//This is "my" auto layering proc.
atom/movable/proc/UpdateLayer()
if(src.pixel_z)
src.density=0
src.step_y-=src.pixel_z
src.pixel_z+=src.pixel_z
if(src.layer==TURF_LAYER || src.layer==TURF_LAYER+0.01 || src.layer==TURF_LAYER+0.02 || src.layer==TURF_LAYER+0.2) return
if(src.y) src.layer=(world.maxy*world.icon_size)-(src.y*world.icon_size+(src.step_y+src.bound_y))+initial(src.layer)
turf/proc/UpdateTurfLayer()
src.layer=(world.maxy*world.icon_size)-(src.y*world.icon_size+(-4))
atom/movable/New()
.=..()
src.UpdateLayer()
atom/movable/Move()
.=..()
src.UpdateLayer()
var/const
HUD_LAYER=EFFECTS_LAYER*20
Problem description:
Hi Byonders, I use simple auto-layering proc and i have torrible. I dont know how to fix this. I use Pixel_movement by FA. Any ideas?
https://sc-cdn.scaleengine.net/i/ 7e937c72fa6a1dc6b8c399f2c0e5bda0.png
https://sc-cdn.scaleengine.net/i/ 52055ebeb14b4f4b78a07133d5246a02.png
It seems odd to determine layer based on Y when you can just use side-view map format.
I'm also not sure what this section does:
And as for your problem, one solution comes to mind to force nearby trees to not have same exact layer thus giving priority to some trees over others.
It looks like the trees are competing with each other over who is the tallest tree in the forest and they're all equal thus the constant struggle is shown, if you however allow one to dominate the other, the dominated will not attempt to show muscle or at least I hope that's how it'll play out.