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Merge branch 'master' into update/projectile_chance
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TeDGamer authored Sep 9, 2023
2 parents 0a69f07 + c8b741d commit d17d4ba
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Showing 46 changed files with 343 additions and 116 deletions.
2 changes: 2 additions & 0 deletions code/__DEFINES/equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -42,6 +42,8 @@
#define ATOM_DECORATED (1<<16)
/// Whether or not the object uses hearing
#define USES_HEARING (1<<17)
/// Should we use the initial icon for display? Mostly used by overlay only objects
#define HTML_USE_INITAL_ICON (1<<18)

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

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7 changes: 6 additions & 1 deletion code/__DEFINES/skills.dm
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
#define SKILL_ENGINEER "engineer"
#define SKILL_CONSTRUCTION "construction"
#define SKILL_LEADERSHIP "leadership"
#define SKILL_OVERWATCH "overwatch"
#define SKILL_MEDICAL "medical"
#define SKILL_SURGERY "surgery"
#define SKILL_RESEARCH "research"
Expand Down Expand Up @@ -134,14 +135,18 @@
#define SKILL_POWERLOADER_MASTER 2 //Pilot, CT, Req, OT, CE
#define SKILL_POWERLOADER_MAX 2


//leadership skill
#define SKILL_LEAD_NOVICE 0 //Anyone but the above. Using SL items is possible but painfully slow
#define SKILL_LEAD_TRAINED 1 //SL
#define SKILL_LEAD_EXPERT 2 //SOs
#define SKILL_LEAD_MASTER 3 //XO, CO
#define SKILL_LEAD_MAX 3

//overwatch skill
#define SKILL_OVERWATCH_DEFAULT 0
#define SKILL_OVERWATCH_TRAINED 1 //Allows use of overwatch consoles
#define SKILL_OVERWATCH_MAX 1


//JTAC skill
#define SKILL_JTAC_NOVICE 0 //Anyone but those following.
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146 changes: 126 additions & 20 deletions code/__HELPERS/icons.dm
Original file line number Diff line number Diff line change
Expand Up @@ -571,12 +571,100 @@ world
I.color = color
I.flick_overlay(src, time)

/proc/icon2html(thing, target, icon_state, dir = SOUTH, frame = 1, moving = FALSE, sourceonly = FALSE)
/// generates a filename for a given asset.
/// like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension)
/// used so that certain asset files dont have to be hashed twice
/proc/generate_and_hash_rsc_file(file, dmi_file_path)
var/rsc_ref = fcopy_rsc(file)
var/hash
//if we have a valid dmi file path we can trust md5'ing the rsc file because we know it doesnt have the bug described in http://www.byond.com/forum/post/2611357
if(dmi_file_path)
hash = md5(rsc_ref)
else //otherwise, we need to do the expensive fcopy() workaround
hash = md5asfile(rsc_ref)

return list(rsc_ref, hash, "asset.[hash]")

///given a text string, returns whether it is a valid dmi icons folder path
/proc/is_valid_dmi_file(icon_path)
if(!istext(icon_path) || !length(icon_path))
return FALSE

var/is_in_icon_folder = findtextEx(icon_path, "icons/")
var/is_dmi_file = findtextEx(icon_path, ".dmi")

if(is_in_icon_folder && is_dmi_file)
return TRUE
return FALSE

/// given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path.
/// a weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc,
/// but stringifying rsc references returns a dmi file path
/// ONLY if that icon represents a completely unchanged dmi file from when the game was compiled.
/// so if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""
/proc/get_icon_dmi_path(icon/icon)
/// the dmi file path we attempt to return if the given object argument is associated with a stringifiable icon
/// if successful, this looks like "icons/path/to/dmi_file.dmi"
var/icon_path = ""

if(isatom(icon) || istype(icon, /image) || istype(icon, /mutable_appearance))
var/atom/atom_icon = icon
icon = atom_icon.icon
//atom icons compiled in from 'icons/path/to/dmi_file.dmi' are weird and not really icon objects that you generate with icon().
//if theyre unchanged dmi's then they're stringifiable to "icons/path/to/dmi_file.dmi"

if(isicon(icon) && isfile(icon))
//icons compiled in from 'icons/path/to/dmi_file.dmi' at compile time are weird and arent really /icon objects,
///but they pass both isicon() and isfile() checks. theyre the easiest case since stringifying them gives us the path we want
var/icon_ref = text_ref(icon)
var/locate_icon_string = "[locate(icon_ref)]"

icon_path = locate_icon_string

else if(isicon(icon) && "[icon]" == "/icon")
// icon objects generated from icon() at runtime are icons, but they ARENT files themselves, they represent icon files.
// if the files they represent are compile time dmi files in the rsc, then
// the rsc reference returned by fcopy_rsc() will be stringifiable to "icons/path/to/dmi_file.dmi"
var/rsc_ref = fcopy_rsc(icon)

