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icon_smoothing.dm
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icon_smoothing.dm
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//generic (by snowflake) tile smoothing code; smooth your icons with this!
/*
Each tile is divided in 4 corners, each corner has an appearance associated to it; the tile is then overlayed by these 4 appearances
To use this, just set your atom's 'smoothing_flags' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null;
Otherwise, put all the smoothing groups you want the atom icon to smooth with in 'canSmoothWith', including the group of the atom itself.
Smoothing groups are just shared flags between objects. If one of the 'canSmoothWith' of A matches one of the `smoothing_groups` of B, then A will smooth with B.
Each atom has its own icon file with all the possible corner states. See 'smooth_wall.dmi' for a template.
DIAGONAL SMOOTHING INSTRUCTIONS
To make your atom smooth diagonally you need all the proper icon states (see 'smooth_wall.dmi' for a template) and
to add the 'SMOOTH_DIAGONAL_CORNERS' flag to the atom's smoothing_flags var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on
a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so:
fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
To see an example of a diagonal wall, see '/turf/simulated/wall/mineral/titanium' and its subtypes.
*/
//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
#define NORTH_JUNCTION NORTH //(1<<0)
#define SOUTH_JUNCTION SOUTH //(1<<1)
#define EAST_JUNCTION EAST //(1<<2)
#define WEST_JUNCTION WEST //(1<<3)
#define NORTHEAST_JUNCTION (1<<4)
#define SOUTHEAST_JUNCTION (1<<5)
#define SOUTHWEST_JUNCTION (1<<6)
#define NORTHWEST_JUNCTION (1<<7)
DEFINE_BITFIELD(smoothing_junction, list(
"NORTH_JUNCTION" = NORTH_JUNCTION,
"SOUTH_JUNCTION" = SOUTH_JUNCTION,
"EAST_JUNCTION" = EAST_JUNCTION,
"WEST_JUNCTION" = WEST_JUNCTION,
"NORTHEAST_JUNCTION" = NORTHEAST_JUNCTION,
"SOUTHEAST_JUNCTION" = SOUTHEAST_JUNCTION,
"SOUTHWEST_JUNCTION" = SOUTHWEST_JUNCTION,
"NORTHWEST_JUNCTION" = NORTHWEST_JUNCTION,
))
#define NO_ADJ_FOUND 0
#define ADJ_FOUND 1
#define NULLTURF_BORDER 2
#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
#define DEFAULT_UNDERLAY_ICON_STATE "plating"
#define SET_ADJ_IN_DIR(source, junction, direction, direction_flag) \
do { \
var/turf/neighbor = get_step(source, direction); \
if(!neighbor) { \
if(source.smoothing_flags & SMOOTH_BORDER) { \
junction |= direction_flag; \
}; \
}; \
else { \
if(!isnull(neighbor.smoothing_groups)) { \
for(var/target in source.canSmoothWith) { \
if(!(source.canSmoothWith[target] & neighbor.smoothing_groups[target])) { \
continue; \
}; \
junction |= direction_flag; \
break; \
}; \
}; \
if(!(junction & direction_flag) && source.smoothing_flags & SMOOTH_OBJ) { \
for(var/obj/thing in neighbor) { \
if(!thing.anchored || isnull(thing.smoothing_groups)) { \
continue; \
}; \
for(var/target in source.canSmoothWith) { \
if(!(source.canSmoothWith[target] & thing.smoothing_groups[target])) { \
continue; \
}; \
junction |= direction_flag; \
break; \
}; \
if(junction & direction_flag) { \
break; \
}; \
}; \
}; \
}; \
} while(FALSE)
///Scans all adjacent turfs to find targets to smooth with.
