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TGS Test Merge (#6400)
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cm13-github committed Jul 17, 2024
2 parents 3c7b574 + 2927345 commit 09b07ab
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Showing 15 changed files with 354 additions and 10 deletions.
1 change: 1 addition & 0 deletions code/__DEFINES/__game.dm
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Expand Up @@ -246,6 +246,7 @@

/// Frequency stuff only works with 45kbps oggs.
#define GET_RANDOM_FREQ rand(32000, 55000)
#define GET_RANDOM_FREQ_MINOR rand(42000, 48000)


// Ceilings
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3 changes: 3 additions & 0 deletions code/__DEFINES/dcs/signals/atom/signals_movable.dm
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@@ -1,6 +1,9 @@
//from base of atom/movable/onTransitZ(): (old_z, new_z)
#define COMSIG_MOVABLE_Z_CHANGED "movable_ztransit"

//from base of /area/Entered(): (/atom, old_area, new_area)
#define COMSIG_MOVABLE_ENTERED_AREA "movable_entered_area"

/// From /atom/movable/proc/launch_towards
#define COMSIG_MOVABLE_PRE_THROW "movable_pre_throw"
#define COMPONENT_CANCEL_THROW (1<<0)
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8 changes: 8 additions & 0 deletions code/__DEFINES/mobs.dm
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Expand Up @@ -171,6 +171,14 @@

//=================================================

/* SPECIAL LIGHTING DEFINES */

#define SPECIAL_LIGHTING_PREROUND "preround"
#define SPECIAL_LIGHTING_SUNSET "sunset"
#define SPECIAL_LIGHTING_SUNRISE "sunrise"

//=================================================

//Languages!
#define LANGUAGE_HUMAN 1
#define LANGUAGE_ALIEN 2
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4 changes: 4 additions & 0 deletions code/__DEFINES/mode.dm
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Expand Up @@ -58,6 +58,7 @@
#define MODE_RANDOM_HIVE (1<<12)// Makes Join-as-Xeno choose a hive to join as burrowed larva at random rather than at user's input..
#define MODE_THUNDERSTORM (1<<13)// Enables thunderstorm effects on maps that are compatible with it. (Lit exterior tiles, rain effects)
#define MODE_FACTION_CLASH (1<<14)// Disables scopes, sniper sentries, OBs, shooting corpses, dragging enemy corpses, stripping enemy corpses
#define MODE_SUNSET (1<<15) // Has a sunset on the ground Z at the start of the round

// Gamemode Toggleable Flags
#define MODE_NO_SNIPER_SENTRY (1<<0) /// Upgrade kits will no longer allow you to select long-range upgrades
Expand Down Expand Up @@ -316,3 +317,6 @@ DEFINE_BITFIELD(whitelist_status, list(
GLOBAL_VAR(last_ares_callout)

GLOBAL_VAR(last_qm_callout)

/// Registered a single time, used to determine sunrise stuff
GLOBAL_VAR(sunrise_starting_time)
1 change: 1 addition & 0 deletions code/_globalvars/bitfields.dm
Original file line number Diff line number Diff line change
Expand Up @@ -417,6 +417,7 @@ DEFINE_BITFIELD(flags_round_type, list(
"MODE_RANDOM_HIVE" = MODE_RANDOM_HIVE,
"MODE_THUNDERSTORM" = MODE_THUNDERSTORM,
"MODE_FACTION_CLASH" = MODE_FACTION_CLASH,
"MODE_SUNSET" = MODE_SUNSET,
))

DEFINE_BITFIELD(toggleable_flags, list(
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276 changes: 276 additions & 0 deletions code/_onclick/hud/fullscreen.dm
Original file line number Diff line number Diff line change
@@ -1,8 +1,15 @@

#define Z_CHANGE_CALL "z_change"
#define AREA_CHANGE_CALL "area_change"

/mob
var/list/fullscreens = list()

///The type of special lighting such as a sunset or lightning is currently active, dont have more than one of these without a special fullscreen framework
var/special_lighting = null
///A var to check if there is currently an active special lighting timer already set in order to prevent dupes
var/special_lighting_active_timer = FALSE

/mob/proc/overlay_fullscreen(category, type, severity)
var/atom/movable/screen/fullscreen/screen = fullscreens[category]
if (!screen || screen.type != type)
Expand Down Expand Up @@ -64,6 +71,35 @@
else
client.remove_from_screen(screen)

