mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-14 19:03:21 +00:00
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
281 lines
8.2 KiB
Plaintext
281 lines
8.2 KiB
Plaintext
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#define BUGMODE_LIST 0
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#define BUGMODE_MONITOR 1
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#define BUGMODE_TRACK 2
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/obj/item/device/camera_bug
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name = "camera bug"
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desc = "For illicit snooping through the camera network."
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icon = 'icons/obj/device.dmi'
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icon_state = "camera_bug"
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w_class = 1
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item_state = "camera_bug"
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throw_speed = 4
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throw_range = 20
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origin_tech = "syndicate=3;engineering=1"
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var/obj/machinery/camera/current = null
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var/last_net_update = 0
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var/list/bugged_cameras = list()
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var/track_mode = BUGMODE_LIST
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var/last_tracked = 0
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var/refresh_interval = 50
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var/tracked_name = null
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var/atom/tracking = null
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var/last_found = null
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var/last_seen = null
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/obj/item/device/camera_bug/New()
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..()
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SSobj.processing += src
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/obj/item/device/camera_bug/Destroy()
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get_cameras()
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for(var/cam_tag in bugged_cameras)
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var/obj/machinery/camera/camera = bugged_cameras[cam_tag]
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if(camera.bug == src)
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camera.bug = null
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bugged_cameras = list()
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if(tracking)
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tracking = null
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return ..()
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/obj/item/device/camera_bug/interact(mob/user = usr)
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var/datum/browser/popup = new(user, "camerabug","Camera Bug",nref=src)
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popup.set_content(menu(get_cameras()))
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popup.open()
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/obj/item/device/camera_bug/attack_self(mob/user)
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user.set_machine(src)
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interact(user)
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/obj/item/device/camera_bug/check_eye(mob/user)
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if ( loc != user || user.incapacitated() || user.eye_blind || !current )
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user.unset_machine()
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return
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var/turf/T = get_turf(user.loc)
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if(T.z != current.z || !current.can_use())
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user << "<span class='danger'>[src] has lost the signal.</span>"
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current = null
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user.unset_machine()
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/obj/item/device/camera_bug/on_unset_machine(mob/user)
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user.reset_perspective(null)
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/obj/item/device/camera_bug/proc/get_cameras()
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if( world.time > (last_net_update + 100))
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bugged_cameras = list()
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for(var/obj/machinery/camera/camera in cameranet.cameras)
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if(camera.stat || !camera.can_use())
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continue
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if(length(list("SS13","MINE")&camera.network))
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bugged_cameras[camera.c_tag] = camera
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sortList(bugged_cameras)
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return bugged_cameras
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/obj/item/device/camera_bug/proc/menu(list/cameras)
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if(!cameras || !cameras.len)
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return "No bugged cameras found."
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var/html
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switch(track_mode)
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if(BUGMODE_LIST)
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html = "<h3>Select a camera:</h3> <a href='?src=\ref[src];view'>\[Cancel camera view\]</a><hr><table>"
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for(var/entry in cameras)
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var/obj/machinery/camera/C = cameras[entry]
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var/functions = ""
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if(C.bug == src)
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functions = " - <a href='?src=\ref[src];monitor=\ref[C]'>\[Monitor\]</a> <a href='?src=\ref[src];emp=\ref[C]'>\[Disable\]</a>"
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else
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functions = " - <a href='?src=\ref[src];monitor=\ref[C]'>\[Monitor\]</a>"
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html += "<tr><td><a href='?src=\ref[src];view=\ref[C]'>[entry]</a></td><td>[functions]</td></tr>"
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if(BUGMODE_MONITOR)
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if(current)
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html = "Analyzing Camera '[current.c_tag]' <a href='?\ref[src];mode=0'>\[Select Camera\]</a><br>"
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html += camera_report()
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else
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track_mode = BUGMODE_LIST
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return .(cameras)
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if(BUGMODE_TRACK)
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if(tracking)
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html = "Tracking '[tracked_name]' <a href='?\ref[src];mode=0'>\[Cancel Tracking\]</a> <a href='?src=\ref[src];view'>\[Cancel camera view\]</a><br>"
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if(last_found)
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var/time_diff = round((world.time - last_seen) / 150)
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var/obj/machinery/camera/C = bugged_cameras[last_found]
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var/outstring
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if(C)
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outstring = "<a href='?\ref[src];view=\ref[C]'>[last_found]</a>"
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else
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outstring = last_found
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if(!time_diff)
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html += "Last seen near [outstring] (now)<br>"
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else
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// 15 second intervals ~ 1/4 minute
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var/m = round(time_diff/4)
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var/s = (time_diff - 4*m) * 15
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if(!s) s = "00"
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html += "Last seen near [outstring] ([m]:[s] minute\s ago)<br>"
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if( C && (C.bug == src)) //Checks to see if the camera has a bug
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html += "<a href='?src=\ref[src];emp=\ref[C]'>\[Disable\]</a>"
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else
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html += "Not yet seen."
