mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-14 02:43:16 +00:00
410 lines
12 KiB
Plaintext
410 lines
12 KiB
Plaintext
#define CAMERA_UPGRADE_XRAY 1
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#define CAMERA_UPGRADE_EMP_PROOF 2
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#define CAMERA_UPGRADE_MOTION 4
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/obj/machinery/camera
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name = "security camera"
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desc = "It's used to monitor rooms."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "camera"
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use_power = 2
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idle_power_usage = 5
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active_power_usage = 10
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layer = 5
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var/health = 50
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var/list/network = list("SS13")
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var/c_tag = null
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var/c_tag_order = 999
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var/status = 1
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anchored = 1
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var/start_active = 0 //If it ignores the random chance to start broken on round start
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var/invuln = null
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var/obj/item/device/camera_bug/bug = null
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var/obj/machinery/camera_assembly/assembly = null
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//OTHER
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var/view_range = 7
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var/short_range = 2
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var/alarm_on = 0
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var/busy = 0
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var/emped = 0 //Number of consecutive EMP's on this camera
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// Upgrades bitflag
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var/upgrades = 0
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/obj/machinery/camera/New()
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..()
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assembly = new(src)
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assembly.state = 4
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cameranet.cameras += src
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cameranet.addCamera(src)
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add_to_proximity_list(src, 1) //1 was default of everything
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/* // Use this to look for cameras that have the same c_tag.
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for(var/obj/machinery/camera/C in cameranet.cameras)
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var/list/tempnetwork = C.network&src.network
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if(C != src && C.c_tag == src.c_tag && tempnetwork.len)
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world.log << "[src.c_tag] [src.x] [src.y] [src.z] conflicts with [C.c_tag] [C.x] [C.y] [C.z]"
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*/
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/obj/machinery/camera/initialize()
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if(z == 1 && prob(3) && !start_active)
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toggle_cam()
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/obj/machinery/camera/Move()
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remove_from_proximity_list(src, 1)
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return ..()
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/obj/machinery/camera/Destroy()
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toggle_cam(null, 0) //kick anyone viewing out
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remove_from_proximity_list(src, 1)
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if(assembly)
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qdel(assembly)
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assembly = null
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if(istype(bug))
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bug.bugged_cameras -= src.c_tag
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if(bug.current == src)
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bug.current = null
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bug = null
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cameranet.removeCamera(src) //Will handle removal from the camera network and the chunks, so we don't need to worry about that
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cameranet.cameras -= src
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cameranet.removeCamera(src)
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return ..()
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/obj/machinery/camera/emp_act(severity)
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if(!status)
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return
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if(!isEmpProof())
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if(prob(150/severity))
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icon_state = "[initial(icon_state)]emp"
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var/list/previous_network = network
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network = list()
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cameranet.removeCamera(src)
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stat |= EMPED
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SetLuminosity(0)
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emped = emped+1 //Increase the number of consecutive EMP's
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var/thisemp = emped //Take note of which EMP this proc is for
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spawn(900)
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if(loc) //qdel limbo
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triggerCameraAlarm() //camera alarm triggers even if multiple EMPs are in effect.
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if(emped == thisemp) //Only fix it if the camera hasn't been EMP'd again
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network = previous_network
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icon_state = initial(icon_state)
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stat &= ~EMPED
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if(can_use())
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cameranet.addCamera(src)
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emped = 0 //Resets the consecutive EMP count
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spawn(100)
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if(!qdeleted(src))
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cancelCameraAlarm()
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for(var/mob/O in mob_list)
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if (O.client && O.client.eye == src)
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O.unset_machine()
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O.reset_perspective(null)
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O << "The screen bursts into static."
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..()
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/obj/machinery/camera/ex_act(severity, target)
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if(src.invuln)
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return
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else
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..()
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return
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/obj/machinery/camera/proc/setViewRange(num = 7)
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src.view_range = num
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cameranet.updateVisibility(src, 0)
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/obj/machinery/camera/proc/shock(mob/living/user)
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if(!istype(user))
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return
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user.electrocute_act(10, src)
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/obj/machinery/camera/attack_paw(mob/living/carbon/alien/humanoid/user)
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if(!istype(user))
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return
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user.do_attack_animation(src)
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add_hiddenprint(user)
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visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
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health = max(0, health - 30)
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if(!health && status)
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toggle_cam(user, 0)
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/obj/machinery/camera/attackby(obj/W, mob/living/user, params)
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var/msg = "<span class='notice'>You attach [W] into the assembly's inner circuits.</span>"
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var/msg2 = "<span class='notice'>[src] already has that upgrade!</span>"
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// DECONSTRUCTION
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if(istype(W, /obj/item/weapon/screwdriver))
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panel_open = !panel_open
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user << "<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>"
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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return
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if(panel_open)
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if(istype(W, /obj/item/weapon/wirecutters)) //enable/disable the camera
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toggle_cam(user, 1)
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health = initial(health) //this is a pretty simplistic way to heal the camera, but there's no reason for this to be complex.