/mob/proc/initialize_special_lighting() //initialized on hud.dm when a new mob is spawned so you can't dodge this unless you dont have a client somehow
if(!SSticker.mode)
if(special_lighting)
return
SSticker.OnRoundstart(CALLBACK(src, PROC_REF(initialize_special_lighting)))
special_lighting = SPECIAL_LIGHTING_PREROUND // do not let a special_lighting get called before roundstart
return
if(SSticker.mode.flags_round_type & MODE_SUNSET)
if(!fullscreens["lighting_backdrop"] || special_lighting == SPECIAL_LIGHTING_SUNSET || special_lighting_active_timer)
return
special_lighting = SPECIAL_LIGHTING_SUNSET
special_lighting_active_timer = TRUE
if(ROUND_TIME < 4 SECONDS) //if you're in before full setup, dont let special lightings get called prior, it gets messy
addtimer(CALLBACK(src, PROC_REF(special_lighting_animate), SPECIAL_LIGHTING_SUNSET, 30 SECONDS, 9, 10 SECONDS, 0, null, 1, FALSE, TRUE, TRUE), 3 SECONDS)
addtimer(CALLBACK(src, PROC_REF(special_lighting_register_signals)), 3 SECONDS)
else if(ROUND_TIME < 280 SECONDS)
special_lighting = SPECIAL_LIGHTING_SUNSET
special_lighting_active_timer = TRUE
special_lighting_animate(SPECIAL_LIGHTING_SUNSET, 30 SECONDS, 9, 10 SECONDS, 0, 0.1 SECONDS, 1, TRUE, TRUE, TRUE)
special_lighting_register_signals()
return
if(GLOB.sunrise_starting_time)
if(!fullscreens["lighting_backdrop"] || special_lighting == SPECIAL_LIGHTING_SUNRISE || special_lighting == SPECIAL_LIGHTING_SUNSET || special_lighting_active_timer)
return
special_lighting = SPECIAL_LIGHTING_SUNRISE
special_lighting_active_timer = TRUE
special_lighting_animate(SPECIAL_LIGHTING_SUNRISE, 30 SECONDS, 6, 1 SECONDS, 0.1 SECONDS, -1, TRUE, TRUE, FALSE)
special_lighting_register_signals() //sunrise is permanent, you wont need to unregister


/atom/movable/screen/fullscreen
icon = 'icons/mob/hud/screen1_full.dmi'
Expand Down Expand Up @@ -230,9 +266,249 @@
color = "#000"
blend_mode = BLEND_ADD


/mob/proc/special_lighting_animate(p_special_lighting_type = null, p_stage_time, p_max_stages, p_startup_delay = 1 SECONDS, p_special_start_time = 0, p_special_stage_time = null, p_special_tick_dir, p_special_call = FALSE, p_create_new_lighting_timer = FALSE, p_lighting_deactivates = TRUE)

var/atom/movable/screen/fullscreen/screen = fullscreens["lighting_backdrop"]
var/area/lighting_mob_area = get_area(src)

if(p_special_lighting_type != special_lighting)
return

var/lighting_color = "#000" /// used in the animation, set by the special_lighting_type

var/stage_time = p_stage_time /// how long each stage lasts, don't edit this if you want smooth movement, use special_stage_time instead
var/max_stages = p_max_stages /// how many stages of special lighting there are, starts at 0

var/startup_delay = p_startup_delay /// how long the initial stage lasts for, doesn't factor in round start stuff
var/special_start_time = p_special_start_time /// when the special_lighting starts (use 0 if roundstart)

var/special_stage_time = p_special_stage_time /// changes animation time without changing stage time, used by special calls and init stages
var/special_call = p_special_call /// the type of special call
var/special_tick_dir = p_special_tick_dir /// If it gets a special call, if it ticks up or down in order to prevent advantages

var/create_new_lighting_timer = p_create_new_lighting_timer /// used to prevent timer dupes, keep this as False unless its supposed to be the first call
var/lighting_deactivates = p_lighting_deactivates /// If the lighting deactivates

var/lighting_stage = clamp((floor((ROUND_TIME + stage_time - special_start_time - startup_delay)/stage_time)), 0, max_stages) /// the current stage of the lighting, ticks up by 1 every stagetime after startup_delay + start_time
//uses formula (x + y - w - z)/(y) with x = round_time, y = stage_time, w = special_start_time, and z being startup_delay

var/time_til_next_lighting_call = max(((lighting_stage * stage_time) + startup_delay + special_start_time - ROUND_TIME), 0.5 SECONDS) /// how long until the next sunstage occurs (minimum of 0.5 seconds)

if(special_call && lighting_stage != 0) // controls stuff related to special calls, prevents people from getting unfair advantages by getting stages reset, unnecessary for short anims
if(lighting_deactivates && ROUND_TIME < (stage_time * max_stages) + special_start_time + startup_delay) //if its finished max stage anim and doesn't deactivate, make special calls animate to full
lighting_stage = clamp((lighting_stage + special_tick_dir), 0, max_stages)
if(time_til_next_lighting_call < special_stage_time)
time_til_next_lighting_call = time_til_next_lighting_call + special_stage_time //delays main anims until the special call anim is done

