mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-13 02:13:06 +00:00
MC: No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem) MC can now be told to init a zlevel All Subsystems: Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it All subsystems now properlly handle being given a zlevel in their init proc Subsystem changes: Air: Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost Air now fires 4 times faster when it can do so without lagging things up Pipenet has been merged into air Atmos machinery now processes with process_atmos(), ticked by air, not machinery. Hotspots (the fire object) are now object pooled Pipenet: Deleted, added to air Machinery: Moved all atmos calcualtions in all objects's process() to process_atmos(). Lighting: Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost Ticker: Fixed ticker not updating the lobby panel when game start delayed Fixed the game start timer updating rapidly from queued fires when game start delay is removed Garbage/qdel: qdel will now limit its process time to 2ds a fire. qdel can now be given hints as a return to Destroy() as to what should be done with the object. the options are: queue: (default) this is the normal behavior. letmelive: old default to non-null/zero. does nothing with the object iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time. harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel All objects have been updated to the new system, harddel and iwillgc was not added to any new objects. Fixed some objects not GCing because they didn't properlly clear references in Destory() Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
371 lines
11 KiB
Plaintext
371 lines
11 KiB
Plaintext
#define VANILLA_BUG 0
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#define UNIVERSAL_BUG 1
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#define NETWORK_BUG 2
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#define SABOTAGE_BUG 3
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#define ADVANCED_BUG 4
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#define ADMIN_BUG 5
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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 = 1.0
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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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var/obj/machinery/camera/current = null
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var/obj/item/expansion = null
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var/bugtype = VANILLA_BUG
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var/last_net_update = 0
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var/last_bugtype = VANILLA_BUG
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var/list/bugged_cameras = list()
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var/skip_bugcheck = 0
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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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if(expansion)
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qdel(expansion)
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expansion = null
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del(src)
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//Easier to just call del() than this nonsense
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// ya no, del() takes 0.8ds to run on avg. this takes less than 0.01
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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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..()
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/obj/item/device/camera_bug/interact(var/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 as mob)
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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(var/mob/user as mob)
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if (user.stat || loc != user || !user.canmove || user.eye_blind || !current)
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user.reset_view(null)
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user.unset_machine()
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return null
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var/turf/T = get_turf(user.loc)
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if(T.z != current.z || (!skip_bugcheck && current.bug != src) || !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.reset_view(null)
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user.unset_machine()
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return null
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return 1
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/obj/item/device/camera_bug/proc/get_cameras()
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if(bugtype != last_bugtype || ( (bugtype in list(UNIVERSAL_BUG,NETWORK_BUG,ADMIN_BUG)) && world.time > (last_net_update + 100)))
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bugged_cameras = list()
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last_bugtype = bugtype
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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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switch(bugtype)
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if(VANILLA_BUG,SABOTAGE_BUG,ADVANCED_BUG)
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if(camera.bug == src)
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bugged_cameras[camera.c_tag] = camera
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if(UNIVERSAL_BUG)
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if(camera.bug)
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bugged_cameras[camera.c_tag] = camera
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if(NETWORK_BUG,ADMIN_BUG)
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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(var/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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switch(bugtype)
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if(SABOTAGE_BUG)
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functions = " - <a href='?src=\ref[src];emp=\ref[C]'>\[Disable\]</a>"
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if(ADVANCED_BUG)
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functions = " - <a href='?src=\ref[src];monitor=\ref[C]'>\[Monitor\]</a>"
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if(ADMIN_BUG)
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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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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(var/href,var/list/href_list)
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if(usr != loc)
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usr.unset_machine()
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usr.reset_view(null)
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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_view(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.reset_view(null)
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usr.unset_machine()
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current = null
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return // I do not <- I do not remember what I was going to write in this comment -Sayu, sometime later
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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_view(C)
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interact()
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else
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usr.unset_machine()
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usr.reset_view(null)
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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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usr.reset_view(null)
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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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/obj/item/device/camera_bug/attackby(var/obj/item/W as obj,var/mob/living/user as mob, params)
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if(istype(W,/obj/item/weapon/screwdriver) && expansion)
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expansion.loc = get_turf(loc)
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user << "<span class='notice'>You unscrew [expansion].</span>"
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user.put_in_inactive_hand(expansion)
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expansion = null
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bugtype = VANILLA_BUG
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skip_bugcheck = 0
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track_mode = BUGMODE_LIST
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tracking = null
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return
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if(expansion || !W)
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return ..(W,user)
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// I am not sure that this list is or should be final
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// really I do not know what to do here.
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var/static/list/expandables = list(
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/obj/item/weapon/research = ADMIN_BUG, // could have been anything spawn-only
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// these are all so hackish I am sorry
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/obj/item/device/analyzer = UNIVERSAL_BUG,
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/obj/item/weapon/stock_parts/subspace/analyzer = UNIVERSAL_BUG,
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/obj/item/device/assembly/igniter = SABOTAGE_BUG,
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/obj/item/device/assembly/infra = SABOTAGE_BUG, // ir blaster to disable camera
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/obj/item/weapon/stock_parts/subspace/amplifier = SABOTAGE_BUG,
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/obj/item/device/radio = NETWORK_BUG,
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/obj/item/device/assembly/signaler = NETWORK_BUG,
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/obj/item/weapon/stock_parts/subspace/transmitter = NETWORK_BUG,
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/obj/item/device/detective_scanner = ADVANCED_BUG,
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/obj/item/device/paicard = ADVANCED_BUG,
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/obj/item/weapon/stock_parts/scanning_module = ADVANCED_BUG
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)
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for(var/entry in expandables)
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if(istype(W,entry))
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bugtype = expandables[entry]
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user.drop_item()
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W.loc = src
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expansion = W
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user << "<span class='notice'>You add [W] to [src].</span>"
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get_cameras() // the tracking code will want to know the new camera list
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if(bugtype in list(UNIVERSAL_BUG,NETWORK_BUG,ADMIN_BUG))
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skip_bugcheck = 1
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return
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#undef VANILLA_BUG
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#undef UNIVERSAL_BUG
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#undef NETWORK_BUG
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#undef SABOTAGE_BUG
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#undef ADVANCED_BUG
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#undef ADMIN_BUG
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#undef BUGMODE_LIST
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#undef BUGMODE_MONITOR
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#undef BUGMODE_TRACK |