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Bubberstation/code/game/objects/items/pinpointer.dm
SkyratBot 83d83d5256 [MIRROR] Adds a Fugitive Locator machine to each bounty hunter shuttle [MDB IGNORE] (#22843)
* Adds a Fugitive Locator machine to each bounty hunter shuttle (#77270)

## About The Pull Request

This adds a simple but important piece of machinery to every bounty
hunter shuttle, the Fugitive Locator.

Functioning near identically to the Booty Locator (the pirate loot
tracker machine), this machine selects a random fugitive, reads their
_real_ name, and reads the name of the area they occupy. It has a 40
second cooldown, and will track a random fugitive each time.

![image](https://github.com/tgstation/tgstation/assets/28870487/e879344b-c241-4f30-ba28-210cfddc14a6)

The locator will report any location you are in, be it space, lavaland,
some distant ruin or the wastes, the hunters will always know where to
start looking for you.

Since a lot of this code was referenced from the booty locator, that has
also been touched up slightly. A bit of code was moved out of the way,
and the cooldown now uses a COOLDOWN_DECLARE() instead of time tracking.

Lastly, this renames the "fugitive tracker" (which tracks the bounty
hunter shuttle) to the "bounty shuttle tracker", because the name is
misleading.
## Why It's Good For The Game

This seeks to solve the issue of fugitive hunters not knowing who their
targets are, and having no way of knowing where their targets may be.

I decided on this particular implementation because it gives only a
vague area and identity for the fugitives to work with. This allows for
fugitives to make use of hiding spots, disguises, potted plants, and
other popular tactics that would be invalidated if the mechanism were a
hud tracker or pinpointer of sorts. The intent isn't to lead hunters
straight to their targets, but to give them somewhere to start.

As for the impact this may have on the Fugitive experience -- It will be
more difficult to coast through the round in a single hiding spot or
disappear from the z-level and never be heard from again.

Directing the hunters towards the fugitives should lead to a more active
experience, encouraging evasion over just plain hiding. Just remember:
the less fugitives there are, the easier it is for the hunters to
consistently track your area, so make sure you're looking out for each
other!
## Changelog
🆑
add: Fugitive shuttles now have a "Fugitive Tracker" machine, which
gives a readout on the location of a random fugitive on a 40 second
cooldown.
spellcheck: Renames the fugitive pinpointer to the bounty shuttle
pinpointer.
/🆑

