, 0), | ||
list(3, 4, 0), list(4, 4, 0), list(5, 4, 0), list(6, 4, 0), list(7, 4, 0), list(9, 4, 0), | ||
list(3, 3, 0), list(4, 3, 0), list(5, 3, 0), list(6, 3, 0), /* the neck */ list(8, 3, 0), list(9, 3, 0), | ||
list(0, 2, 0), list(1, 2, 0), list(2, 2, 0), list(3, 2, 0), list(4, 2, 0), list(5, 2, 0), list(6, 2, 0), list(7, 2, 0), list(8, 2, 0), list(9, 2, 0), list(10, 2, 0), list(11, 2, 0), list(12, 2, 0), | ||
list(0, 1, 0), list(1, 1, 0), list(2, 1, 0), list(3, 1, 0), list(4, 1, 0), list(5, 1, 0), list(6, 1, 0), list(7, 1, 0), list(8, 1, 0), list(9, 1, 0), list(10, 1, 0), list(11, 1, 0), list(12, 1, 0), | ||
list(0, 0, 0), list(1, 0, 0), list(2, 0, 0), list(3, 0, 0), list(4, 0, 0), list(5, 0, 0), list(6, 0, 0), list(7, 0, 0), list(8, 0, 0), list(9, 0, 0), list(10, 0, 0), list(11, 0, 0), list(12, 0, 0), list(13, 0, 0) | ||
) | ||
)) | ||
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///A component that lets you turn an object invisible when you're standing on certain relative turfs to it, like behind a tree | ||
/datum/component/seethrough | ||
///List of lists that represent relative coordinates to the source atom | ||
var/list/relative_turf_coords | ||
///A list of turfs on which we make ourself transparent | ||
var/list/watched_turfs | ||
///Associate list, with client = trickery_image. Track which client is being tricked with which image | ||
var/list/tricked_mobs = list() | ||
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///Which alpha do we animate towards? | ||
var/target_alpha | ||
///How long our fase in/out takes | ||
var/animation_time | ||
///After we somehow moved (because ss13 is godless and does not respect anything), how long do we need to stand still to feel safe to setup our "behind" area again | ||
var/perimeter_reset_timer | ||
///Does this object let clicks from players its transparent to pass through it | ||
var/clickthrough | ||
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///see_through_map is a define pointing to a specific map. It's basically defining the area which is considered behind. See see_through_maps.dm for a list of maps | ||
/datum/component/seethrough/Initialize(see_through_map = SEE_THROUGH_MAP_DEFAULT, target_alpha = 70, animation_time = 0.4 SECONDS, perimeter_reset_timer = 2 SECONDS, clickthrough = TRUE) | ||
. = ..() | ||
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relative_turf_coords = GLOB.see_through_maps[see_through_map] | ||
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if(!isatom(parent) || !LAZYLEN(relative_turf_coords)) | ||
return COMPONENT_INCOMPATIBLE | ||
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relative_turf_coords = GLOB.see_through_maps[see_through_map] | ||
src.relative_turf_coords = relative_turf_coords | ||
src.target_alpha = target_alpha | ||
src.animation_time = animation_time | ||
src.perimeter_reset_timer = perimeter_reset_timer | ||
src.clickthrough = clickthrough | ||
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(dismantle_perimeter)) | ||
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setup_perimeter(parent) | ||
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///Loop through a list with relative coordinate lists to mark those tiles and hide our parent when someone enters those tiles | ||
/datum/component/seethrough/proc/setup_perimeter(atom/parent) | ||
watched_turfs = list() | ||
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for(var/list/coordinates as anything in relative_turf_coords) | ||
var/turf/target = TURF_FROM_COORDS_LIST(list(parent.x + coordinates[1], parent.y + coordinates[2], parent.z + coordinates[3])) | ||
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if(isnull(target)) | ||
continue | ||
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RegisterSignal(target, COMSIG_ATOM_ENTERED, PROC_REF(on_entered)) | ||
RegisterSignal(target, COMSIG_ATOM_EXITED, PROC_REF(on_exited)) | ||
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watched_turfs.Add(target) | ||
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///Someone entered one of our tiles, so sent an override overlay and a cute animation to make us fade out a bit | ||
/datum/component/seethrough/proc/on_entered(atom/source, atom/movable/entered) | ||
SIGNAL_HANDLER | ||
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if(!ismob(entered)) | ||
return | ||
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var/mob/mob = entered | ||
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if(!mob.client) | ||
RegisterSignal(mob, COMSIG_MOB_LOGIN, PROC_REF(trick_mob)) | ||
return | ||
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if(mob in tricked_mobs) | ||
return | ||
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trick_mob(mob) | ||
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///Remove the screen object and make us appear solid to the client again | ||