/atom/proc/calculate_adjacencies()
. = NONE
if(!loc)
return
for(var/direction in GLOB.cardinal)
switch(find_type_in_direction(direction))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= direction //BYOND and smooth dirs are the same for cardinals
if(ADJ_FOUND)
. |= direction //BYOND and smooth dirs are the same for cardinals
if(. & NORTH_JUNCTION)
if(. & WEST_JUNCTION)
switch(find_type_in_direction(NORTHWEST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= NORTHWEST_JUNCTION
if(ADJ_FOUND)
. |= NORTHWEST_JUNCTION
if(. & EAST_JUNCTION)
switch(find_type_in_direction(NORTHEAST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= NORTHEAST_JUNCTION
if(ADJ_FOUND)
. |= NORTHEAST_JUNCTION
if(. & SOUTH_JUNCTION)
if(. & WEST_JUNCTION)
switch(find_type_in_direction(SOUTHWEST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= SOUTHWEST_JUNCTION
if(ADJ_FOUND)
. |= SOUTHWEST_JUNCTION
if(. & EAST_JUNCTION)
switch(find_type_in_direction(SOUTHEAST))
if(NULLTURF_BORDER)
if((smoothing_flags & SMOOTH_BORDER))
. |= SOUTHEAST_JUNCTION
if(ADJ_FOUND)
. |= SOUTHEAST_JUNCTION
/atom/movable/calculate_adjacencies()
if(can_be_unanchored && !anchored)
return NONE
return ..()
//do not use, use QUEUE_SMOOTH(atom)
/atom/proc/smooth_icon()
smoothing_flags &= ~SMOOTH_QUEUED
if(!z)
return
if(smoothing_flags & SMOOTH_CORNERS)
if(smoothing_flags & SMOOTH_DIAGONAL_CORNERS)
corners_diagonal_smooth(calculate_adjacencies())
else
corners_cardinal_smooth(src, calculate_adjacencies())
else if(smoothing_flags & SMOOTH_BITMASK)
bitmask_smooth()
/atom/proc/corners_diagonal_smooth(adjacencies)
switch(adjacencies)
if(NORTH_JUNCTION|WEST_JUNCTION)
replace_smooth_overlays("d-se","d-se-0")
if(NORTH_JUNCTION|EAST_JUNCTION)
replace_smooth_overlays("d-sw","d-sw-0")
if(SOUTH_JUNCTION|WEST_JUNCTION)
replace_smooth_overlays("d-ne","d-ne-0")
if(SOUTH_JUNCTION|EAST_JUNCTION)
replace_smooth_overlays("d-nw","d-nw-0")
if(NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION)
replace_smooth_overlays("d-se","d-se-1")
if(NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION)
replace_smooth_overlays("d-sw","d-sw-1")
if(SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION)
replace_smooth_overlays("d-ne","d-ne-1")
if(SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION)
replace_smooth_overlays("d-nw","d-nw-1")
else
corners_cardinal_smooth(src, adjacencies)
return
icon_state = ""
return adjacencies
/atom/proc/corners_cardinal_smooth(atom/A, adjacencies)
//NW CORNER
var/nw = "1-i"
if((adjacencies & NORTH_JUNCTION) && (adjacencies & WEST_JUNCTION))
if(adjacencies & NORTHWEST_JUNCTION)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & NORTH_JUNCTION)
nw = "1-n"
else if(adjacencies & WEST_JUNCTION)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & NORTH_JUNCTION) && (adjacencies & EAST_JUNCTION))
if(adjacencies & NORTHEAST_JUNCTION)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & NORTH_JUNCTION)
ne = "2-n"
else if(adjacencies & EAST_JUNCTION)
ne = "2-e"
//SW CORNER
var/sw = "3-i"
if((adjacencies & SOUTH_JUNCTION) && (adjacencies & WEST_JUNCTION))
if(adjacencies & SOUTHWEST_JUNCTION)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & SOUTH_JUNCTION)
sw = "3-s"
else if(adjacencies & WEST_JUNCTION)
sw = "3-w"
//SE CORNER
var/se = "4-i"
if((adjacencies & SOUTH_JUNCTION) && (adjacencies & EAST_JUNCTION))
if(adjacencies & SOUTHEAST_JUNCTION)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & SOUTH_JUNCTION)
se = "4-s"
else if(adjacencies & EAST_JUNCTION)
se = "4-e"
var/list/new_overlays = list()
if(A.top_left_corner != nw)
A.cut_overlay(top_left_corner)
A.top_left_corner = nw
new_overlays += nw
if(A.top_right_corner != ne)
A.cut_overlay(top_right_corner)
A.top_right_corner = ne
new_overlays += ne
if(A.bottom_right_corner != sw)
A.cut_overlay(bottom_right_corner)
A.bottom_right_corner = sw
new_overlays += sw
if(A.bottom_left_corner != se)
A.cut_overlay(bottom_left_corner)
A.bottom_left_corner = se
new_overlays += se
if(new_overlays.len)
A.add_overlay(new_overlays)
///Scans direction to find targets to smooth with.
