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Crafting light switches, request consoles, telescreens, and ticket machines (#72859) ## About The Pull Request Breaking down #72371 because it's... unreasonably large. So this PR adds recipes for light switches, request consoles, telescreens, and ticket machines. Ticket machine frame by Kryson. You can't print all of the telescreens, like the head of staff ones, but the general department ones can be printed in their respective departments. ## Why It's Good For The Game Wallening compliance, and more of me on my shit breaking down long files. ## Changelog 🆑 Tattle, Kryson qol: light switches, request consoles, telescreens, and ticket machines can now all be printed from lathes /🆑 Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com>
245 lines
7.8 KiB
Plaintext
245 lines
7.8 KiB
Plaintext
#define DEFAULT_MAP_SIZE 15
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/obj/machinery/computer/security
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name = "security camera console"
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desc = "Used to access the various cameras on the station."
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icon_screen = "cameras"
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icon_keyboard = "security_key"
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circuit = /obj/item/circuitboard/computer/security
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light_color = COLOR_SOFT_RED
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var/list/network = list("ss13")
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var/obj/machinery/camera/active_camera
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/// The turf where the camera was last updated.
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var/turf/last_camera_turf
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var/list/concurrent_users = list()
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// Stuff needed to render the map
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var/atom/movable/screen/map_view/cam_screen
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/// All the plane masters that need to be applied.
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var/atom/movable/screen/background/cam_background
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interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON|INTERACT_MACHINE_SET_MACHINE|INTERACT_MACHINE_REQUIRES_SIGHT
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/obj/machinery/computer/security/Initialize(mapload)
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. = ..()
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// Map name has to start and end with an A-Z character,
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// and definitely NOT with a square bracket or even a number.
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// I wasted 6 hours on this. :agony:
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var/map_name = "camera_console_[REF(src)]_map"
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// Convert networks to lowercase
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for(var/i in network)
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network -= i
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network += lowertext(i)
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// Initialize map objects
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cam_screen = new
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cam_screen.generate_view(map_name)
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cam_background = new
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cam_background.assigned_map = map_name
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cam_background.del_on_map_removal = FALSE
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/obj/machinery/computer/security/Destroy()
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QDEL_NULL(cam_screen)
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QDEL_NULL(cam_background)
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return ..()
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/obj/machinery/computer/security/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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for(var/i in network)
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network -= i
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network += "[port.shuttle_id]_[i]"
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/obj/machinery/computer/security/ui_interact(mob/user, datum/tgui/ui)
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. = ..()
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// Update UI
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ui = SStgui.try_update_ui(user, src, ui)
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// Update the camera, showing static if necessary and updating data if the location has moved.
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update_active_camera_screen()
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if(!ui)
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var/user_ref = REF(user)
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var/is_living = isliving(user)
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// Ghosts shouldn't count towards concurrent users, which produces
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// an audible terminal_on click.
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if(is_living)
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concurrent_users += user_ref
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// Turn on the console
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if(length(concurrent_users) == 1 && is_living)
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playsound(src, 'sound/machines/terminal_on.ogg', 25, FALSE)
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use_power(active_power_usage)
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// Register map objects
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cam_screen.display_to(user)
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user.client.register_map_obj(cam_background)
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// Open UI
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ui = new(user, src, "CameraConsole", name)
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ui.open()
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/obj/machinery/computer/security/ui_status(mob/user)
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. = ..()
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if(. == UI_DISABLED)
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return UI_CLOSE
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return .
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/obj/machinery/computer/security/ui_data()
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var/list/data = list()
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data["network"] = network
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data["activeCamera"] = null
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if(active_camera)
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data["activeCamera"] = list(
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name = active_camera.c_tag,
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status = active_camera.status,
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)
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return data
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/obj/machinery/computer/security/ui_static_data()
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var/list/data = list()
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data["mapRef"] = cam_screen.assigned_map
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var/list/cameras = get_available_cameras()
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data["cameras"] = list()
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for(var/i in cameras)
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var/obj/machinery/camera/C = cameras[i]
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data["cameras"] += list(list(
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name = C.c_tag,
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))
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return data
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/obj/machinery/computer/security/ui_act(action, params)
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. = ..()
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if(.)
