Allows multiple AIs to share holopad.

This commit is contained in:
PsiOmega
2015-02-16 16:48:25 +01:00
parent f9ba327c3a
commit f248d7de35
5 changed files with 72 additions and 172 deletions

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@@ -382,7 +382,6 @@
#include "code\game\machinery\computer\computer.dm"
#include "code\game\machinery\computer\crew.dm"
#include "code\game\machinery\computer\guestpass.dm"
#include "code\game\machinery\computer\hologram.dm"
#include "code\game\machinery\computer\law.dm"
#include "code\game\machinery\computer\medical.dm"
#include "code\game\machinery\computer\message.dm"

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@@ -1,109 +0,0 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/machinery/computer/hologram_comp
name = "hologram computer"
desc = "Rumoured to control holograms."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "holo_console0"
var/obj/machinery/hologram/projector/projector = null
var/temp = null
var/lumens = 0.0
var/h_r = 245.0
var/h_g = 245.0
var/h_b = 245.0
/obj/machinery/computer/hologram_comp/New()
..()
spawn( 10 )
src.projector = locate(/obj/machinery/hologram/projector, get_step(src.loc, NORTH))
return
return
/obj/machinery/computer/hologram_comp/DblClick()
if (!in_range(src, usr))
return 0
src.show_console(usr)
return
/obj/machinery/computer/hologram_comp/proc/render()
var/icon/I = new /icon('icons/mob/human.dmi', "body_m_s")
if (src.lumens >= 0)
I.Blend(rgb(src.lumens, src.lumens, src.lumens), ICON_ADD)
else
I.Blend(rgb(- src.lumens, -src.lumens, -src.lumens), ICON_SUBTRACT)
I.Blend(new /icon('icons/mob/human.dmi', "mouth_m_s"), ICON_OVERLAY)
I.Blend(new /icon('icons/mob/human.dmi', "underwear1_m_s"), ICON_OVERLAY)
var/icon/U = new /icon('icons/mob/human_face.dmi', "hair_a_s")
U.Blend(rgb(src.h_r, src.h_g, src.h_b), ICON_ADD)
I.Blend(U, ICON_OVERLAY)
src.projector.hologram.icon = I
/obj/machinery/computer/hologram_comp/proc/show_console(var/mob/user as mob)
var/dat
user.set_machine(src)
if (src.temp)
dat = text("[]<BR><BR><A href='?src=\ref[];temp=1'>Clear</A>", src.temp, src)
else