/datum/component/seethrough/proc/on_exited(atom/source, atom/movable/exited, direction) | ||
SIGNAL_HANDLER | ||
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if(!ismob(exited)) | ||
return | ||
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var/mob/mob = exited | ||
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if(!mob.client) | ||
UnregisterSignal(mob, COMSIG_MOB_LOGIN) | ||
return | ||
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var/turf/moving_to = get_turf(exited) | ||
if(moving_to in watched_turfs) | ||
return | ||
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//Check if we're being 'tricked' | ||
if(mob in tricked_mobs) | ||
var/image/trickery_image = tricked_mobs[mob] | ||
animate(trickery_image, alpha = 255, time = animation_time) | ||
tricked_mobs.Remove(mob) | ||
UnregisterSignal(mob, COMSIG_MOB_LOGOUT) | ||
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//after playing the fade-in animation, remove the screen obj | ||
addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/component/seethrough,clear_image), trickery_image, mob.client), animation_time) | ||
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///Apply the trickery image and animation | ||
/datum/component/seethrough/proc/trick_mob(mob/fool) | ||
var/datum/hud/our_hud = fool.hud_used | ||
for(var/atom/movable/screen/plane_master/seethrough in our_hud.get_true_plane_masters(SEETHROUGH_PLANE)) | ||
seethrough.unhide_plane(fool) | ||
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var/atom/atom_parent = parent | ||
var/image/user_overlay = new(atom_parent) | ||
user_overlay.loc = atom_parent | ||
user_overlay.override = TRUE | ||
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if(clickthrough) | ||
//Special plane so we can click through the overlay | ||
SET_PLANE_EXPLICIT(user_overlay, SEETHROUGH_PLANE, atom_parent) | ||
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//These are inherited, but we already use the atom's loc so we end up at double the pixel offset | ||
user_overlay.pixel_x = 0 | ||
user_overlay.pixel_y = 0 | ||
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fool.client.images += user_overlay | ||
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animate(user_overlay, alpha = target_alpha, time = animation_time) | ||
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tricked_mobs[fool] = user_overlay | ||
RegisterSignal(fool, COMSIG_MOB_LOGOUT, PROC_REF(on_client_disconnect)) | ||
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///Unrout ourselves after we somehow moved, and start a timer so we can re-restablish our behind area after standing still for a bit | ||
/datum/component/seethrough/proc/dismantle_perimeter() | ||
SIGNAL_HANDLER | ||
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for(var/turf in watched_turfs) | ||
UnregisterSignal(turf, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED)) | ||
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watched_turfs = null | ||
clear_all_images() | ||
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//Timer override, so if our atom keeps moving the timer is reset until they stop for X time | ||
addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/component/seethrough,setup_perimeter), parent), perimeter_reset_timer, TIMER_OVERRIDE | TIMER_UNIQUE) | ||
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///Remove a screen image from a client | ||
/datum/component/seethrough/proc/clear_image(image/removee, client/remove_from) | ||
remove_from?.images -= removee //player could've logged out during the animation, so check just in case | ||
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/datum/component/seethrough/proc/clear_all_images() | ||
for(var/mob/fool in tricked_mobs) | ||
var/image/trickery_image = tricked_mobs[fool] | ||
fool.client?.images -= trickery_image | ||
UnregisterSignal(fool, COMSIG_MOB_LOGOUT) | ||
var/datum/hud/our_hud = fool.hud_used | ||
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for(var/atom/movable/screen/plane_master/seethrough in our_hud.get_true_plane_masters(SEETHROUGH_PLANE)) | ||
seethrough.hide_plane(fool) | ||
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tricked_mobs.Cut() | ||
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///Image is removed when they log out because client gets deleted, so drop the mob reference | ||
/datum/component/seethrough/proc/on_client_disconnect(mob/fool) | ||
SIGNAL_HANDLER | ||
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tricked_mobs.Remove(fool) | ||
UnregisterSignal(fool, COMSIG_MOB_LOGOUT) | ||
RegisterSignal(fool, COMSIG_MOB_LOGIN, PROC_REF(trick_mob)) | ||
var/datum/hud/our_hud = fool.hud_used | ||
for(var/atom/movable/screen/plane_master/seethrough in our_hud.get_true_plane_masters(SEETHROUGH_PLANE)) | ||
seethrough.hide_plane(fool) |
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