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return
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if(action == "switch_camera")
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var/c_tag = params["name"]
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var/list/cameras = get_available_cameras()
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var/obj/machinery/camera/selected_camera = cameras[c_tag]
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active_camera = selected_camera
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playsound(src, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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if(!selected_camera)
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return TRUE
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update_active_camera_screen()
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return TRUE
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/obj/machinery/computer/security/proc/update_active_camera_screen()
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// Show static if can't use the camera
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if(!active_camera?.can_use())
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show_camera_static()
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return
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var/list/visible_turfs = list()
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// 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)
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var/new_cam_turf = get_turf(active_camera)
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// If we're not forcing an update for some reason and the cameras are in the same location,
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// we don't need to update anything.
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// Most security cameras will end here as they're not moving.
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if(last_camera_turf == new_cam_turf)
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return
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// Cameras that get here are moving, and are likely attached to some moving atom such as cyborgs.
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last_camera_turf = new_cam_turf
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//Here we gather what's visible from the camera's POV based on its view_range and xray modifier if present
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var/list/visible_things = active_camera.isXRay() ? range(active_camera.view_range, new_cam_turf) : view(active_camera.view_range, new_cam_turf)
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for(var/turf/visible_turf in visible_things)
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visible_turfs += visible_turf
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//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
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var/list/bbox = get_bbox_of_atoms(visible_turfs)
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var/size_x = bbox[3] - bbox[1] + 1
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var/size_y = bbox[4] - bbox[2] + 1
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cam_screen.vis_contents = visible_turfs
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cam_background.icon_state = "clear"
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cam_background.fill_rect(1, 1, size_x, size_y)
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/obj/machinery/computer/security/ui_close(mob/user)
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. = ..()
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var/user_ref = REF(user)
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var/is_living = isliving(user)
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// Living creature or not, we remove you anyway.
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concurrent_users -= user_ref
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// Unregister map objects
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cam_screen.hide_from(user)
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// Turn off the console
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if(length(concurrent_users) == 0 && is_living)
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active_camera = null
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playsound(src, 'sound/machines/terminal_off.ogg', 25, FALSE)
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use_power(0)
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/obj/machinery/computer/security/proc/show_camera_static()
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cam_screen.vis_contents.Cut()
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cam_background.icon_state = "scanline2"
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cam_background.fill_rect(1, 1, DEFAULT_MAP_SIZE, DEFAULT_MAP_SIZE)
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// Returns the list of cameras accessible from this computer
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/obj/machinery/computer/security/proc/get_available_cameras()
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var/list/L = list()
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for (var/obj/machinery/camera/cam as anything in GLOB.cameranet.cameras)
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//Get the camera's turf in case it's inside something like a borg
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var/turf/camera_turf = get_turf(cam)
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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
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continue
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L.Add(cam)
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var/list/D = list()
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for(var/obj/machinery/camera/cam in L)
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if(!cam.network)
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stack_trace("Camera in a cameranet has no camera network")
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continue
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if(!(islist(cam.network)))
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stack_trace("Camera in a cameranet has a non-list camera network")
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continue
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var/list/tempnetwork = cam.network & network
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if(tempnetwork.len)
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D["[cam.c_tag]"] = cam
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return D
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// SECURITY MONITORS
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/obj/machinery/computer/security/wooden_tv
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name = "security camera monitor"
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desc = "An old TV hooked into the station's camera network."
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icon_state = "television"
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icon_keyboard = null
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icon_screen = "detective_tv"
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pass_flags = PASSTABLE
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/obj/machinery/computer/security/mining
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name = "outpost camera console"
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desc = "Used to access the various cameras on the outpost."
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icon_screen = "mining"
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icon_keyboard = "mining_key"
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network = list("mine", "auxbase")
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circuit = /obj/item/circuitboard/computer/mining
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/obj/machinery/computer/security/research
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name = "research camera console"
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desc = "Used to access the various cameras in science."
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network = list("rd")
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circuit = /obj/item/circuitboard/computer/research
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/obj/machinery/computer/security/hos
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name = "\improper Head of Security's camera console"
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desc = "A custom security console with added access to the labor camp network."
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network = list("ss13", "labor")
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circuit = null
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/obj/machinery/computer/security/labor
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name = "labor camp monitoring"
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desc = "Used to access the various cameras on the labor camp."
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network = list("labor")
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circuit = null
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/obj/machinery/computer/security/qm
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name = "\improper Quartermaster's camera console"
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desc = "A console with access to the mining, auxiliary base and vault camera networks."
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network = list("mine", "auxbase", "vault")
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circuit = null
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#undef DEFAULT_MAP_SIZE
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