Files
Bubberstation/code/modules/assembly/infrared.dm
T
John WillardandGitHub 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00

311 lines
9.1 KiB
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/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
base_icon_state = "infrared"
custom_materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
)
is_position_sensitive = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
set_dir_on_move = FALSE
/// Whether the beam is beaming
var/on = FALSE
/// Whether the beam is visible
var/visible = FALSE
/// The length the beam can go
var/max_beam_length = 8
/// The radius of which people can hear triggers
var/hearing_range = 3
/// Pass flags the beam uses to determine what it can pass through
var/beam_pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE
/// The current active beam datum
VAR_FINAL/datum/beam/active_beam
/// A reference to the turf at the END of our active beam
VAR_FINAL/turf/buffer_turf
/obj/item/assembly/infra/Initialize(mapload)
. = ..()
AddComponent(/datum/component/simple_rotation)
/obj/item/assembly/infra/Destroy()
QDEL_NULL(active_beam)
buffer_turf = null
return ..()
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += span_notice("The infrared trigger is [on ? "on" : "off"].")
/// Checks if the passed movable can block the beam.
/obj/item/assembly/infra/proc/atom_blocks_beam(atom/movable/beam_atom)
if(isnull(beam_atom))
return FALSE
if(beam_atom == src || beam_atom == holder)
return FALSE
// Blocks beams from triggering themselves, important to avoid infinite loops
if(istype(beam_atom, /obj/effect/ebeam))
return FALSE
// Anti-revenant / anti-ghost guard
if(beam_atom.invisibility)
return FALSE
// In general non-dense items should not block beams, but make special cases for things being thrown
if(!beam_atom.density && !beam_atom.throwing)
return FALSE
// The actually important check. Ensures stuff like mobs trip it but stuff like laser projectiles don't
if(beam_atom.pass_flags_self & beam_pass_flags)
return FALSE
if(isitem(beam_atom))
var/obj/item/beam_item = beam_atom
if(beam_item.item_flags & ABSTRACT)
return FALSE
return TRUE
/// Checks if the passed turf (or something on it) can block the beam.
/obj/item/assembly/infra/proc/turf_blocks_beam(turf/beam_turf)
if(beam_turf.density)
return TRUE
for(var/atom/movable/blocker as anything in beam_turf)
if(atom_blocks_beam(blocker))
return TRUE
return FALSE
/// Used to refresh the beam in whatever context.
/obj/item/assembly/infra/proc/make_beam()
SHOULD_NOT_SLEEP(TRUE)
if(!isnull(buffer_turf))
UnregisterSignal(buffer_turf, list(COMSIG_ATOM_EXITED, COMSIG_TURF_CHANGE))
buffer_turf = null
QDEL_NULL(active_beam)
if(!on || !secured)
return
var/atom/start_loc = holder || src
var/turf/start_turf = start_loc.loc
if(!istype(start_turf))
return
// One extra turf is added to max length to get an extra buffer
var/list/turf/potential_turfs = get_line(start_turf, get_ranged_target_turf(start_turf, dir, max_beam_length + 1))
if(!length(potential_turfs))
return
var/list/turf/final_turfs = list()
for(var/turf/target_turf as anything in potential_turfs)
if(target_turf != start_turf && turf_blocks_beam(target_turf))
break
final_turfs += target_turf
if(!length(final_turfs))
return
var/turf/last_turf = final_turfs[length(final_turfs)]
buffer_turf = get_step(last_turf, dir)
active_beam = start_loc.Beam(
BeamTarget = last_turf,
beam_type = /obj/effect/ebeam/reacting/infrared,
icon = 'icons/effects/beam.dmi',
icon_state = "infrared",
emissive = TRUE,
override_target_pixel_x = pixel_x,
override_target_pixel_y = pixel_y,
)
RegisterSignal(active_beam, COMSIG_BEAM_ENTERED, PROC_REF(beam_entered))
RegisterSignal(active_beam, COMSIG_BEAM_TURFS_CHANGED, PROC_REF(beam_turfs_changed))
update_visible()
// Buffer can be null (if we're at map edge for an example) but this fine
if(!isnull(buffer_turf))
// We need to check the state of the turf at the end of the beam, to determine when we need to re-grow (if blocked)
RegisterSignal(buffer_turf, COMSIG_ATOM_EXITED, PROC_REF(buffer_exited))
RegisterSignal(buffer_turf, COMSIG_TURF_CHANGE, PROC_REF(buffer_changed))
/obj/item/assembly/infra/proc/beam_entered(datum/beam/source, obj/effect/ebeam/hit, atom/movable/entered)
SIGNAL_HANDLER
// First doesn't count
if(hit == active_beam.elements[1])
return
if(!atom_blocks_beam(entered))
return
beam_trigger(hit, entered)
/obj/item/assembly/infra/proc/beam_turfs_changed(datum/beam/source, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
// If the turfs changed it's possible something is now blocking it, remake when done
post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
/obj/item/assembly/infra/proc/buffer_exited(turf/source, atom/movable/exited, ...)