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else if(istype(W, /obj/item/device/multitool)) //change focus
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setViewRange((view_range == initial(view_range)) ? short_range : initial(view_range))
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user << "<span class='notice'>You [(view_range == initial(view_range)) ? "restore" : "mess up"] the camera's focus.</span>"
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else if(istype(W, /obj/item/weapon/weldingtool))
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if(weld(W, user))
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visible_message("<span class='warning'>[user] unwelds [src], leaving it as just a frame screwed to the wall.</span>", "<span class='warning'>You unweld [src], leaving it as just a frame screwed to the wall</span>")
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if(!assembly)
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assembly = new()
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assembly.loc = src.loc
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assembly.state = 1
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assembly.dir = src.dir
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assembly = null
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qdel(src)
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return
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else if(istype(W, /obj/item/device/analyzer))
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if(!isXRay())
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upgradeXRay()
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qdel(W)
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user << "[msg]"
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else
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user << "[msg2]"
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else if(istype(W, /obj/item/stack/sheet/mineral/plasma))
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if(!isEmpProof())
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upgradeEmpProof()
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user << "[msg]"
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qdel(W)
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else
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user << "[msg2]"
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else if(istype(W, /obj/item/device/assembly/prox_sensor))
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if(!isMotion())
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upgradeMotion()
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user << "[msg]"
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qdel(W)
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else
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user << "[msg2]"
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// OTHER
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if((istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/device/pda)) && isliving(user))
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var/mob/living/U = user
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var/obj/item/weapon/paper/X = null
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var/obj/item/device/pda/P = null
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var/itemname = ""
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var/info = ""
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if(istype(W, /obj/item/weapon/paper))
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X = W
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itemname = X.name
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info = X.info
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else
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P = W
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itemname = P.name
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info = P.notehtml
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U << "<span class='notice'>You hold \the [itemname] up to the camera...</span>"
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U.changeNext_move(CLICK_CD_MELEE)
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for(var/mob/O in player_list)
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if(istype(O, /mob/living/silicon/ai))
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var/mob/living/silicon/ai/AI = O
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if(AI.control_disabled || (AI.stat == DEAD))
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return
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if(U.name == "Unknown")
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AI << "<b>[U]</b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ..."
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else
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AI << "<b><a href='?src=\ref[AI];track=[html_encode(U.name)]'>[U]</a></b> holds <a href='?_src_=usr;show_paper=1;'>\a [itemname]</a> up to one of your cameras ..."
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AI.last_paper_seen = "<HTML><HEAD><TITLE>[itemname]</TITLE></HEAD><BODY><TT>[info]</TT></BODY></HTML>"
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else if (O.client && O.client.eye == src)
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O << "[U] holds \a [itemname] up to one of the cameras ..."
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O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
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else if (istype(W, /obj/item/device/camera_bug))
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if (!src.can_use())
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user << "<span class='notice'>Camera non-functional.</span>"
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return
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if(istype(src.bug))
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user << "<span class='notice'>Camera bug removed.</span>"
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src.bug.bugged_cameras -= src.c_tag
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src.bug = null
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else
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user << "<span class='notice'>Camera bugged.</span>"
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src.bug = W
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src.bug.bugged_cameras[src.c_tag] = src
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else if(istype(W, /obj/item/device/laser_pointer))
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var/obj/item/device/laser_pointer/L = W
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L.laser_act(src, user)
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else
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if(W.force >= 10) //fairly simplistic, but will do for now.
