Files
Bubberstation/code/game/machinery/computer/camera.dm
SkyratBot e71fc67c46 [MIRROR] Fixes malf camera upgrade appearing on security camera consoles [MDB IGNORE] (#19870)
* Fixes malf camera upgrade appearing on security camera consoles (#73970)

## About The Pull Request

Wow that was easier than I thought

Malf AI camera upgrade no longer shows up camera consoles.
Advanced Camera consoles probably still show it but those are harder to
get so someone else can fix those

## Why It's Good For The Game

It is admittedly very funny to instantly valid a malf ai but probably
not fun

## Changelog

🆑 Melbert
fix: Malf AI's xray camera upgrade no longer shows on station security
camera consoles
/🆑

* Fixes malf camera upgrade appearing on security camera consoles

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-03-15 00:52:02 +00:00

245 lines
7.8 KiB
Plaintext

#define DEFAULT_MAP_SIZE 15
/obj/machinery/computer/security
name = "security camera console"
desc = "Used to access the various cameras on the station."
icon_screen = "cameras"
icon_keyboard = "security_key"
circuit = /obj/item/circuitboard/computer/security
light_color = COLOR_SOFT_RED
var/list/network = list("ss13")
var/obj/machinery/camera/active_camera
/// The turf where the camera was last updated.
var/turf/last_camera_turf
var/list/concurrent_users = list()
// Stuff needed to render the map
var/atom/movable/screen/map_view/cam_screen
/// All the plane masters that need to be applied.
var/atom/movable/screen/background/cam_background
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON|INTERACT_MACHINE_SET_MACHINE|INTERACT_MACHINE_REQUIRES_SIGHT
/obj/machinery/computer/security/Initialize(mapload)
. = ..()
// Map name has to start and end with an A-Z character,
// and definitely NOT with a square bracket or even a number.
// I wasted 6 hours on this. :agony:
var/map_name = "camera_console_[REF(src)]_map"
// Convert networks to lowercase
for(var/i in network)
network -= i
network += lowertext(i)
// Initialize map objects
cam_screen = new
cam_screen.generate_view(map_name)
cam_background = new
cam_background.assigned_map = map_name
cam_background.del_on_map_removal = FALSE
/obj/machinery/computer/security/Destroy()
QDEL_NULL(cam_screen)
QDEL_NULL(cam_background)
return ..()
/obj/machinery/computer/security/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
for(var/i in network)
network -= i
network += "[port.shuttle_id]_[i]"
/obj/machinery/computer/security/ui_interact(mob/user, datum/tgui/ui)
. = ..()
// Update UI
ui = SStgui.try_update_ui(user, src, ui)
// Update the camera, showing static if necessary and updating data if the location has moved.
update_active_camera_screen()
if(!ui)
var/user_ref = REF(user)
var/is_living = isliving(user)
// Ghosts shouldn't count towards concurrent users, which produces
// an audible terminal_on click.
if(is_living)
concurrent_users += user_ref
// Turn on the console
if(length(concurrent_users) == 1 && is_living)
playsound(src, 'sound/machines/terminal_on.ogg', 25, FALSE)
use_power(active_power_usage)
// Register map objects
cam_screen.display_to(user)
user.client.register_map_obj(cam_background)
// Open UI
ui = new(user, src, "CameraConsole", name)
ui.open()
/obj/machinery/computer/security/ui_status(mob/user)
. = ..()
if(. == UI_DISABLED)
return UI_CLOSE
return .
/obj/machinery/computer/security/ui_data()
var/list/data = list()
data["network"] = network
data["activeCamera"] = null
if(active_camera)
data["activeCamera"] = list(
name = active_camera.c_tag,
status = active_camera.status,
)
return data
/obj/machinery/computer/security/ui_static_data()
var/list/data = list()
data["mapRef"] = cam_screen.assigned_map
var/list/cameras = get_available_cameras()
data["cameras"] = list()
for(var/i in cameras)
var/obj/machinery/camera/C = cameras[i]
data["cameras"] += list(list(
name = C.c_tag,
))
return data
/obj/machinery/computer/security/ui_act(action, params)
. = ..()
if(.)
return
if(action == "switch_camera")
var/c_tag = params["name"]
var/list/cameras = get_available_cameras()
var/obj/machinery/camera/selected_camera = cameras[c_tag]
active_camera = selected_camera
playsound(src, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
