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## Why It's Good For The Game Clarity and consistency regarding DM's systems. Internally, `eye` is used for anything that controls the client's view.  How `eye` is used in DM is consistent with how we use the term, so I figured this would add clarity. Being named mob/camera also makes it unclear exactly what it's doing. The name implies that it would function similar to how mob/camera/ai_eye does, but most of the time it's only used as... an eye. My ulterior reason for this PR is that I want to clean up mob/camera/ai_eye and it's subtypes after this. ## Changelog 🆑 server: mob/camera has been renamed to mob/eye, which may break downstreams /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
300 lines
9.6 KiB
Plaintext
300 lines
9.6 KiB
Plaintext
#define PROXIMITY_NONE ""
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#define PROXIMITY_ON_SCREEN "_red"
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#define PROXIMITY_NEAR "_yellow"
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/**
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* Multitool -- A multitool is used for hacking electronic devices.
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*
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*/
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/obj/item/multitool
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name = "multitool"
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desc = "Used for pulsing wires to test which to cut. Not recommended by doctors. You can activate it in-hand to locate the nearest APC."
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icon = 'icons/obj/devices/tool.dmi'
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icon_state = "multitool"
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inhand_icon_state = "multitool"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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force = 5
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_MULTITOOL
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throwforce = 0
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throw_range = 7
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throw_speed = 3
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drop_sound = 'sound/items/handling/tools/multitool_drop.ogg'
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pickup_sound = 'sound/items/handling/tools/multitool_pickup.ogg'
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2)
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custom_premium_price = PAYCHECK_COMMAND * 3
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toolspeed = 1
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usesound = 'sound/items/weapons/empty.ogg'
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var/datum/buffer // simple machine buffer for device linkage
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var/mode = 0
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var/apc_scanner = TRUE
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COOLDOWN_DECLARE(next_apc_scan)
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/obj/item/multitool/Destroy()
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if(buffer)
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remove_buffer(buffer)
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return ..()
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/obj/item/multitool/examine(mob/user)
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. = ..()
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. += span_notice("Its buffer [buffer ? "contains [buffer]." : "is empty."]")
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/obj/item/multitool/attack_self(mob/user, list/modifiers)
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. = ..()
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if(. || !apc_scanner)
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return
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scan_apc(user)
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/obj/item/multitool/attack_self_secondary(mob/user, modifiers)
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. = ..()
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if(. || !apc_scanner)
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return
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scan_apc(user)
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/obj/item/multitool/proc/scan_apc(mob/user)
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if(!COOLDOWN_FINISHED(src, next_apc_scan))
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return
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COOLDOWN_START(src, next_apc_scan, 1 SECONDS)
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var/area/local_area = get_area(src)
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var/power_controller = local_area.apc
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if(power_controller)
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user.balloon_alert(user, "[get_dist(src, power_controller)]m [dir2text(get_dir(src, power_controller))]")
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else
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user.balloon_alert(user, "couldn't find apc!")
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/obj/item/multitool/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] puts the [src] to [user.p_their()] chest. It looks like [user.p_theyre()] trying to pulse [user.p_their()] heart off!"))
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return OXYLOSS//there's a reason it wasn't recommended by doctors
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/**
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* Sets the multitool internal object buffer
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*
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* Arguments:
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* * buffer - the new object to assign to the multitool's buffer
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*/
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/obj/item/multitool/proc/set_buffer(datum/buffer)
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if(src.buffer)
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UnregisterSignal(src.buffer, COMSIG_QDELETING)
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remove_buffer(src.buffer)
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src.buffer = buffer
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if(!QDELETED(buffer))
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RegisterSignal(buffer, COMSIG_QDELETING, PROC_REF(remove_buffer))
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/**
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* Called when the buffer's stored object is deleted
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*
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* This proc does not clear the buffer of the multitool, it is here to
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* handle the deletion of the object the buffer references
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*/
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/obj/item/multitool/proc/remove_buffer(datum/source)
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SIGNAL_HANDLER
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SEND_SIGNAL(src, COMSIG_MULTITOOL_REMOVE_BUFFER, source)
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buffer = null
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// Syndicate device disguised as a multitool; it will turn red when an AI camera is nearby.
