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## About The Pull Request This PR adds usb functionality to advanced camera consoles. The advanced camera console component gets the last valid position viewed from the console, which is usually the current viewed position, unless you move the view into static. The advanced camera target intercept outputs the position you left/right click (except shift-clicking), and what you clicked on. This only works for atoms the camera can actually see, even if you somehow glitch your way into not seeing static on your client. Equipment action components on circuits attached to a camera console will add their actions to be used from the console. ## Why It's Good For The Game Expands the use cases for the advanced camera console, providing a means to extend their functionality, as well as a potentially powerful source of input data for circuit users able to acquire illegal tech (or get the board from a space ruin). ## Changelog 🆑 add: Advanced camera consoles now have usb ports. Connected circuits can get the position the camera is viewing, get the location of targeted entities, and provide the console with actions that the user can activate. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
131 lines
5.7 KiB
Plaintext
131 lines
5.7 KiB
Plaintext
/**
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* Camera console used to control a base building drone
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*
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* Using this console will put the user in control of a [base building drone][/mob/eye/camera/remote/base_construction].
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* The drone will appear somewhere within the allowed_area var, or if no area is specified, at the location of the console.area
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* Upon interacting, the user will be granted a set of base building actions that will generally be carried out at the drone's location.
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* To create a new base builder system, this class should be the only thing that needs to be subtyped.
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*
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*/
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/obj/machinery/computer/camera_advanced/base_construction
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name = "generic base construction console"
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desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
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networks = list(CAMERANET_NETWORK_SS13)
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circuit = /obj/item/circuitboard/computer/base_construction
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off_action = /datum/action/innate/camera_off/base_construction
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jump_action = null
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icon_screen = "mining"
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icon_keyboard = "rd_key"
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light_color = LIGHT_COLOR_PINK
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add_usb_port = FALSE
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///Area that the eyeobj will be constrained to. If null, eyeobj will be able to build and move anywhere.
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var/area/allowed_area
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///Assoc. list ("structure_name" : count) that keeps track of the number of special structures that can't be built with an RCD, for example, tiny fans or turrets.
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var/list/structures = list()
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///Internal RCD. Some construction actions rely on having this.
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var/obj/item/construction/rcd/internal/internal_rcd
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/obj/machinery/computer/camera_advanced/base_construction/Initialize(mapload)
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. = ..()
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//Populate the actions list with the different action objects that will be granted to console users
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populate_actions_list()
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//Map spawned consoles will automatically restock their materials
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if(mapload)
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restock_materials()
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/**
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* Fill the construction_actios list with actions
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*
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* Instantiate each action object that we'll be giving to users of
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* this console, and put it in the actions list
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*/
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/obj/machinery/computer/camera_advanced/base_construction/proc/populate_actions_list()
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return
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/**
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* Reload materials used by the console
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*
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* Restocks any materials used by the base construction console.
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* This might mean refilling the internal RCD (should it be initialized), or
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* giving the structures list default values.
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*/
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/obj/machinery/computer/camera_advanced/base_construction/proc/restock_materials()
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return
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///Find a spawn location for the eyeobj. If no allowed_area is defined, spawn ontop of the console.
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/obj/machinery/computer/camera_advanced/base_construction/proc/find_spawn_spot()
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if (allowed_area)
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return pick(get_area_turfs(allowed_area))
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return get_turf(src)
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/obj/machinery/computer/camera_advanced/base_construction/CreateEye()
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var/turf/spawn_spot = find_spawn_spot()
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if (!spawn_spot)
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return FALSE
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eyeobj = new /mob/eye/camera/remote/base_construction(spawn_spot, src)
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return TRUE
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/obj/machinery/computer/camera_advanced/base_construction/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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//If we have an internal RCD, we can refill it by slapping the console with some materials
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if(internal_rcd && (istype(W, /obj/item/rcd_ammo) || istype(W, /obj/item/stack/sheet)))
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internal_rcd.attackby(W, user, modifiers)
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else
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return ..()
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/obj/machinery/computer/camera_advanced/base_construction/Destroy()
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qdel(internal_rcd)
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return ..()
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///Go through every action object in the construction_action list (which should be fully initialized by now) and grant it to the user.
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/obj/machinery/computer/camera_advanced/base_construction/GrantActions(mob/living/user)
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..()
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//When the eye is in use, make it visible to players so they know when someone is building.
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eyeobj.SetInvisibility(INVISIBILITY_NONE, id=type)
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/obj/machinery/computer/camera_advanced/base_construction/remove_eye_control(mob/living/user)
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..()
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//Set back to default invisibility when not in use.
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eyeobj.RemoveInvisibility(type)
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/**
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* A mob used by [/obj/machinery/computer/camera_advanced/base_construction] for building in specific areas.
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*
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* Controlled by a user who is using a base construction console.
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* The user will be granted a set of building actions by the console, and the actions will be carried out by this mob.
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* The mob is constrained to a given area defined by the base construction console.
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*
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*/
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/mob/eye/camera/remote/base_construction
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name = "construction holo-drone"
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//Allows any curious crew to watch the base after it leaves. (This is safe as the base cannot be modified once it leaves)
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move_on_shuttle = TRUE
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icon = 'icons/obj/mining.dmi'
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icon_state = "construction_drone"
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invisibility = INVISIBILITY_MAXIMUM
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///Reference to the camera console controlling this drone
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var/obj/machinery/computer/camera_advanced/base_construction/linked_console
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/mob/eye/camera/remote/base_construction/Initialize(mapload, obj/machinery/computer/camera_advanced/console_link)
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linked_console = console_link
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if(!linked_console)
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stack_trace("A base consturuction drone was created with no linked console")
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return INITIALIZE_HINT_QDEL
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return ..()
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/mob/eye/camera/remote/base_construction/setLoc(turf/destination, force_update = FALSE)
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var/area/curr_area = get_area(destination)
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//Only move if we're in the allowed area. If no allowed area is defined, then we're free to move wherever.
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if(!linked_console.allowed_area || istype(curr_area, linked_console.allowed_area))
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return ..()
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/mob/eye/camera/remote/base_construction/relaymove(mob/living/user, direction)
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//This camera eye is visible, and as such needs to keep its dir updated
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dir = direction
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return ..()
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///[Base console's][/obj/machinery/computer/camera_advanced/base_construction] internal RCD. Has a large material capacity and a fast buildspeed.
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/obj/item/construction/rcd/internal
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name = "internal RCD"
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max_matter = 600
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delay_mod = 0.5
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