/atom/proc/find_type_in_direction(direction)
var/turf/target_turf = get_step(src, direction)
if(!target_turf)
return NULLTURF_BORDER
var/area/target_area = get_area(target_turf)
var/area/source_area = get_area(src)
if((source_area.area_limited_icon_smoothing && !istype(target_area, source_area.area_limited_icon_smoothing)) || (target_area.area_limited_icon_smoothing && !istype(source_area, target_area.area_limited_icon_smoothing)))
return NO_ADJ_FOUND
if(isnull(canSmoothWith)) //special case in which it will only smooth with itself
if(isturf(src))
return (type == target_turf.type) ? ADJ_FOUND : NO_ADJ_FOUND
var/atom/matching_obj = locate(type) in target_turf
return (matching_obj && matching_obj.type == type) ? ADJ_FOUND : NO_ADJ_FOUND
if(!isnull(target_turf.smoothing_groups))
for(var/target in canSmoothWith)
if(!(canSmoothWith[target] & target_turf.smoothing_groups[target]))
continue
return ADJ_FOUND
if(smoothing_flags & SMOOTH_OBJ)
for(var/am in target_turf)
var/atom/movable/thing = am
if(!thing.anchored || isnull(thing.smoothing_groups))
continue
for(var/target in canSmoothWith)
if(!(canSmoothWith[target] & thing.smoothing_groups[target]))
continue
return ADJ_FOUND
return NO_ADJ_FOUND
/**
* Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that.
*
* Returns the previous smoothing_junction state so the previous state can be compared with the new one after the proc ends, and see the changes, if any.
*
* Objects override this to prevent unanchored objects from smoothing, see /obj/bitmask_smooth()
*/
/atom/proc/bitmask_smooth()
var/new_junction = NONE
for(var/direction in GLOB.cardinal) //Cardinal case first.
SET_ADJ_IN_DIR(src, new_junction, direction, direction)
if(!(new_junction & (NORTH|SOUTH)) || !(new_junction & (EAST|WEST)))
set_smoothed_icon_state(new_junction)
return
if(new_junction & NORTH_JUNCTION)
if(new_junction & WEST_JUNCTION)
SET_ADJ_IN_DIR(src, new_junction, NORTHWEST, NORTHWEST_JUNCTION)
if(new_junction & EAST_JUNCTION)
SET_ADJ_IN_DIR(src, new_junction, NORTHEAST, NORTHEAST_JUNCTION)
if(new_junction & SOUTH_JUNCTION)
if(new_junction & WEST_JUNCTION)
SET_ADJ_IN_DIR(src, new_junction, SOUTHWEST, SOUTHWEST_JUNCTION)
if(new_junction & EAST_JUNCTION)
SET_ADJ_IN_DIR(src, new_junction, SOUTHEAST, SOUTHEAST_JUNCTION)
set_smoothed_icon_state(new_junction)
///Object override to prevent unanchored objects from smoothing
/obj/bitmask_smooth()
if(!anchored)
set_smoothed_icon_state(0)
return
return ..()
///Changes the icon state based on the new junction bitmask. Returns the old junction value.