if(special_lighting == SPECIAL_LIGHTING_SUNSET)
lighting_color = special_lighting_sunset(lighting_stage)
if(special_lighting == SPECIAL_LIGHTING_SUNRISE)
lighting_color = special_lighting_sunrise(lighting_stage)

if(lighting_stage == 0) //there aren't any cases you won't want these coming up fast
special_stage_time = 0.5 SECONDS
time_til_next_lighting_call = startup_delay + special_start_time - ROUND_TIME

if(create_new_lighting_timer) // if create_new_lighting_timer = TRUE, a new timer gets set
special_lighting_active_timer = FALSE

if(!special_lighting_active_timer)
if(lighting_stage < max_stages)
addtimer(CALLBACK(src, PROC_REF(special_lighting_animate), special_lighting, stage_time, max_stages, startup_delay, special_start_time, null, special_tick_dir, FALSE, TRUE, lighting_deactivates), time_til_next_lighting_call, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_DELETE_ME)
special_lighting_active_timer = TRUE
if(lighting_stage == max_stages && lighting_deactivates) // deactives special lighting when the sun hits #000
addtimer(CALLBACK(src, PROC_REF(special_lighting_unregister_signals)), time_til_next_lighting_call, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_DELETE_ME)

if(CEILING_IS_PROTECTED(lighting_mob_area?.ceiling, CEILING_PROTECTION_TIER_2)) //if underground, don't animate, this is needed in combo with the special area check
return
if(!is_ground_level(z) && special_call != Z_CHANGE_CALL) // dont animate if not groundlevel
return

if(special_stage_time)
stage_time = special_stage_time

animate(screen, color = lighting_color, time = stage_time)


/mob/proc/special_lighting_sunset(lighting_stage)

var/lighting_color = "#000" /// used in the animation, set by the special_lighting_type

//if its cold or in space (or chances claim)
if(SSmapping.configs[GROUND_MAP].environment_traits[MAP_COLD] || SSmapping.configs[GROUND_MAP].map_name == MAP_LV522_CHANCES_CLAIM || MAP_PRISON_STATION_V3)
switch(lighting_stage) //for sun stages, the more you have the better it looks when special called, I recommend choosing cinematic 4 colors then using a gradient tool to pick out the rest
if(0)
lighting_color = "#a8c3cf"
if(1)
lighting_color = "#7a9abb"
if(2)
lighting_color = "#6679a8"
if(3)
lighting_color = "#516a8b"
if(4)
lighting_color = "#38486e"
if(5)
lighting_color = "#2c2f4d"
if(6)
lighting_color = "#211b36"
if(7)
lighting_color = "#1f1b33"
if(8)
lighting_color = "#0c0a1b"
if(9)
lighting_color = "#000"
else //the default, a very warm sunset
switch(lighting_stage)
if(0)
lighting_color = "#e3a979"
if(1)
lighting_color = "#e29658"
if(2)
lighting_color = "#da8b4a"
if(3)
lighting_color = "#a9633c"
if(4)
lighting_color = "#90422d"
if(5)
lighting_color = "#68333a"
if(6)
lighting_color = "#4d2b35"
if(7)
lighting_color = "#231935"
if(8)
lighting_color = "#050c27"
if(9)
lighting_color = "#000"

return lighting_color


/mob/proc/special_lighting_sunrise(lighting_stage)

var/lighting_color = "#000" /// used in the animation, set by the special_lighting_type

switch(lighting_stage) //only one type of sunrise cause it just looks more cinematic to have a warm sunset on cold maps
if(0)
lighting_color = "#000"
if(1)
lighting_color = "#040712"
if(2)
lighting_color = "#111322"
if(3)
lighting_color = "#291642"
if(4)
lighting_color = "#3f2239"
if(5)
lighting_color = "#632c3d"
if(6)
lighting_color = "#b97034" //it ends on very orange for cinematics

return lighting_color


/mob/proc/special_lighting_register_signals()

RegisterSignal(src, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(special_lighting_z_change), TRUE)
RegisterSignal(src, COMSIG_MOVABLE_ENTERED_AREA, PROC_REF(special_lighting_area_change), TRUE)


/mob/proc/special_lighting_unregister_signals()

special_lighting = null //clears special lighting

UnregisterSignal(src, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(special_lighting_z_change))
UnregisterSignal(src, COMSIG_MOVABLE_ENTERED_AREA, PROC_REF(special_lighting_area_change))


