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Startwork on fixing programatic issues with wallmount and directional mapping objects #325

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merged 7 commits into from
Aug 12, 2024

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ArcaneMusic
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@ArcaneMusic ArcaneMusic commented Aug 9, 2024

About The Pull Request

This attempts to fix the various issues with sinks, APCs, and various other wallmounts in-game that are running into mapping issues.

I've got APCs working properly from their own subtype of the macro, but at the second I'm still breaking down where things are falling apart on the other subtypes to get those fixed.

WIP images (APCs in the correct positions, with posters and signs and sinks and showers needing a cleanup.)
image

Why It's Good For The Game

Taking #285 up alongside #248 and #313 as part of a wallmount combined fix atm, there's a few causes for this but it seems to primarily be a combination of wall-mounted objects using the older system of offsets and directions, some things have additional offsets in initialize, and misuse of the existing wallmount macros combined with MAP_SWITCH() causing some things to appear the opposite of how they should in-game.

At this current point, this will not fix everything, but will be a substantial improvement to much of it

Comment on lines 163 to 175
switch(dir)
if(NORTH)
offset_old = pixel_z
pixel_z = APC_PIXEL_OFFSET
pixel_z = 35
if(SOUTH)
offset_old = pixel_z
pixel_z = -APC_PIXEL_OFFSET
if(EAST)
offset_old = pixel_x
pixel_x = APC_PIXEL_OFFSET
pixel_x = 11
if(WEST)
offset_old = pixel_x
pixel_x = -APC_PIXEL_OFFSET
pixel_x = -11
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this code block shouldn't exist. you should override wall_mount_offset instead (on that topic this may fuck up display visuals depending on how pixel_z shakes out, I have a feeling the -APC_PIXEL_OFFSET bit is gonna look wrong)

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(oh also the dir set that occurs in init should be using setDir(), just as a rule

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this code still needs to be removed

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You right, got lost in the chaos

code/game/objects/structures/signs/signs_interactive.dm Outdated Show resolved Hide resolved
@LemonInTheDark
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Thank you arcane ❤️

@ArcaneMusic ArcaneMusic marked this pull request as draft August 10, 2024 00:24
ArcaneMusic and others added 4 commits August 9, 2024 21:56
This should prevent drift/improves the api significantly
Adds macro handling for the wallmount directional offset proc
@LemonInTheDark LemonInTheDark merged commit bc168e7 into wall-nerds:stable Aug 12, 2024
4 of 20 checks passed
LemonInTheDark pushed a commit that referenced this pull request Aug 14, 2024
…en (#335)

I had to pull this out of #325. It's gotten out of hand.
Directional signs (The -> department ones) have 2 elements to their typepath now, an arrow direction, and a wallmount direction. They also generate their icons through overlays which is not the best for mapping right now but I'm really stuck on how else I can make that work.
Also adds blank variants so they can be placed and alligned on the map editor as well as for the variants with the supports to the left and right.

WIP. IT'S NOT DONE. I DON'T THINK IT'LL BE DONE BEFORE MONDAY IF THAT'S WHAT WE'RE EXPECTING.

This is a bandaid rip-off from what we were doing beforehand in-game, which was to use the sign directions macro to assign the arrow AND the mounting location, which was causing the signs to both not be mounted and now after the fact break on nearly every map.

Once complete, every sign will have some working directional version that can be mounted on every direction without needing much mapping or sprite support.
LemonInTheDark pushed a commit that referenced this pull request Aug 14, 2024
This one was pretty easy! Mostly. Directional signs were... weird to use; and I didn't want to commit to doing the legwork to fix ore processing consoles; but it's. Mostly okay!

I'm waiting on #325 (edit: #335, I wasn't tracking that PR closely enough to realize it was split off) in order to fix the directional signs here (whether it does it on it's own or requires work on my end;) but otherwise lavaland is 100%.


- I've opted not to wallmount-i-mize the processing unit because I don't want to invoke the wrath of god.

- Dislike that the raptor farm is doing some magic disconnected power-transfer fuckery but it's out of scope for this project. Also; like half of the whiteships are going to DELETE the farm and lobby. That's a feature though; because it's really; really funny. I did take the liberty of replacing some platings under windows w/ non-planetary atmos variants to avoid fuckery

- Some prison intercomms made it outside of the prison. Nuh uh's them.

* Directional Sign Fuckery; Fixes

Directional signs turned out to be more of a hassle than I thought they'd be. Nothing for it; I suppose. Retools them to be less scuffed; fixes the issues I noticed

The processing unit console looks scuffed as shit in the map editor. Why am I dragging my heels on this one? It's not a traditional wallmount and's a weirdo half-step.

* Signs are still fucked; but everything else is great

Directional signs need Arcane's PR; I beleive.

* oops

* Update Lavaland.dmm

* Fixes the signs

* you too lil guy

* Oops; don't stack wallmounts

* USER ERROR.. HOW EMBARASSING
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2 participants