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user.changeNext_move(CLICK_CD_MELEE)
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visible_message("<span class='warning'>[user] hits [src] with [W]!</span>", "<span class='warning'>You hit [src] with [W]!</span>")
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health = max(0, health - W.force)
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user.do_attack_animation(src)
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if(!health && status)
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triggerCameraAlarm()
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toggle_cam(user, 1)
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return
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/obj/machinery/camera/proc/toggle_cam(mob/user, displaymessage = 1)
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status = !status
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if(can_use())
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cameranet.addCamera(src)
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else
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SetLuminosity(0)
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cameranet.removeCamera(src)
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cameranet.updateChunk(x, y, z)
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var/change_msg = "deactivates"
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if(!status)
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icon_state = "[initial(icon_state)]1"
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else
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icon_state = initial(icon_state)
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change_msg = "reactivates"
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triggerCameraAlarm()
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spawn(100)
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if(!qdeleted(src))
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cancelCameraAlarm()
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if(displaymessage)
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if(user)
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visible_message("<span class='danger'>[user] [change_msg] [src]!</span>")
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add_hiddenprint(user)
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else
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visible_message("<span class='danger'>\The [src] [change_msg]!</span>")
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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// now disconnect anyone using the camera
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//Apparently, this will disconnect anyone even if the camera was re-activated.
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//I guess that doesn't matter since they can't use it anyway?
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for(var/mob/O in player_list)
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if (O.client && O.client.eye == src)
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O.unset_machine()
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O.reset_perspective(null)
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O << "The screen bursts into static."
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/obj/machinery/camera/proc/triggerCameraAlarm()
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alarm_on = 1
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for(var/mob/living/silicon/S in mob_list)
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S.triggerAlarm("Camera", get_area(src), list(src), src)
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/obj/machinery/camera/proc/cancelCameraAlarm()
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alarm_on = 0
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for(var/mob/living/silicon/S in mob_list)
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S.cancelAlarm("Camera", get_area(src), src)
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/obj/machinery/camera/proc/can_use()
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if(!status)
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return 0
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if(stat & EMPED)
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return 0
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return 1
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/obj/machinery/camera/proc/can_see()
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var/list/see = null
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var/turf/pos = get_turf(src)
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if(isXRay())
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see = range(view_range, pos)
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else
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see = get_hear(view_range, pos)
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return see
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/atom/proc/auto_turn()
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//Automatically turns based on nearby walls.
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var/turf/simulated/wall/T = null
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for(var/i = 1, i <= 8; i += i)
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T = get_ranged_target_turf(src, i, 1)
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if(istype(T))
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//If someone knows a better way to do this, let me know. -Giacom
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switch(i)
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if(NORTH)
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src.dir = SOUTH
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if(SOUTH)
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src.dir = NORTH
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if(WEST)
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src.dir = EAST
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if(EAST)
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src.dir = WEST
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break
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//Return a working camera that can see a given mob
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//or null if none
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/proc/seen_by_camera(var/mob/M)
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for(var/obj/machinery/camera/C in oview(4, M))
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if(C.can_use()) // check if camera disabled
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return C
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break
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return null
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/proc/near_range_camera(var/mob/M)
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for(var/obj/machinery/camera/C in range(4, M))
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if(C.can_use()) // check if camera disabled
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return C
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break
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return null
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/obj/machinery/camera/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
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if(busy)
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return 0
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if(!WT.remove_fuel(0, user))
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return 0
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user << "<span class='notice'>You start to weld [src]...</span>"
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playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
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busy = 1
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if(do_after(user, 100, target = src))
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busy = 0
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if(!WT.isOn())
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return 0
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return 1
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busy = 0
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return 0
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/obj/machinery/camera/proc/Togglelight(on=0)
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for(var/mob/living/silicon/ai/A in ai_list)
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for(var/obj/machinery/camera/cam in A.lit_cameras)
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if(cam == src)
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return
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if(on)
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src.SetLuminosity(AI_CAMERA_LUMINOSITY)
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else
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src.SetLuminosity(0)
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/obj/machinery/camera/bullet_act(obj/item/projectile/proj)
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if(proj.damage_type == BRUTE)
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health = max(0, health - proj.damage)
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if(!health && status)
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triggerCameraAlarm()
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toggle_cam(null, 1)
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/obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets.
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var/turf/prev_turf
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/obj/machinery/camera/portable/New()
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..()
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assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed.
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assembly.anchored = 0
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assembly.update_icon()
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/obj/machinery/camera/portable/process() //Updates whenever the camera is moved.
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if(cameranet && get_turf(src) != prev_turf)
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cameranet.updatePortableCamera(src)
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prev_turf = get_turf(src)
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/obj/machinery/camera/get_remote_view_fullscreens(mob/user)
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if(view_range == short_range) //unfocused
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
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/obj/machinery/camera/update_remote_sight(mob/living/user)
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user.see_invisible = SEE_INVISIBLE_LIVING //can't see ghosts through cameras
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if(isXRay())
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user.sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
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user.see_in_dark = max(user.see_in_dark, 8)
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else
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user.sight = 0
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user.see_in_dark = 2
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return 1
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