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/obj/item/multitool/ai_detect
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apc_scanner = FALSE
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/// How close the AI is to us
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var/detect_state = PROXIMITY_NONE
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/// Range at which the closest AI makes the multitool glow red
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var/rangealert = 8 //Glows red when inside
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/// Range at which the closest AI makes the multitool glow yellow
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var/rangewarning = 20 //Glows yellow when inside
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/// Is our HUD on
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var/hud_on = FALSE
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// static scan stuff
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/// hud object that the fake static images use
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var/obj/effect/overlay/ai_detect_hud/camera_unseen/hud_obj
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/// fake static image
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var/list/image/static_images = list()
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/// the client that we shoved those images to
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var/datum/weakref/static_viewer
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/// timerid for the timer that makes em disappear
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var/static_disappear_timer
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/// cooldown for actually doing a static scan
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COOLDOWN_DECLARE(static_scan_cd)
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/obj/item/multitool/ai_detect/examine(mob/user)
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. = ..()
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if(!hud_on)
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return
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. += span_notice("You can right-click to scan for nearby unseen spots. They will be shown for exactly 8 seconds due to battery limitations.")
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switch(detect_state)
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if(PROXIMITY_NONE)
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. += span_green("No AI should be currently looking at you. Keep on your clandestine activities.")
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if(PROXIMITY_NEAR)
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. += span_warning("An AI is getting uncomfortably close. Maybe time to drop what youre doing.")
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if(PROXIMITY_ON_SCREEN)
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. += span_danger("An AI is (probably) looking at you. You should probably hide this.")
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/obj/item/multitool/ai_detect/Destroy()
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if(hud_on && ismob(loc))
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remove_hud(loc)
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cleanup_static()
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return ..()
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/obj/item/multitool/ai_detect/attack_self(mob/user, modifiers)
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. = ..()
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if(.)
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return
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toggle_hud(user)
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/obj/item/multitool/ai_detect/attack_self_secondary(mob/user, modifiers)
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. = ..()
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if(.)
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return
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scan_unseen(user)
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/obj/item/multitool/ai_detect/equipped(mob/living/carbon/human/user, slot)
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. = ..()
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if(hud_on)
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show_hud(user)
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/obj/item/multitool/ai_detect/dropped(mob/living/carbon/human/user)
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. = ..()
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if(hud_on)
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remove_hud(user)
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cleanup_static()
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/obj/item/multitool/ai_detect/update_icon_state()
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. = ..()
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icon_state = "[initial(icon_state)][detect_state]"
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/obj/item/multitool/ai_detect/process()
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var/old_detect_state = detect_state
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multitool_detect()
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if(detect_state != old_detect_state)
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update_appearance()
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/obj/item/multitool/ai_detect/proc/toggle_hud(mob/user)
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hud_on = !hud_on
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if(user)
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to_chat(user, span_notice("You toggle the ai detection feature on [src] [hud_on ? "on" : "off"]."))
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if(hud_on)
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START_PROCESSING(SSfastprocess, src)
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show_hud(user)
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else
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STOP_PROCESSING(SSfastprocess, src)
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detect_state = PROXIMITY_NONE
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update_appearance(UPDATE_ICON)
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remove_hud(user)
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/obj/item/multitool/ai_detect/proc/show_hud(mob/user)
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var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_AI_DETECT]
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hud.show_to(user)
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/obj/item/multitool/ai_detect/proc/remove_hud(mob/user)
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var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_AI_DETECT]
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hud.hide_from(user)
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/obj/item/multitool/ai_detect/proc/multitool_detect()
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var/turf/our_turf = get_turf(src)
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detect_state = PROXIMITY_NONE
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for(var/mob/eye/ai_eye/AI_eye as anything in GLOB.aiEyes)
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if(!AI_eye.ai_detector_visible)
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continue
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var/turf/ai_turf = get_turf(AI_eye)
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var/distance = get_dist(our_turf, ai_turf)
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if(distance == -1) //get_dist() returns -1 for distances greater than 127 (and for errors, so assume -1 is just max range)
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if(ai_turf == our_turf)
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detect_state = PROXIMITY_ON_SCREEN
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break
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continue
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if(distance < rangealert) //ai should be able to see us
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detect_state = PROXIMITY_ON_SCREEN
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break
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if(distance < rangewarning) //ai can't see us but is close
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detect_state = PROXIMITY_NEAR
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/obj/item/multitool/ai_detect/proc/scan_unseen(mob/user)
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if(isnull(user?.client)) // the monkey incident of 2564
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return
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if(!COOLDOWN_FINISHED(src, static_scan_cd))
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balloon_alert(user, "recharging!")