if(!selected_camera)
return TRUE
update_active_camera_screen()
return TRUE
/obj/machinery/computer/security/proc/update_active_camera_screen()
// Show static if can't use the camera
if(!active_camera?.can_use())
show_camera_static()
return
var/list/visible_turfs = list()
// Get the camera's turf to correctly gather what's visible from it's turf, in case it's located in a moving object (borgs / mechs)
var/new_cam_turf = get_turf(active_camera)
// If we're not forcing an update for some reason and the cameras are in the same location,
// we don't need to update anything.
// Most security cameras will end here as they're not moving.
if(last_camera_turf == new_cam_turf)
return
// Cameras that get here are moving, and are likely attached to some moving atom such as cyborgs.
last_camera_turf = new_cam_turf
//Here we gather what's visible from the camera's POV based on its view_range and xray modifier if present
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)
for(var/turf/visible_turf in visible_things)
visible_turfs += visible_turf
//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
var/list/bbox = get_bbox_of_atoms(visible_turfs)
var/size_x = bbox[3] - bbox[1] + 1
var/size_y = bbox[4] - bbox[2] + 1
cam_screen.vis_contents = visible_turfs
cam_background.icon_state = "clear"
cam_background.fill_rect(1, 1, size_x, size_y)
/obj/machinery/computer/security/ui_close(mob/user)
. = ..()
var/user_ref = REF(user)
var/is_living = isliving(user)
// Living creature or not, we remove you anyway.
concurrent_users -= user_ref
// Unregister map objects
cam_screen.hide_from(user)
// Turn off the console
if(length(concurrent_users) == 0 && is_living)
active_camera = null
playsound(src, 'sound/machines/terminal_off.ogg', 25, FALSE)
use_power(0)
/obj/machinery/computer/security/proc/show_camera_static()
cam_screen.vis_contents.Cut()
cam_background.icon_state = "scanline2"
cam_background.fill_rect(1, 1, DEFAULT_MAP_SIZE, DEFAULT_MAP_SIZE)
// Returns the list of cameras accessible from this computer
/obj/machinery/computer/security/proc/get_available_cameras()
var/list/L = list()
for (var/obj/machinery/camera/cam as anything in GLOB.cameranet.cameras)
//Get the camera's turf in case it's inside something like a borg
var/turf/camera_turf = get_turf(cam)
if((is_away_level(z) || is_away_level(camera_turf.z)) && (camera_turf.z != z))//if on away mission, can only receive feed from same z_level cameras
continue
L.Add(cam)
var/list/D = list()
for(var/obj/machinery/camera/cam in L)
if(!cam.network)
stack_trace("Camera in a cameranet has no camera network")
continue
if(!(islist(cam.network)))
stack_trace("Camera in a cameranet has a non-list camera network")
continue
var/list/tempnetwork = cam.network & network
if(tempnetwork.len)
D["[cam.c_tag]"] = cam
return D
// SECURITY MONITORS
/obj/machinery/computer/security/wooden_tv
name = "security camera monitor"
desc = "An old TV hooked into the station's camera network."
icon_state = "television"
icon_keyboard = null
icon_screen = "detective_tv"
pass_flags = PASSTABLE
/obj/machinery/computer/security/mining
name = "outpost camera console"
desc = "Used to access the various cameras on the outpost."
icon_screen = "mining"
icon_keyboard = "mining_key"
network = list("mine", "auxbase")
circuit = /obj/item/circuitboard/computer/mining
/obj/machinery/computer/security/research
name = "research camera console"
desc = "Used to access the various cameras in science."
network = list("rd")
circuit = /obj/item/circuitboard/computer/research
/obj/machinery/computer/security/hos
name = "\improper Head of Security's camera console"
desc = "A custom security console with added access to the labor camp network."
network = list("ss13", "labor")
circuit = null
/obj/machinery/computer/security/labor
name = "labor camp monitoring"
desc = "Used to access the various cameras on the labor camp."
network = list("labor")
circuit = null
/obj/machinery/computer/security/qm
name = "\improper Quartermaster's camera console"
desc = "A console with access to the mining, auxiliary base and vault camera networks."
network = list("mine", "auxbase", "vault")
circuit = null
#undef DEFAULT_MAP_SIZE