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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
224 lines
7.3 KiB
Plaintext
224 lines
7.3 KiB
Plaintext
#define DEFAULT_MAP_SIZE 15
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/obj/machinery/computer/security
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name = "security camera console"
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desc = "Used to access the various cameras on the station."
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icon_screen = "cameras"
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icon_keyboard = "security_key"
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circuit = /obj/item/circuitboard/computer/security
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light_color = COLOR_SOFT_RED
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var/list/network = list(CAMERANET_NETWORK_SS13)
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var/obj/machinery/camera/active_camera
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/// The turf where the camera was last updated.
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var/turf/last_camera_turf
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var/list/concurrent_users = list()
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// Stuff needed to render the map
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var/atom/movable/screen/map_view/cam_screen
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/// All the plane masters that need to be applied.
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var/atom/movable/screen/background/cam_background
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interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON|INTERACT_MACHINE_REQUIRES_SIGHT
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/obj/machinery/computer/security/Initialize(mapload)
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. = ..()
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// Map name has to start and end with an A-Z character,
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// and definitely NOT with a square bracket or even a number.
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// I wasted 6 hours on this. :agony:
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var/map_name = "camera_console_[REF(src)]_map"
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// Convert networks to lowercase
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for(var/i in network)
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network -= i
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network += LOWER_TEXT(i)
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// Initialize map objects
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cam_screen = new
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cam_screen.generate_view(map_name)
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cam_background = new
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cam_background.assigned_map = map_name
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cam_background.del_on_map_removal = FALSE
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/obj/machinery/computer/security/Destroy()
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QDEL_NULL(cam_screen)
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QDEL_NULL(cam_background)
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return ..()
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/obj/machinery/computer/security/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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for(var/i in network)
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network -= i
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network += "[port.shuttle_id]_[i]"
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/obj/machinery/computer/security/ui_interact(mob/user, datum/tgui/ui)
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. = ..()
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if(!user.client) //prevents errors by trying to pass clients that don't exist.
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return
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// Update UI
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ui = SStgui.try_update_ui(user, src, ui)
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// Update the camera, showing static if necessary and updating data if the location has moved.
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update_active_camera_screen()
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if(!ui)
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var/user_ref = REF(user)
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var/is_living = isliving(user)
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// Ghosts shouldn't count towards concurrent users, which produces
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// an audible terminal_on click.
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if(is_living)
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concurrent_users += user_ref
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// Turn on the console
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if(length(concurrent_users) == 1 && is_living)
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playsound(src, 'sound/machines/terminal/terminal_on.ogg', 25, FALSE)
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use_energy(active_power_usage)
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// Register map objects
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cam_screen.display_to(user)
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user.client.register_map_obj(cam_background)
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// Open UI
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ui = new(user, src, "CameraConsole", name)
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ui.open()
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/obj/machinery/computer/security/ui_status(mob/user, datum/ui_state/state)
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. = ..()
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if(. == UI_DISABLED)
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return UI_CLOSE
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return .
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/obj/machinery/computer/security/ui_data()
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var/list/data = list()
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data["activeCamera"] = null
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if(active_camera)
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data["activeCamera"] = list(
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name = active_camera.c_tag,
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ref = REF(active_camera),
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status = active_camera.camera_enabled,
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)
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return data
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/obj/machinery/computer/security/ui_static_data()
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var/list/data = list()
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data["network"] = network
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data["mapRef"] = cam_screen.assigned_map
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var/list/cameras = get_camera_list(network)
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data["cameras"] = list()
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for(var/i in cameras)
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var/obj/machinery/camera/C = cameras[i]
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data["cameras"] += list(list(
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name = C.c_tag,
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ref = REF(C),
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))
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return data
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/obj/machinery/computer/security/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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if(action == "switch_camera")
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var/obj/machinery/camera/selected_camera = locate(params["camera"]) in GLOB.cameranet.cameras
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active_camera = selected_camera
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if(isnull(active_camera))
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return TRUE
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update_active_camera_screen()
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return TRUE
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/obj/machinery/computer/security/proc/update_active_camera_screen()
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// Show static if can't use the camera
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if(!active_camera?.can_use())
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show_camera_static()
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return
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var/list/visible_turfs = list()
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// Get the camera's turf to correctly gather what's visible from its turf, in case it's located in a moving object (borgs / mechs)
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var/new_cam_turf = get_turf(active_camera)
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// If we're not forcing an update for some reason and the cameras are in the same location,
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// we don't need to update anything.