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return
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cleanup_static()
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var/turf/our_turf = get_turf(src)
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var/list/datum/camerachunk/chunks = surrounding_chunks(our_turf)
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if(!hud_obj)
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hud_obj = new()
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SET_PLANE_W_SCALAR(hud_obj, PLANE_TO_TRUE(hud_obj.plane), GET_TURF_PLANE_OFFSET(our_turf))
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var/list/new_images = list()
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for(var/datum/camerachunk/chunk as anything in chunks)
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for(var/turf/seen_turf as anything in chunk.obscuredTurfs)
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var/image/img = image(loc = seen_turf, layer = ABOVE_ALL_MOB_LAYER)
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img.vis_contents += hud_obj
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SET_PLANE(img, GAME_PLANE, seen_turf)
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new_images += img
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user.client.images |= new_images
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static_viewer = WEAKREF(user.client)
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balloon_alert(user, "nearby unseen spots shown")
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static_disappear_timer = addtimer(CALLBACK(src, PROC_REF(cleanup_static)), 8 SECONDS, TIMER_STOPPABLE)
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COOLDOWN_START(src, static_scan_cd, 4 SECONDS)
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// copied from camera chunks but we are doing a really big edge case here though
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/obj/item/multitool/ai_detect/proc/surrounding_chunks(turf/epicenter)
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. = list()
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var/static_range = /mob/eye/ai_eye::static_visibility_range
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var/x1 = max(1, epicenter.x - static_range)
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var/y1 = max(1, epicenter.y - static_range)
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var/x2 = min(world.maxx, epicenter.x + static_range)
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var/y2 = min(world.maxy, epicenter.y + static_range)
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for(var/x = x1; x <= x2; x += CHUNK_SIZE)
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for(var/y = y1; y <= y2; y += CHUNK_SIZE)
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var/datum/camerachunk/chunk = GLOB.cameranet.getCameraChunk(x, y, epicenter.z)
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// removing cameras in build mode didnt affect it and i guess it needs an AI eye to update so we have to do this manually
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// unless we only want to see static in a jank manner only if an eye updates it
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chunk?.update() // UPDATE THE FUCK NOW
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. |= chunk
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/obj/item/multitool/ai_detect/proc/cleanup_static()
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if(isnull(hud_obj)) //we never did anything
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return
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var/client/viewer = static_viewer?.resolve()
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viewer?.images -= static_images
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static_images.Cut()
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QDEL_NULL(hud_obj)
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viewer = null
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deltimer(static_disappear_timer)
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static_disappear_timer = null
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/obj/item/multitool/abductor
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name = "alien multitool"
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desc = "An omni-technological interface."
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icon = 'icons/obj/antags/abductor.dmi'
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icon_state = "multitool"
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belt_icon_state = "multitool_alien"
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.25, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT, /datum/material/diamond = SHEET_MATERIAL_AMOUNT)
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toolspeed = 0.1
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/obj/item/multitool/cyborg
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name = "electronic multitool"
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desc = "Optimised version of a regular multitool. Streamlines processes handled by its internal microchip."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "toolkit_engiborg_multitool"
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toolspeed = 0.5
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#undef PROXIMITY_NEAR
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#undef PROXIMITY_NONE
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#undef PROXIMITY_ON_SCREEN
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