/mob/proc/special_lighting_z_change(atom/source, old_z, new_z)
SIGNAL_HANDLER

var/atom/movable/screen/fullscreen/screen = fullscreens["lighting_backdrop"]

var/stage_time = 30 SECONDS
var/max_stages = null
var/startup_delay = 10 SECONDS
var/special_start_time = 0
var/special_stage_time = 0.1 SECONDS
var/special_tick_dir = 0
var/special_call = Z_CHANGE_CALL
var/create_new_lighting_timer = FALSE
var/lighting_deactivates = TRUE

if(!special_lighting || special_lighting == SPECIAL_LIGHTING_PREROUND)
return

switch(special_lighting) //figure out a way of handling this better if possible
if(SPECIAL_LIGHTING_SUNSET)
max_stages = 9
special_tick_dir = 1
if(SPECIAL_LIGHTING_SUNRISE)
max_stages = 6
special_start_time = GLOB.sunrise_starting_time
special_tick_dir = -1
lighting_deactivates = FALSE

if(is_ground_level(new_z))
special_lighting_animate(special_lighting, stage_time, max_stages, startup_delay, special_start_time, special_stage_time, special_tick_dir, special_call, create_new_lighting_timer, lighting_deactivates)

if(!is_ground_level(new_z))
animate(screen, color = "#000", time = 0.1 SECONDS)


/mob/proc/special_lighting_area_change(atom/source, old_area, new_area)
SIGNAL_HANDLER

var/atom/movable/screen/fullscreen/screen = fullscreens["lighting_backdrop"]

var/stage_time = 30 SECONDS
var/max_stages = null
var/startup_delay = 10 SECONDS
var/special_start_time = 0
var/special_stage_time = 4 SECONDS
var/special_tick_dir = 0
var/special_call = AREA_CHANGE_CALL
var/create_new_lighting_timer = FALSE
var/lighting_deactivates = TRUE


if(!special_lighting || special_lighting == SPECIAL_LIGHTING_PREROUND)
return

switch(special_lighting)
if(SPECIAL_LIGHTING_SUNSET)
max_stages = 9
special_tick_dir = 1
if(SPECIAL_LIGHTING_SUNRISE)
max_stages = 6
special_start_time = GLOB.sunrise_starting_time
special_tick_dir = -1
lighting_deactivates = FALSE


var/area/mob_old_area = old_area
var/area/mob_new_area = new_area

var/oldloc_incave = null
var/newloc_incave = null

if(CEILING_IS_PROTECTED(mob_old_area?.ceiling, CEILING_PROTECTION_TIER_2))
oldloc_incave = TRUE
if(CEILING_IS_PROTECTED(mob_new_area?.ceiling, CEILING_PROTECTION_TIER_2))
newloc_incave = TRUE

if(newloc_incave && !oldloc_incave) //handles both null old loc and false oldloc
animate(screen, color = "#000", time = 4 SECONDS, easing = QUAD_EASING | EASE_OUT)
else if(oldloc_incave && !newloc_incave)
special_lighting_animate(special_lighting, stage_time, max_stages, startup_delay, special_start_time, special_stage_time, special_tick_dir, special_call, create_new_lighting_timer, lighting_deactivates)


/atom/movable/screen/fullscreen/see_through_darkness
icon_state = "nightvision"
plane = LIGHTING_PLANE
layer = LIGHTING_PRIMARY_LAYER
blend_mode = BLEND_ADD
show_when_dead = TRUE

#undef Z_CHANGE_CALL
#undef AREA_CHANGE_CALL
2 changes: 2 additions & 0 deletions code/_onclick/hud/hud.dm
Original file line number Diff line number Diff line change
Expand Up @@ -83,6 +83,8 @@
plane_masters["[instance.plane]"] = instance
if(owner.client)
instance.backdrop(mymob)
if(!isnewplayer(mymob) && !mymob.special_lighting) //if they have a client but arent on the title screen
mymob.initialize_special_lighting()

for(var/mytype in subtypesof(/atom/movable/plane_master_controller))
var/atom/movable/plane_master_controller/controller_instance = new mytype(null,src)
Expand Down
21 changes: 15 additions & 6 deletions code/game/area/areas.dm
Original file line number Diff line number Diff line change
Expand Up @@ -351,15 +351,24 @@
if(POWER_CHANNEL_ONEOFF)
used_oneoff += amount

/area/Entered(A,atom/OldLoc)
if(ismob(A))
/area/Entered(A, atom/OldLoc)
if(ismob(A) && !isnewplayer(A))
if(!OldLoc)
return
var/mob/M = A
var/area/old_area = get_area(OldLoc)
if(old_area == src)
var/mob/area_entered_mod = A

var/area/new_area = get_area(area_entered_mod)
var/area/old_area = null
if(!isarea(OldLoc))
old_area = get_area(OldLoc)
else
old_area = OldLoc

if(old_area == src || !old_area)
return
M?.client?.soundOutput?.update_ambience(src, null, TRUE)

SEND_SIGNAL(area_entered_mod, COMSIG_MOVABLE_ENTERED_AREA, old_area, new_area)
area_entered_mod?.client?.soundOutput?.update_ambience(src, null, TRUE)
else if(istype(A, /obj/structure/machinery))
add_machine(A)

Expand Down
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