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// Most security cameras will end here as they're not moving.
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if(last_camera_turf == new_cam_turf)
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return
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// Cameras that get here are moving, and are likely attached to some moving atom such as cyborgs.
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last_camera_turf = new_cam_turf
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//Here we gather what's visible from the camera's POV based on its view_range and xray modifier if present
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var/list/visible_things = active_camera.isXRay(ignore_malf_upgrades = TRUE) ? range(active_camera.view_range, new_cam_turf) : view(active_camera.view_range, new_cam_turf)
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for(var/turf/visible_turf in visible_things)
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visible_turfs += visible_turf
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//Get coordinates for a rectangle area that contains the turfs we see so we can then clear away the static in the resulting rectangle area
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var/list/bbox = get_bbox_of_atoms(visible_turfs)
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var/size_x = bbox[3] - bbox[1] + 1
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var/size_y = bbox[4] - bbox[2] + 1
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cam_screen.vis_contents = visible_turfs
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cam_background.icon_state = "clear"
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cam_background.fill_rect(1, 1, size_x, size_y)
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/obj/machinery/computer/security/ui_close(mob/user)
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. = ..()
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var/user_ref = REF(user)
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var/is_living = isliving(user)
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// Living creature or not, we remove you anyway.
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concurrent_users -= user_ref
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// Unregister map objects
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cam_screen.hide_from(user)
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// Turn off the console
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if(length(concurrent_users) == 0 && is_living)
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active_camera = null
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last_camera_turf = null
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playsound(src, 'sound/machines/terminal/terminal_off.ogg', 25, FALSE)
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/obj/machinery/computer/security/proc/show_camera_static()
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cam_screen.vis_contents.Cut()
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cam_background.icon_state = "scanline2"
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cam_background.fill_rect(1, 1, DEFAULT_MAP_SIZE, DEFAULT_MAP_SIZE)
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// SECURITY MONITORS
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/obj/machinery/computer/security/wooden_tv
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name = "security camera monitor"
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desc = "An old TV hooked into the station's camera network."
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icon_state = "television"
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icon_keyboard = null
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icon_screen = "detective_tv"
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pass_flags = PASSTABLE
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/obj/machinery/computer/security/mining
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name = "outpost camera console"
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desc = "Used to access the various cameras on the outpost."
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icon_screen = "mining"
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icon_keyboard = "mining_key"
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network = list(CAMERANET_NETWORK_MINE, CAMERANET_NETWORK_AUXBASE)
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circuit = /obj/item/circuitboard/computer/mining
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/obj/machinery/computer/security/research
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name = "research camera console"
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desc = "Used to access the various cameras in science."
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network = list(CAMERANET_NETWORK_RD)
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circuit = /obj/item/circuitboard/computer/research
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/obj/machinery/computer/security/hos
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name = "\improper Head of Security's camera console"
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desc = "A custom security console with added access to the labor camp network."
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network = list(CAMERANET_NETWORK_SS13, CAMERANET_NETWORK_LABOR)
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circuit = null
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/obj/machinery/computer/security/labor
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name = "labor camp monitoring"
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desc = "Used to access the various cameras on the labor camp."
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network = list(CAMERANET_NETWORK_LABOR)
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circuit = null
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/obj/machinery/computer/security/qm
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name = "\improper Quartermaster's camera console"
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desc = "A console with access to the mining, auxiliary base and vault camera networks."
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network = list(CAMERANET_NETWORK_MINE, CAMERANET_NETWORK_AUXBASE, CAMERANET_NETWORK_VAULT)
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circuit = null
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#undef DEFAULT_MAP_SIZE
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