dat = text("<B>Hologram Status:</B><HR>\nPower: <A href='?src=\ref[];power=1'>[]</A><HR>\n<B>Hologram Control:</B><BR>\nColor Luminosity: []/220 <A href='?src=\ref[];reset=1'>\[Reset\]</A><BR>\nLighten: <A href='?src=\ref[];light=1'>1</A> <A href='?src=\ref[];light=10'>10</A><BR>\nDarken: <A href='?src=\ref[];light=-1'>1</A> <A href='?src=\ref[];light=-10'>10</A><BR>\n<BR>\nHair Color: ([],[],[]) <A href='?src=\ref[];h_reset=1'>\[Reset\]</A><BR>\nRed (0-255): <A href='?src=\ref[];h_r=-300'>\[0\]</A> <A href='?src=\ref[];h_r=-10'>-10</A> <A href='?src=\ref[];h_r=-1'>-1</A> [] <A href='?src=\ref[];h_r=1'>1</A> <A href='?src=\ref[];h_r=10'>10</A> <A href='?src=\ref[];h_r=300'>\[255\]</A><BR>\nGreen (0-255): <A href='?src=\ref[];h_g=-300'>\[0\]</A> <A href='?src=\ref[];h_g=-10'>-10</A> <A href='?src=\ref[];h_g=-1'>-1</A> [] <A href='?src=\ref[];h_g=1'>1</A> <A href='?src=\ref[];h_g=10'>10</A> <A href='?src=\ref[];h_g=300'>\[255\]</A><BR>\nBlue (0-255): <A href='?src=\ref[];h_b=-300'>\[0\]</A> <A href='?src=\ref[];h_b=-10'>-10</A> <A href='?src=\ref[];h_b=-1'>-1</A> [] <A href='?src=\ref[];h_b=1'>1</A> <A href='?src=\ref[];h_b=10'>10</A> <A href='?src=\ref[];h_b=300'>\[255\]</A><BR>", src, (src.projector.hologram ? "On" : "Off"), -src.lumens + 35, src, src, src, src, src, src.h_r, src.h_g, src.h_b, src, src, src, src, src.h_r, src, src, src, src, src, src, src.h_g, src, src, src, src, src, src, src.h_b, src, src, src)
user << browse(dat, "window=hologram_console")
onclose(user, "hologram_console")
return
/obj/machinery/computer/hologram_comp/Topic(href, href_list)
if(..())
return
if (in_range(src, usr))
flick("holo_console1", src)
if (href_list["power"])
if (src.projector.hologram)
src.projector.icon_state = "hologram0"
//src.projector.hologram = null
del(src.projector.hologram)
else
src.projector.hologram = new(src.projector.loc)
src.projector.hologram.icon = 'icons/mob/human.dmi'
src.projector.hologram.icon_state = "body_m_s"
src.projector.icon_state = "hologram1"
src.render()
else
if (href_list["h_r"])
if (src.projector.hologram)
src.h_r += text2num(href_list["h_r"])
src.h_r = min(max(src.h_r, 0), 255)
render()
else
if (href_list["h_g"])
if (src.projector.hologram)
src.h_g += text2num(href_list["h_g"])
src.h_g = min(max(src.h_g, 0), 255)
render()
else
if (href_list["h_b"])
if (src.projector.hologram)
src.h_b += text2num(href_list["h_b"])
src.h_b = min(max(src.h_b, 0), 255)
render()
else
if (href_list["light"])
if (src.projector.hologram)
src.lumens += text2num(href_list["light"])
src.lumens = min(max(src.lumens, -185.0), 35)
render()
else
if (href_list["reset"])
if (src.projector.hologram)
src.lumens = 0
render()
else
if (href_list["temp"])
src.temp = null
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.show_console(M)
return