var/icon_ref = text_ref(rsc_ref)

var/icon_path_string = "[locate(icon_ref)]"

icon_path = icon_path_string

else if(istext(icon))
var/rsc_ref = fcopy_rsc(icon)
//if its the text path of an existing dmi file, the rsc reference returned by fcopy_rsc() will be stringifiable to a dmi path

var/rsc_ref_ref = text_ref(rsc_ref)
var/rsc_ref_string = "[locate(rsc_ref_ref)]"

icon_path = rsc_ref_string

if(is_valid_dmi_file(icon_path))
return icon_path

return FALSE

/**
* generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target.
* Arguments:
* * thing - either a /icon object, or an object that has an appearance (atom, image, mutable_appearance).
* * target - either a reference to or a list of references to /client's or mobs with clients
* * icon_state - string to force a particular icon_state for the icon to be used
* * dir - dir number to force a particular direction for the icon to be used
* * frame - what frame of the icon_state's animation for the icon being used
* * moving - whether or not to use a moving state for the given icon
* * sourceonly - if TRUE, only generate the asset and send back the asset url, instead of tags that display the icon to players
* * extra_clases - string of extra css classes to use when returning the icon string
*/
/proc/icon2html(atom/thing, client/target, icon_state, dir = SOUTH, frame = 1, moving = FALSE, sourceonly = FALSE, extra_classes = null)
if (!thing)
return

var/key
var/icon/I = thing
var/icon/icon2collapse = thing

if (!target)
return
Expand All @@ -588,46 +676,64 @@ world
targets = list(target)
else
targets = target
if (!targets.len)
return
if (!isicon(I))
if(!length(targets))
return

//check if the given object is associated with a dmi file in the icons folder. if it is then we dont need to do a lot of work
//for asset generation to get around byond limitations
var/icon_path = get_icon_dmi_path(thing)

if (!isicon(icon2collapse))
if (isfile(thing)) //special snowflake
var/name = sanitize_filename("[generate_asset_name(thing)].png")
var/name = SANITIZE_FILENAME("[generate_asset_name(thing)].png")
if (!SSassets.cache[name])
SSassets.transport.register_asset(name, thing)
for (var/thing2 in targets)
SSassets.transport.send_assets(thing2, name)
if(sourceonly)
return SSassets.transport.get_asset_url(name)
return "<img class='icon icon-misc' src='[SSassets.transport.get_asset_url(name)]'>"
var/atom/A = thing
return "<img class='[extra_classes] icon icon-misc' src='[SSassets.transport.get_asset_url(name)]'>"

//its either an atom, image, or mutable_appearance, we want its icon var
icon2collapse = thing.icon

I = A.icon
if (isnull(icon_state))
icon_state = A.icon_state
if (!icon_state)
icon_state = initial(A.icon_state)
icon_state = thing.icon_state
//Despite casting to atom, this code path supports mutable appearances, so let's be nice to them
if(isnull(icon_state) || (isatom(thing) && thing.flags_atom & HTML_USE_INITAL_ICON))
icon_state = initial(thing.icon_state)
if (isnull(dir))
dir = initial(A.dir)
dir = initial(thing.dir)

if (isnull(dir))
dir = A.dir
dir = thing.dir

if (ishuman(thing)) // Shitty workaround for a BYOND issue.
var/icon/temp = icon2collapse
icon2collapse = icon()
icon2collapse.Insert(temp, dir = SOUTH)
dir = SOUTH
else
if (isnull(dir))
dir = SOUTH
if (isnull(icon_state))
icon_state = ""

I = icon(I, icon_state, dir, frame, moving)
icon2collapse = icon(icon2collapse, icon_state, dir, frame, moving)

var/list/name_and_ref = generate_and_hash_rsc_file(icon2collapse, icon_path)//pretend that tuples exist

var/rsc_ref = name_and_ref[1] //weird object thats not even readable to the debugger, represents a reference to the icons rsc entry
var/file_hash = name_and_ref[2]
key = "[name_and_ref[3]].png"

key = "[generate_asset_name(I)].png"
if(!SSassets.cache[key])
SSassets.transport.register_asset(key, I)
for (var/thing2 in targets)
SSassets.transport.send_assets(thing2, key)
SSassets.transport.register_asset(key, rsc_ref, file_hash, icon_path)
for (var/client_target in targets)
SSassets.transport.send_assets(client_target, key)
if(sourceonly)
return SSassets.transport.get_asset_url(key)
return "<img class='icon icon-[icon_state]' src='[SSassets.transport.get_asset_url(key)]'>"
return "<img class='[extra_classes] icon icon-[icon_state]' src='[SSassets.transport.get_asset_url(key)]'>"

//Costlier version of icon2html() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
/proc/costly_icon2html(thing, target, sourceonly = FALSE)
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