SIGNAL_HANDLER
if(!atom_blocks_beam(exited))
return
make_beam()
/obj/item/assembly/infra/proc/buffer_changed(turf/source, path, list/new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
/obj/item/assembly/infra/proc/beam_trigger(obj/effect/ebeam/hit, atom/movable/entered)
make_beam()
if(!COOLDOWN_FINISHED(src, next_activate))
return
pulse()
audible_message(
message = span_infoplain("[icon2html(src, hearers(holder || src))] *beep* *beep* *beep*"),
hearing_distance = hearing_range,
)
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE, extrarange = hearing_range - SOUND_RANGE + 1, falloff_distance = hearing_range)
COOLDOWN_START(src, next_activate, 3 SECONDS)
/obj/item/assembly/infra/activate()
. = ..()
if(!.)
return
toggle_on()
/obj/item/assembly/infra/toggle_secure()
. = ..()
make_beam()
/// Toggles the beam on or off.
/obj/item/assembly/infra/proc/toggle_on()
on = !on
make_beam()
update_appearance()
/// Toggles the visibility of the beam.
/obj/item/assembly/infra/proc/toggle_visible()
visible = !visible
update_visible()
update_appearance()
/// Updates the visibility of the beam (if active).
/obj/item/assembly/infra/proc/update_visible()
if(visible)
for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
beam.RemoveInvisibility(REF(src))
else
for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
beam.SetInvisibility(INVISIBILITY_ABSTRACT, REF(src))
/obj/item/assembly/infra/vv_edit_var(var_name, var_value)
. = ..()
if(!.)
return
switch(var_name)
if(NAMEOF(src, visible))
update_visible()
update_appearance()
if(NAMEOF(src, on), NAMEOF(src, max_beam_length), NAMEOF(src, beam_pass_flags))
make_beam()
update_appearance()
/obj/item/assembly/infra/update_appearance(updates)
. = ..()
holder?.update_appearance(updates)
/obj/item/assembly/infra/update_overlays()
. = ..()
attached_overlays = list()
if(on)
attached_overlays += "[base_icon_state]_on"
. += attached_overlays
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
make_beam()
/obj/item/assembly/infra/on_attach()
. = ..()
make_beam()
holder.set_dir_on_move = set_dir_on_move
/obj/item/assembly/infra/on_detach()
holder.set_dir_on_move = initial(holder.set_dir_on_move)
. = ..()
if(!.)
return
make_beam()
/obj/item/assembly/infra/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if(loc == old_loc)
return
make_beam()
if(!visible || forced || !movement_dir || !Adjacent(old_loc))
return
// Because the new beam is made in the new loc, it "jumps" from one turf to another
// We can do an animate to pretend we're gliding between turfs rather than making a whole new beam
var/x_move = 0
var/y_move = 0
if(movement_dir & NORTH)
y_move = -32
else if(movement_dir & SOUTH)
y_move = 32
if(movement_dir & WEST)
x_move = 32
else if(movement_dir & EAST)
x_move = -32
var/fake_glide_time = round(world.icon_size / glide_size * world.tick_lag, world.tick_lag)
for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
var/matrix/base_transform = matrix(beam.transform)
beam.transform = beam.transform.Translate(x_move, y_move)
animate(beam, transform = base_transform, time = fake_glide_time)
/obj/item/assembly/infra/setDir(newdir)
var/prev_dir = dir
. = ..()
if(dir == prev_dir)
return
make_beam()
/obj/item/assembly/infra/ui_status(mob/user, datum/ui_state/state)
return is_secured(user) ? ..() : UI_CLOSE
/obj/item/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "InfraredEmitter", name)
ui.open()
/obj/item/assembly/infra/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["visible"] = visible
return data
/obj/item/assembly/infra/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return .
switch(action)
if("power")
toggle_on()
return TRUE
if("visibility")
toggle_visible()
return TRUE
// Beam subtype for the infrared emitter
/obj/effect/ebeam/reacting/infrared
name = "infrared beam"
alpha = 175