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@@ -24,10 +24,12 @@ Possible to do for anyone motivated enough:
* Holopad
*/
// HOLOPAD MODE
// 0 = RANGE BASED
// 1 = AREA BASED
var/const/HOLOPAD_MODE = 0
#define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2
#define RANGE_BASED 4
#define AREA_BASED 6
var/const/HOLOPAD_MODE = RANGE_BASED
/obj/machinery/hologram/holopad
name = "\improper AI holopad"
@@ -36,7 +38,7 @@ var/const/HOLOPAD_MODE = 0
layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them.
var/mob/living/silicon/ai/master//Which AI, if any, is controlling the object? Only one AI may control a hologram at any time.
var/list/mob/living/silicon/ai/masters = new() //List of AIs that use the holopad
var/last_request = 0 //to prevent request spam. ~Carn
var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
@@ -62,52 +64,53 @@ var/const/HOLOPAD_MODE = 0
This may change in the future but for now will suffice.*/
if(user.eyeobj.loc != src.loc)//Set client eye on the object if it's not already.
user.eyeobj.setLoc(get_turf(src))
else if(!hologram)//If there is no hologram, possibly make one.
else if(!masters[user])//If there is no hologram, possibly make one.
activate_holo(user)
else if(master==user)//If there is a hologram, remove it. But only if the user is the master. Otherwise do nothing.
clear_holo()
else//If there is a hologram, remove it.
clear_holo(user)
return
/obj/machinery/hologram/holopad/proc/activate_holo(mob/living/silicon/ai/user)
if(!(stat & NOPOWER) && user.eyeobj.loc == src.loc)//If the projector has power and client eye is on it.
if(!hologram)//If there is not already a hologram.
create_holo(user)//Create one.
src.visible_message("A holographic image of [user] flicks to life right before your eyes!")
else
user << "\red ERROR: \black Image feed in progress."
if(!(stat & NOPOWER) && user.eyeobj.loc == src.loc)//If the projector has power and client eye is on it
if (user.holo)
user << "<span class='danger'>ERROR:</span> Image feed in progress."
return
create_holo(user)//Create one.
src.visible_message("A holographic image of [user] flicks to life right before your eyes!")
else
user << "\red ERROR: \black Unable to project hologram."
user << "<span class='danger'>ERROR:</span> Unable to project hologram."
return
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/hologram/holopad/hear_talk(mob/living/M, text, verb, datum/language/speaking)
if(M&&hologram&&master)//Master is mostly a safety in case lag hits or something.
if(!master.say_understands(M, speaking))//The AI will be able to understand most mobs talking through the holopad.
if(M)
for(var/mob/living/silicon/ai/master in masters)
if(!master.say_understands(M, speaking))//The AI will be able to understand most mobs talking through the holopad.
if(speaking)
text = speaking.scramble(text)
else
text = stars(text)
var/name_used = M.GetVoice()
//This communication is imperfect because the holopad "filters" voices and is only designed to connect to the master only.
var/rendered
if(speaking)
text = speaking.scramble(text)
rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [speaking.format_message(text, verb)]</span></i>"
else
text = stars(text)
var/name_used = M.GetVoice()
//This communication is imperfect because the holopad "filters" voices and is only designed to connect to the master only.
var/rendered
if(speaking)
rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [speaking.format_message(text, verb)]</span></i>"
else
rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [verb], <span class='message'>\"[text]\"</span></span></i>"
master.show_message(rendered, 2)
return
rendered = "<i><span class='game say'>Holopad received, <span class='name'>[name_used]</span> [verb], <span class='message'>\"[text]\"</span></span></i>"
master.show_message(rendered, 2)
/obj/machinery/hologram/holopad/see_emote(mob/living/M, text)
if(M && hologram && master)
//var/name_used = M.GetVoice()
var/rendered = "<i><span class='game say'>Holopad received, <span class='message'>[text]</span></span></i>"
//The lack of name_used is needed, because message already contains a name. This is needed for simple mobs to emote properly.
master.show_message(rendered, 2)
if(M)
for(var/mob/living/silicon/ai/master in masters)
//var/name_used = M.GetVoice()
var/rendered = "<i><span class='game say'>Holopad received, <span class='message'>[text]</span></span></i>"
//The lack of name_used is needed, because message already contains a name. This is needed for simple mobs to emote properly.
master.show_message(rendered, 2)
return
/obj/machinery/hologram/holopad/proc/create_holo(mob/living/silicon/ai/A, turf/T = loc)
hologram = new(T)//Spawn a blank effect at the location.
var/obj/effect/overlay/hologram = new(T)//Spawn a blank effect at the location.
hologram.icon = A.holo_icon
hologram.mouse_opacity = 0//So you can't click on it.
hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
@@ -115,32 +118,33 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
hologram.name = "[A.name] (Hologram)"//If someone decides to right click.
hologram.SetLuminosity(2) //hologram lighting
hologram.color = color //painted holopad gives coloured holograms
masters[A] = hologram
SetLuminosity(2) //pad lighting
icon_state = "holopad1"
A.holo = src
master = A//AI is the master.
use_power = 2//Active power usage.
use_power += HOLOGRAM_POWER_USAGE
return 1
/obj/machinery/hologram/holopad/proc/clear_holo()
// hologram.SetLuminosity(0)//Clear lighting. //handled by the lighting controller when its ower is deleted
del(hologram)//Get rid of hologram.
if(master.holo == src)
master.holo = null
master = null//Null the master, since no-one is using it now.
SetLuminosity(0) //pad lighting (hologram lighting will be handled automatically since its owner was deleted)
icon_state = "holopad0"
use_power = 1//Passive power usage.
/obj/machinery/hologram/holopad/proc/clear_holo(mob/living/silicon/ai/user)
if(user.holo == src)
user.holo = null
del(masters[user])//Get rid of user's hologram //qdel
masters -= user //Discard AI from the list of those who use holopad
use_power = max(HOLOPAD_PASSIVE_POWER_USAGE, use_power - HOLOGRAM_POWER_USAGE)//Reduce power usage
if (!masters.len)//If no users left
SetLuminosity(0) //pad lighting (hologram lighting will be handled automatically since its owner was deleted)
icon_state = "holopad0"
use_power = HOLOPAD_PASSIVE_POWER_USAGE
return 1
/obj/machinery/hologram/holopad/process()
if(hologram)//If there is a hologram.
for (var/mob/living/silicon/ai/master in masters)
if(master && !master.stat && master.client && master.eyeobj)//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
if(!(stat & NOPOWER))//If the machine has power.
if((HOLOPAD_MODE == 0 && (get_dist(master.eyeobj, src) <= holo_range)))
if((HOLOPAD_MODE == RANGE_BASED && (get_dist(master.eyeobj, src) <= holo_range)))
return 1
else if (HOLOPAD_MODE == 1)
else if (HOLOPAD_MODE == AREA_BASED)
var/area/holo_area = get_area(src)
var/area/eye_area = get_area(master.eyeobj)
@@ -148,14 +152,15 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
if(eye_area in holo_area.master.related)
return 1
clear_holo()//If not, we want to get rid of the hologram.
clear_holo(master)//If not, we want to get rid of the hologram.
return 1
/obj/machinery/hologram/holopad/proc/move_hologram()
if(hologram)
step_to(hologram, master.eyeobj) // So it turns.
hologram.loc = get_turf(master.eyeobj)
/obj/machinery/hologram/holopad/proc/move_hologram(mob/living/silicon/ai/user)
if(masters[user])
step_to(masters[user], user.eyeobj) // So it turns.
var/obj/effect/overlay/H = masters[user]
H.loc = get_turf(user.eyeobj)
masters[user] = H
return 1
/*
@@ -167,7 +172,6 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
use_power = 1
idle_power_usage = 5
active_power_usage = 100
var/obj/effect/overlay/hologram//The projection itself. If there is one, the instrument is on, off otherwise.
//Destruction procs.
/obj/machinery/hologram/ex_act(severity)
@@ -190,9 +194,9 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
del(src)
return
/obj/machinery/hologram/Del()
if(hologram)
src:clear_holo()
/obj/machinery/hologram/holopad/Del()
for (var/mob/living/silicon/ai/master in masters)
clear_holo(master)
..()
/*
@@ -224,3 +228,9 @@ Holographic project of everything else.
desc = "It makes a hologram appear...with magnets or something..."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "hologram0"
#undef RANGE_BASED
#undef AREA_BASED
#undef HOLOPAD_PASSIVE_POWER_USAGE
#undef HOLOGRAM_POWER_USAGE

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@@ -49,7 +49,7 @@
ai.client.eye = src
//Holopad
if(ai.holo)
ai.holo.move_hologram()
ai.holo.move_hologram(ai)
/mob/aiEye/proc/getLoc()

View File

@@ -159,7 +159,7 @@
return
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src)//If there is a hologram and its master is the user.
if(T && T.masters[src])//If there is a hologram and its master is the user.
//Human-like, sorta, heard by those who understand humans.
var/rendered_a
@@ -198,7 +198,7 @@
return
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src)
if(T && T.masters[src])
var/rendered = "<span class='game say'><span class='name'>[name]</span> <span class='message'>[message]</span></span>"
src << "<i><span class='game say'>Holopad action relayed, <span class='name'>[real_name]</span> <span class='message'>[message]</span></span></i>"
@@ -211,7 +211,7 @@
/mob/living/silicon/ai/emote(var/act, var/type, var/message)
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.hologram && T.master == src) //Is the AI using a holopad?
if(T && T.masters[src]) //Is the AI using a holopad?
src.holopad_emote(message)
else //Emote normally, then.
..()