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else
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track_mode = BUGMODE_LIST
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return .(cameras)
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return html
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/obj/item/device/camera_bug/proc/camera_report()
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// this should only be called if current exists
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var/dat = ""
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if(current && current.can_use())
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var/list/seen = current.can_see()
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var/list/names = list()
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for(var/obj/singularity/S in seen) // god help you if you see more than one
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if(S.name in names)
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names[S.name]++
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dat += "[S.name] ([names[S.name]])"
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else
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names[S.name] = 1
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dat += "[S.name]"
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var/stage = round(S.current_size / 2)+1
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dat += " (Stage [stage])"
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dat += " <a href='?\ref[src];track=\ref[S]'>\[Track\]</a><br>"
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for(var/obj/mecha/M in seen)
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if(M.name in names)
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names[M.name]++
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dat += "[M.name] ([names[M.name]])"
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else
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names[M.name] = 1
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dat += "[M.name]"
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dat += " <a href='?\ref[src];track=\ref[M]'>\[Track\]</a><br>"
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for(var/mob/living/M in seen)
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if(M.name in names)
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names[M.name]++
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dat += "[M.name] ([names[M.name]])"
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else
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names[M.name] = 1
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dat += "[M.name]"
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if(M.buckled && !M.lying)
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dat += " (Sitting)"
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if(M.lying)
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dat += " (Laying down)"
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dat += " <a href='?\ref[src];track=\ref[M]'>\[Track\]</a><br>"
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if(length(dat) == 0)
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dat += "No motion detected."
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return dat
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else
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return "Camera Offline<br>"
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/obj/item/device/camera_bug/Topic(href,list/href_list)
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if(usr != loc)
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usr.unset_machine()
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usr << browse(null, "window=camerabug")
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return
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usr.set_machine(src)
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if("mode" in href_list)
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track_mode = text2num(href_list["mode"])
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if("monitor" in href_list)
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var/obj/machinery/camera/C = locate(href_list["monitor"])
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if(C)
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track_mode = BUGMODE_MONITOR
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current = C
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usr.reset_perspective(null)
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interact()
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if("track" in href_list)
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var/atom/A = locate(href_list["track"])
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if(A)
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tracking = A
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tracked_name = A.name
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last_found = current.c_tag
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last_seen = world.time
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track_mode = BUGMODE_TRACK
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if("emp" in href_list)
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var/obj/machinery/camera/C = locate(href_list["emp"])
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if(istype(C) && C.bug == src)
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C.emp_act(1)
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C.bug = null
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bugged_cameras -= C.c_tag
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interact()
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return
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if("close" in href_list)
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usr.unset_machine()
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current = null
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return
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if("view" in href_list)
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var/obj/machinery/camera/C = locate(href_list["view"])
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if(istype(C))
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if(!C.can_use())
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usr << "<span class='warning'>Something's wrong with that camera! You can't get a feed.</span>"
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return
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var/turf/T = get_turf(loc)
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if(!T || C.z != T.z)
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usr << "<span class='warning'>You can't get a signal!</span>"
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return
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current = C
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spawn(6)
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if(src.check_eye(usr))
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usr.reset_perspective(C)
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interact()
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else
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usr.unset_machine()
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usr << browse(null, "window=camerabug")
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return
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else
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usr.unset_machine()
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interact()
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/obj/item/device/camera_bug/process()
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if(track_mode == BUGMODE_LIST || (world.time < (last_tracked + refresh_interval)))
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return
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last_tracked = world.time
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if(track_mode == BUGMODE_TRACK ) // search for user
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// Note that it will be tricked if your name appears to change.
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// This is not optimal but it is better than tracking you relentlessly despite everything.
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if(!tracking)
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src.updateSelfDialog()
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return
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if(tracking.name != tracked_name) // Hiding their identity, tricksy
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var/mob/M = tracking
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if(istype(M))
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if(!(tracked_name == "Unknown" && findtext(tracking.name,"Unknown"))) // we saw then disguised before
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if(!(tracked_name == M.real_name && findtext(tracking.name,M.real_name))) // or they're still ID'd
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src.updateSelfDialog()//But if it's neither of those cases
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return // you won't find em on the cameras
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else
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src.updateSelfDialog()
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return
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var/list/tracking_cams = list()
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var/list/b_cams = get_cameras()
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for(var/entry in b_cams)
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tracking_cams += b_cams[entry]
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var/list/target_region = view(tracking)
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for(var/obj/machinery/camera/C in (target_region & tracking_cams))
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if(!can_see(C,tracking)) // target may have xray, that doesn't make them visible to cameras
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continue
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if(C.can_use())
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last_found = C.c_tag
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last_seen = world.time
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break
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src.updateSelfDialog()
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#undef BUGMODE_LIST
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#undef BUGMODE_MONITOR
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#undef BUGMODE_TRACK |