* Adds a Fugitive Locator machine to each bounty hunter shuttle

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2023-08-02 17:12:01 -04:00

254 lines
8.4 KiB
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//Pinpointers are used to track atoms from a distance as long as they're on the same z-level. The captain and nuke ops have ones that track the nuclear authentication disk.
/obj/item/pinpointer
name = "pinpointer"
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinpointer"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
worn_icon_state = "pinpointer"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2.5)
var/active = FALSE
var/atom/movable/target //The thing we're searching for
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/alert = FALSE // TRUE to display things more seriously
var/process_scan = TRUE // some pinpointers change target every time they scan, which means we can't have it change very process but instead when it turns on.
var/icon_suffix = "" // for special pinpointer icons
/obj/item/pinpointer/Initialize(mapload)
. = ..()
GLOB.pinpointer_list += src
/obj/item/pinpointer/Destroy()
STOP_PROCESSING(SSfastprocess, src)
GLOB.pinpointer_list -= src
target = null
return ..()
/obj/item/pinpointer/attack_self(mob/living/user)
if(!process_scan) //since it's not scanning on process, it scans here.
scan_for_target()
toggle_on()
user.visible_message(span_notice("[user] [active ? "" : "de"]activates [user.p_their()] pinpointer."), span_notice("You [active ? "" : "de"]activate your pinpointer."))
/obj/item/pinpointer/examine(mob/user)
. = ..()
if(target)
. += "It is currently tracking [target]."
/obj/item/pinpointer/proc/toggle_on()
active = !active
playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
if(active)
START_PROCESSING(SSfastprocess, src)
else
target = null
STOP_PROCESSING(SSfastprocess, src)
update_appearance()
/obj/item/pinpointer/process()
if(!active)
return PROCESS_KILL
if(process_scan)
scan_for_target()
update_appearance()
/obj/item/pinpointer/proc/scan_for_target()
return
/obj/item/pinpointer/update_overlays()
. = ..()
if(!active)
return
if(!target)
. += "pinon[alert ? "alert" : ""]null[icon_suffix]"
return
var/turf/here = get_turf(src)
var/turf/there = get_turf(target)
if(!here || !there || here.z != there.z)
. += "pinon[alert ? "alert" : ""]null[icon_suffix]"
return
. += get_direction_icon(here, there)
///Called by update_icon after sanity. There is a target
/obj/item/pinpointer/proc/get_direction_icon(here, there)
if(get_dist_euclidian(here,there) <= minimum_range)
return "pinon[alert ? "alert" : ""]direct[icon_suffix]"
else
setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
return "pinon[alert ? "alert" : "close"][icon_suffix]"
if(9 to 16)
return "pinon[alert ? "alert" : "medium"][icon_suffix]"
if(16 to INFINITY)
return "pinon[alert ? "alert" : "far"][icon_suffix]"
/obj/item/pinpointer/crew // A replacement for the old crew monitoring consoles
name = "crew pinpointer"
desc = "A handheld tracking device that points to crew suit sensors."
icon_state = "pinpointer_crew"
worn_icon_state = "pinpointer_crew"
custom_price = PAYCHECK_CREW * 4
custom_premium_price = PAYCHECK_CREW * 6
var/has_owner = FALSE
var/pinpointer_owner = null
var/ignore_suit_sensor_level = FALSE /// Do we find people even if their suit sensors are turned off
/obj/item/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
var/turf/here = get_turf(src)
var/turf/there = get_turf(H)
if(here && there && (there.z == here.z || (is_station_level(here.z) && is_station_level(there.z)))) // Device and target should be on the same level or different levels of the same station
if (istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
if(U.has_sensor && (U.sensor_mode >= SENSOR_COORDS || ignore_suit_sensor_level)) // Suit sensors must be on maximum or a contractor pinpointer
return TRUE
return FALSE
/obj/item/pinpointer/crew/attack_self(mob/living/user)
if(active)
toggle_on()
user.visible_message(span_notice("[user] deactivates [user.p_their()] pinpointer."), span_notice("You deactivate your pinpointer."))
return
if (has_owner && !pinpointer_owner)
pinpointer_owner = user
if (pinpointer_owner && pinpointer_owner != user)
to_chat(user, span_notice("The pinpointer doesn't respond. It seems to only recognise its owner."))
return
var/list/name_counts = list()
var/list/names = list()
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
if(!trackable(H))
continue
var/crewmember_name = "Unknown"
if(H.wear_id)
var/obj/item/card/id/I = H.wear_id.GetID()
if(I?.registered_name)
crewmember_name = I.registered_name
while(crewmember_name in name_counts)
name_counts[crewmember_name]++
crewmember_name = "[crewmember_name] ([name_counts[crewmember_name]])"
names[crewmember_name] = H
name_counts[crewmember_name] = 1
if(!length(names))
user.visible_message(span_notice("[user]'s pinpointer fails to detect a signal."), span_notice("Your pinpointer fails to detect a signal."))
return
var/pinpoint_target = tgui_input_list(user, "Person to track", "Pinpoint", sort_list(names))
if(isnull(pinpoint_target))
return
if(isnull(names[pinpoint_target]))
return
if(QDELETED(src) || !user || !user.is_holding(src) || user.incapacitated())
return
target = names[pinpoint_target]
toggle_on()
user.visible_message(span_notice("[user] activates [user.p_their()] pinpointer."), span_notice("You activate your pinpointer."))
/obj/item/pinpointer/crew/scan_for_target()
if(target)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(!trackable(H))
target = null
if(!target) //target can be set to null from above code, or elsewhere
active = FALSE
/obj/item/pinpointer/pair
name = "pair pinpointer"
desc = "A handheld tracking device that locks onto its other half of the matching pair."
var/other_pair
/obj/item/pinpointer/pair/Destroy()
other_pair = null
. = ..()
/obj/item/pinpointer/pair/scan_for_target()
target = other_pair
/obj/item/pinpointer/pair/examine(mob/user)
. = ..()
if(!active || !target)
return
var/mob/mob_holder = get(target, /mob)
if(istype(mob_holder))
. += "Its pair is being held by [mob_holder]."
return
/obj/item/storage/box/pinpointer_pairs
name = "pinpointer pair box"
/obj/item/storage/box/pinpointer_pairs/PopulateContents()
var/obj/item/pinpointer/pair/A = new(src)
var/obj/item/pinpointer/pair/B = new(src)
A.other_pair = B
B.other_pair = A
/obj/item/pinpointer/shuttle
name = "bounty shuttle pinpointer"
desc = "A handheld tracking device that locates the bounty hunter shuttle for quick escapes."
icon_state = "pinpointer_hunter"
worn_icon_state = "pinpointer_black"
icon_suffix = "_hunter"
var/obj/shuttleport
/obj/item/pinpointer/shuttle/Initialize(mapload)
. = ..()
shuttleport = SSshuttle.getShuttle("huntership")
/obj/item/pinpointer/shuttle/scan_for_target()
target = shuttleport
/obj/item/pinpointer/shuttle/Destroy()
shuttleport = null
. = ..()
///list of all sheets with sniffable = TRUE for the sniffer to locate
GLOBAL_LIST_EMPTY(sniffable_sheets)
/obj/item/pinpointer/material_sniffer
name = "material sniffer"
desc = "A handheld tracking device that locates sheets of glass and iron."
icon_state = "pinpointer_sniffer"
worn_icon_state = "pinpointer_black"
/obj/item/pinpointer/material_sniffer/scan_for_target()
if(target || !GLOB.sniffable_sheets.len)
return
var/obj/item/stack/sheet/new_sheet_target
var/closest_distance = INFINITY
for(var/obj/item/stack/sheet/potential_sheet as anything in GLOB.sniffable_sheets)
// not enough for lag reasons, and shouldn't even be on this
if(potential_sheet.amount < 10)
GLOB.sniffable_sheets -= potential_sheet
continue
//held by someone
if(isliving(potential_sheet.loc))
continue
//not on scanner's z
if(potential_sheet.z != z)
continue
var/distance_from_sniffer = get_dist(src, potential_sheet)
if(distance_from_sniffer < closest_distance)
closest_distance = distance_from_sniffer
new_sheet_target = potential_sheet
if(!new_sheet_target)
target = null
return
say("Located [new_sheet_target.amount] [new_sheet_target.singular_name]s!")
target = new_sheet_target