immerse
A visual element that makes movables entering the attached turfs look immersed into that turf.
Abandon all hope, ye who read forth, for this immerse works on mind-numbing workarounds,
Vars | |
attached_turfs_and_movables | An association list of turfs that have this element attached and their affected contents. |
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generated_immerse_icons | A list of icons generated from a target and a mask, later used as appearances for the overlays. |
generated_visual_overlays | A list of instances of /atom/movable/immerse_overlay then used as visual overlays for the immersed movables. |
immersed_movables | An association list of movables as key and overlays as assoc. |
Procs | |
add_immerse_overlay | The main proc, which adds a visual overlay to the movable that has entered the turf to make it look immersed. It's kind of iffy but basically, we want the overlay to cover as much area as needed to avoid the movable's icon from spilling horizontally or below. Also, while these visual overlays are mainly cached movables, for certain movables, such as living mobs, we want them to have their own unique vis overlay with additional signals registered. This allows the vis overlay to look more or less unchanged while its owner is spinning or resting without otherwise affecting other movables with identical overlays. |
clear_overlay_refs | We need to make sure to remove hard refs from the element when deleted. |
generate_vis_overlay | Initializes and caches a new visual overlay given parameters such as width, height and whether it should appear fully underwater. |
on_atom_exited | Called when a movable exits the turf. If its new location is not in the list of turfs with this element, Remove the movable from the element. |
on_init_or_entered | If the movable is within the right layers and planes, not in the list of movable types to ignore, or already affected by the element for that matter, Signals will be registered and, unless the movable (or whatever it's buckled to) is flying, it'll appear as if immersed in that water. |
on_move_flag_disabled | Readds the overlay to the mob and bucklees if no longer flying. |
on_move_flag_enabled | Removes the overlay from mob and bucklees is flying. |
on_spin_animation | Spin the overlay in the opposite direction so it doesn't look like it's spinning at all. |
on_throw | Works just like on_move_flag_enabled, except it only has to check that movable isn't flying |
on_throw_landed | Works just like on_move_flag_disabled, except it only has to check that movable isn't flying |
on_update_transform | A band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry. |
remove_from_element | Remove any signal, overlay, trait given to the movable and reference to it within the element. |
remove_immerse_overlay | This proc removes the vis_overlay, the keep together trait and some signals from the movable. |
start_immersion | Makes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed. |
stop_immersion | Stops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added. |
try_immerse | Called by init_or_entered() and on_set_buckled(). This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying as well as movetype signals when the movable isn't buckled. |
try_unimmerse | Called by on_set_buckled() and remove_from_element(). This removes the filter and signals from the movable unless it doesn't have them. |
Var Details
attached_turfs_and_movables
An association list of turfs that have this element attached and their affected contents.
generated_immerse_icons
A list of icons generated from a target and a mask, later used as appearances for the overlays.
generated_visual_overlays
A list of instances of /atom/movable/immerse_overlay then used as visual overlays for the immersed movables.
immersed_movables
An association list of movables as key and overlays as assoc.
Proc Details
add_immerse_overlay
The main proc, which adds a visual overlay to the movable that has entered the turf to make it look immersed. It's kind of iffy but basically, we want the overlay to cover as much area as needed to avoid the movable's icon from spilling horizontally or below. Also, while these visual overlays are mainly cached movables, for certain movables, such as living mobs, we want them to have their own unique vis overlay with additional signals registered. This allows the vis overlay to look more or less unchanged while its owner is spinning or resting without otherwise affecting other movables with identical overlays.
clear_overlay_refs
We need to make sure to remove hard refs from the element when deleted.
generate_vis_overlay
Initializes and caches a new visual overlay given parameters such as width, height and whether it should appear fully underwater.
on_atom_exited
Called when a movable exits the turf. If its new location is not in the list of turfs with this element, Remove the movable from the element.
on_init_or_entered
If the movable is within the right layers and planes, not in the list of movable types to ignore, or already affected by the element for that matter, Signals will be registered and, unless the movable (or whatever it's buckled to) is flying, it'll appear as if immersed in that water.
on_move_flag_disabled
Readds the overlay to the mob and bucklees if no longer flying.
on_move_flag_enabled
Removes the overlay from mob and bucklees is flying.
on_spin_animation
Spin the overlay in the opposite direction so it doesn't look like it's spinning at all.
on_throw
Works just like on_move_flag_enabled, except it only has to check that movable isn't flying
on_throw_landed
Works just like on_move_flag_disabled, except it only has to check that movable isn't flying
on_update_transform
A band-aid to keep the (unique) visual overlay from scaling and rotating along with its owner. I'm sorry.
remove_from_element
Remove any signal, overlay, trait given to the movable and reference to it within the element.
remove_immerse_overlay
This proc removes the vis_overlay, the keep together trait and some signals from the movable.
start_immersion
Makes the element start affecting the turf and its contents. Called on Attach() or when TRAIT_IMMERSE_STOPPED is removed.
stop_immersion
Stops the element from affecting on the turf and its contents. Called on Detach() or when TRAIT_IMMERSE_STOPPED is added.
try_immerse
Called by init_or_entered() and on_set_buckled(). This applies the overlay if neither the movable or whatever is buckled to (exclusive to living mobs) are flying as well as movetype signals when the movable isn't buckled.
try_unimmerse
Called by on_set_buckled() and remove_from_element(). This removes the filter and signals from the movable unless it doesn't have them.