mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Adds client image based t-scanner
Replaces the t_scanner implementation with one that sends overlays to the client holding the t-ray item. Fixes #9437
This commit is contained in:
@@ -606,6 +606,7 @@
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#include "code\game\objects\items\devices\scanners.dm"
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#include "code\game\objects\items\devices\spy_bug.dm"
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#include "code\game\objects\items\devices\suit_cooling.dm"
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#include "code\game\objects\items\devices\t_scanner.dm"
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#include "code\game\objects\items\devices\taperecorder.dm"
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#include "code\game\objects\items\devices\traitordevices.dm"
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#include "code\game\objects\items\devices\transfer_valve.dm"
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@@ -117,6 +117,7 @@
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#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
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#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
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#define LIGHTING_LAYER 11
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#define HUD_LAYER 20 //Above lighting, but below obfuscation. For in-game HUD effects (whereas SCREEN_LAYER is for abstract/OOC things like inventory slots)
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#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
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#define SCREEN_LAYER 22 //Mob HUD/effects layer
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@@ -7,60 +7,6 @@ GAS ANALYZER
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MASS SPECTROMETER
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REAGENT SCANNER
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*/
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/obj/item/device/t_scanner
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name = "\improper T-ray scanner"
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desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
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icon_state = "t-ray0"
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var/on = 0
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slot_flags = SLOT_BELT
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w_class = 2
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item_state = "electronic"
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
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/obj/item/device/t_scanner/attack_self(mob/user)
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on = !on
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icon_state = "t-ray[on]"
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if(on)
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processing_objects.Add(src)
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/obj/item/device/t_scanner/process()
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if(!on)
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processing_objects.Remove(src)
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return null
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for(var/turf/T in range(1, src.loc) )
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if(!T.intact)
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continue
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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O.invisibility = 0
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O.alpha = 128
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spawn(10)
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if(O)
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var/turf/U = O.loc
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if(U.intact)
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O.invisibility = 101
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O.alpha = 255
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var/mob/living/M = locate() in T
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if(M && M.invisibility == 2)
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M.invisibility = 0
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spawn(2)
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if(M)
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M.invisibility = INVISIBILITY_LEVEL_TWO
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/obj/item/device/healthanalyzer
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name = "health analyzer"
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135
code/game/objects/items/devices/t_scanner.dm
Normal file
135
code/game/objects/items/devices/t_scanner.dm
Normal file
@@ -0,0 +1,135 @@
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#define OVERLAY_CACHE_LEN 50
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/obj/item/device/t_scanner
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name = "\improper T-ray scanner"
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desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
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icon_state = "t-ray0"
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slot_flags = SLOT_BELT
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w_class = 2
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item_state = "electronic"
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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origin_tech = list(TECH_MAGNET = 1, TECH_ENGINERING = 1)
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var/scan_range = 1
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var/on = 0
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var/list/active_scanned = list() //assoc list of objects being scanned, mapped to their overlay
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var/client/user_client //since making sure overlays are properly added and removed is pretty important, so we track the current user explicitly
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var/flicker = 0
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var/global/list/overlay_cache = list() //cache recent overlays
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/obj/item/device/t_scanner/update_icon()
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icon_state = "t-ray[on]"
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/obj/item/device/t_scanner/attack_self(mob/user)
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set_active(!on)
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/obj/item/device/t_scanner/proc/set_active(var/active)
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on = active
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if(on)
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processing_objects.Add(src)
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flicker = 0
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else
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processing_objects.Remove(src)
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set_user_client(null)
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update_icon()
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//If reset is set, then assume the client has none of our overlays, otherwise we only send new overlays.
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/obj/item/device/t_scanner/process()
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if(!on) return
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//handle clients changing
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var/client/loc_client = null
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if(ismob(src.loc))
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var/mob/M = src.loc
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loc_client = M.client
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set_user_client(loc_client)
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//no sense processing if no-one is going to see it.
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if(!user_client) return
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//get all objects in scan range
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var/list/scanned = get_scanned_objects(scan_range)
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var/list/update_add = scanned - active_scanned
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var/list/update_remove = active_scanned - scanned
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//Add new overlays
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for(var/obj/O in update_add)
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var/image/overlay = get_overlay(O)
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active_scanned[O] = overlay
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user_client.images += overlay
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//Remove stale overlays
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for(var/obj/O in update_remove)
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user_client.images -= active_scanned[O]
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active_scanned -= O
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//Flicker effect
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for(var/obj/O in active_scanned)
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var/image/overlay = active_scanned[O]
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if(flicker)
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overlay.alpha = 0
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else
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overlay.alpha = 128
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flicker = !flicker
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//creates a new overlay for a scanned object
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/obj/item/device/t_scanner/proc/get_overlay(obj/scanned)
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//Use a cache so we don't create a whole bunch of new images just because someone's walking back and forth in a room.
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//Also means that images are reused if multiple people are using t-rays to look at the same objects.
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if(scanned in overlay_cache)
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. = overlay_cache[scanned]
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else
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var/image/I = image(loc = scanned, icon = scanned.icon, icon_state = scanned.icon_state, layer = HUD_LAYER)
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//Pipes are special
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if(istype(scanned, /obj/machinery/atmospherics/pipe))
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var/obj/machinery/atmospherics/pipe/P = scanned
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I.color = P.pipe_color
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I.overlays += P.overlays
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I.alpha = 128
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I.mouse_opacity = 0
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. = I
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// Add it to cache, cutting old entries if the list is too long
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overlay_cache[scanned] = .
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if(overlay_cache.len > OVERLAY_CACHE_LEN)
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overlay_cache.Cut(1, overlay_cache.len-OVERLAY_CACHE_LEN-1)
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/obj/item/device/t_scanner/proc/get_scanned_objects(var/scan_dist)
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. = list()
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var/turf/center = get_turf(src.loc)
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if(!center) return
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for(var/turf/T in range(scan_range, center))
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if(!T.intact)
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continue
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for(var/obj/O in T.contents)
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if(O.level != 1)
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continue
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if(!O.invisibility)
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continue //if it's already visible don't need an overlay for it
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. += O
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/obj/item/device/t_scanner/proc/set_user_client(var/client/new_client)
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if(new_client == user_client)
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return
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if(user_client)
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for(var/scanned in active_scanned)
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user_client.images -= active_scanned[scanned]
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if(new_client)
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for(var/scanned in active_scanned)
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new_client.images += active_scanned[scanned]
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else
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active_scanned.Cut()
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user_client = new_client
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/obj/item/device/t_scanner/dropped(mob/user)
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set_user_client(null)
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#undef OVERLAY_CACHE_LEN
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