/atom/proc/set_smoothed_icon_state(new_junction)
. = smoothing_junction
smoothing_junction = new_junction
icon_state = "[base_icon_state]-[smoothing_junction]"
/turf/simulated/set_smoothed_icon_state(new_junction)
. = ..()
if(smoothing_flags & SMOOTH_DIAGONAL_CORNERS)
switch(new_junction)
if(
NORTH_JUNCTION|WEST_JUNCTION,
NORTH_JUNCTION|EAST_JUNCTION,
SOUTH_JUNCTION|WEST_JUNCTION,
SOUTH_JUNCTION|EAST_JUNCTION,
NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION,
NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION,
SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION,
SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION
)
icon_state = "[base_icon_state]-[smoothing_junction]-d"
if(!fixed_underlay && new_junction != .) // Mutable underlays?
var/junction_dir = reverse_ndir(smoothing_junction)
var/turned_adjacency = reverse_direction(junction_dir)
var/turf/neighbor_turf = get_step(src, turned_adjacency & (NORTH|SOUTH))
var/mutable_appearance/underlay_appearance = mutable_appearance(layer = TURF_LAYER, plane = FLOOR_PLANE)
if(neighbor_turf && (!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) || neighbor_turf.density)) //dense turfs are unwanted for underlays
neighbor_turf = get_step(src, turned_adjacency & (EAST|WEST))
if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) || neighbor_turf.density)
neighbor_turf = get_step(src, turned_adjacency)
if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) || neighbor_turf.density)
if(!get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) //if all else fails, ask our own turf
underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
underlays = list(underlay_appearance)
/turf/simulated/floor/set_smoothed_icon_state(new_junction)
if(broken || burnt)
return
return ..()
//Icon smoothing helpers
/proc/smooth_zlevel(zlevel, now = FALSE)
var/list/away_turfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))
for(var/V in away_turfs)
var/turf/T = V
if(T.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
if(now)
T.smooth_icon()
else
QUEUE_SMOOTH(T)
for(var/R in T)
var/atom/A = R
if(A.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
if(now)
A.smooth_icon()
else
QUEUE_SMOOTH(A)
/atom/proc/clear_smooth_overlays()
cut_overlay(top_left_corner)
top_left_corner = null
cut_overlay(top_right_corner)
top_right_corner = null
cut_overlay(bottom_right_corner)
bottom_right_corner = null
cut_overlay(bottom_left_corner)
bottom_left_corner = null
/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
clear_smooth_overlays()
var/list/O = list()
top_left_corner = nw
O += nw
top_right_corner = ne
O += ne
bottom_left_corner = sw
O += sw
bottom_right_corner = se
O += se
add_overlay(O)
/proc/reverse_ndir(ndir)
switch(ndir)
if(NORTH_JUNCTION)
return NORTH
if(SOUTH_JUNCTION)
return SOUTH
if(WEST_JUNCTION)
return WEST
if(EAST_JUNCTION)
return EAST
if(NORTHWEST_JUNCTION)
return NORTHWEST
if(NORTHEAST_JUNCTION)
return NORTHEAST
if(SOUTHEAST_JUNCTION)
return SOUTHEAST
if(SOUTHWEST_JUNCTION)
return SOUTHWEST
if(NORTH_JUNCTION | WEST_JUNCTION)
return NORTHWEST
if(NORTH_JUNCTION | EAST_JUNCTION)
return NORTHEAST
if(SOUTH_JUNCTION | WEST_JUNCTION)
return SOUTHWEST
if(SOUTH_JUNCTION | EAST_JUNCTION)
return SOUTHEAST
if(NORTH_JUNCTION | WEST_JUNCTION | NORTHWEST_JUNCTION)
return NORTHWEST
if(NORTH_JUNCTION | EAST_JUNCTION | NORTHEAST_JUNCTION)
return NORTHEAST
if(SOUTH_JUNCTION | WEST_JUNCTION | SOUTHWEST_JUNCTION)
return SOUTHWEST
if(SOUTH_JUNCTION | EAST_JUNCTION | SOUTHEAST_JUNCTION)
return SOUTHEAST
else
return NONE
#undef NORTH_JUNCTION
#undef SOUTH_JUNCTION
#undef EAST_JUNCTION
#undef WEST_JUNCTION
#undef NORTHEAST_JUNCTION
#undef NORTHWEST_JUNCTION
#undef SOUTHEAST_JUNCTION
#undef SOUTHWEST_JUNCTION
#undef NO_ADJ_FOUND
#undef ADJ_FOUND
#undef NULLTURF_BORDER
#undef DEFAULT_UNDERLAY_ICON
#undef DEFAULT_UNDERLAY_ICON_STATE
#undef SET_ADJ_IN_DIR