Files
CHOMPStation2/code/game/machinery/camera/camera.dm
CHOMPStation2StaffMirrorBot 1b8f394a14 [MIRROR] Makes uses of do_after sane (#11582)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-07 23:02:27 -04:00

489 lines
13 KiB
Plaintext

/obj/machinery/camera
name = "security camera"
desc = "It's used to monitor rooms."
icon = 'icons/obj/monitors_vr.dmi' //VOREStation Edit - New Icons
icon_state = "camera"
use_power = USE_POWER_ACTIVE
idle_power_usage = 5
active_power_usage = 10
plane = MOB_PLANE
layer = BELOW_MOB_LAYER
var/list/network = list(NETWORK_DEFAULT)
var/c_tag = null
var/c_tag_order = 999
var/status = 1
anchored = TRUE
var/invuln = 0
var/bugged = 0
var/obj/item/camera_assembly/assembly = null
var/toughness = 5 //sorta fragile
// WIRES
var/datum/wires/camera/wires = null // Wires datum
//OTHER
var/view_range = 7
var/short_range = 2
var/light_disabled = 0
var/in_use_lights = 0 // TO BE IMPLEMENTED - LIES.
var/alarm_on = 0
var/busy = 0
var/on_open_network = 0
var/always_visible = FALSE //Visable from any map, good for entertainment network cameras
var/affected_by_emp_until = 0
var/client_huds = null
/obj/machinery/camera/Initialize(mapload)
wires = new(src)
assembly = new(src)
assembly.state = 4
LAZYOR(client_huds, GLOB.global_hud.whitense)
/* // Use this to look for cameras that have the same c_tag.
for(var/obj/machinery/camera/C in cameranet.cameras)
var/list/tempnetwork = C.network&src.network
if(C != src && C.c_tag == src.c_tag && tempnetwork.len)
to_world_log("[src.c_tag] [src.x] [src.y] [src.z] conflicts with [C.c_tag] [C.x] [C.y] [C.z]")
*/
if(!src.network || src.network.len < 1)
if(loc)
error("[src.name] in [get_area(src)] (x:[src.x] y:[src.y] z:[src.z] has errored. [src.network?"Empty network list":"Null network list"]")
else
error("[src.name] in [get_area(src)]has errored. [src.network?"Empty network list":"Null network list"]")
ASSERT(src.network)
ASSERT(src.network.len > 0)
// VOREStation Edit Start - Make mapping with cameras easier
if(!c_tag)
var/area/A = get_area(src)
c_tag = "[A ? A.name : "Unknown"] #[rand(111,999)]"
. = ..()
if (dir == NORTH)
layer = ABOVE_MOB_LAYER
// VOREStation Edit End
/obj/machinery/camera/Destroy()
if(isMotion())
unsense_proximity(callback = TYPE_PROC_REF(/atom,HasProximity))
deactivate(null, 0) //kick anyone viewing out
if(assembly)
qdel(assembly)
assembly = null
qdel(wires)
wires = null
return ..()
/obj/machinery/camera/process()
if((stat & EMPED) && world.time >= affected_by_emp_until)
stat &= ~EMPED
cancelCameraAlarm()
update_icon()
update_coverage()
return internal_process()
/obj/machinery/camera/proc/internal_process()
return
/obj/machinery/camera/emp_act(severity)
if(!isEmpProof() && prob(100/severity))
if(!affected_by_emp_until || (world.time > affected_by_emp_until))
affected_by_emp_until = max(affected_by_emp_until, world.time + (90 SECONDS / severity))
stat |= EMPED
set_light(0)
triggerCameraAlarm()
update_icon()
update_coverage()
START_PROCESSING(SSobj, src)
/obj/machinery/camera/bullet_act(var/obj/item/projectile/P)
take_damage(P.get_structure_damage())
/obj/machinery/camera/ex_act(severity)
if(src.invuln)
return
//camera dies if an explosion touches it!
if(severity <= 2 || prob(50))
destroy()
..() //and give it the regular chance of being deleted outright
/obj/machinery/camera/blob_act()
if((stat & BROKEN) || invuln)
return
destroy()
/obj/machinery/camera/hitby(AM as mob|obj)
..()
if (istype(AM, /obj))
var/obj/item/O = AM
if(O.throwforce >= src.toughness)
visible_message(span_boldwarning("[src] was hit by [O]."))
take_damage(O.throwforce)
/obj/machinery/camera/proc/setViewRange(var/num = 7)
src.view_range = num
cameranet.updateVisibility(src, 0)
/obj/machinery/camera/attack_hand(mob/living/carbon/human/user as mob)
if(!istype(user))
return
if(user.species.can_shred(user))
set_status(0)
user.do_attack_animation(src)
user.setClickCooldown(user.get_attack_speed())
visible_message(span_warning("\The [user] slashes at [src]!"))
playsound(src, 'sound/weapons/slash.ogg', 100, 1)
add_hiddenprint(user)
destroy()
/obj/machinery/camera/attack_generic(mob/user as mob)
if(isanimal(user))
var/mob/living/simple_mob/S = user
set_status(0)
S.do_attack_animation(src)
S.setClickCooldown(user.get_attack_speed())
visible_message(span_warning("\The [user] [pick(S.attacktext)] \the [src]!"))
playsound(src, S.attack_sound, 100, 1)
add_hiddenprint(user)
destroy()
..()
/obj/machinery/camera/attackby(obj/item/W as obj, mob/living/user as mob)
update_coverage()
// DECONSTRUCTION
if(W.has_tool_quality(TOOL_SCREWDRIVER))
//to_chat(user, span_notice("You start to [panel_open ? "close" : "open"] the camera's panel."))
//if(toggle_panel(user)) // No delay because no one likes screwdrivers trying to be hip and have a duration cooldown
panel_open = !panel_open
user.visible_message(span_warning("[user] screws the camera's panel [panel_open ? "open" : "closed"]!"),
span_notice("You screw the camera's panel [panel_open ? "open" : "closed"]."))
playsound(src, W.usesound, 50, 1)
else if((W.has_tool_quality(TOOL_WIRECUTTER) || istype(W, /obj/item/multitool)) && panel_open)
interact(user)
else if(W.has_tool_quality(TOOL_WELDER) && (wires.CanDeconstruct() || (stat & BROKEN)))
if(weld(W, user))
if(assembly)
assembly.loc = src.loc
assembly.anchored = TRUE
assembly.camera_name = c_tag
assembly.camera_network = english_list(network, NETWORK_DEFAULT, ",", ",")
assembly.update_icon()
assembly.dir = src.dir
if(stat & BROKEN)
assembly.state = 2
to_chat(user, span_notice("You repaired \the [src] frame."))
else
assembly.state = 1
to_chat(user, span_notice("You cut \the [src] free from the wall."))
new /obj/item/stack/cable_coil(src.loc, 2)
assembly = null //so qdel doesn't eat it.
qdel(src)
// OTHER
else if (can_use() && (istype(W, /obj/item/paper) || istype(W, /obj/item/pda)) && isliving(user))
var/mob/living/U = user
var/obj/item/paper/X = null
var/obj/item/pda/P = null
var/itemname = ""
var/info = ""
if(istype(W, /obj/item/paper))
X = W
itemname = X.name
info = X.info
else
P = W
itemname = P.name
var/datum/data/pda/app/notekeeper/N = P.find_program(/datum/data/pda/app/notekeeper)
if(N)
info = N.notehtml
to_chat(U, "You hold \a [itemname] up to the camera ...")
for(var/mob/living/silicon/ai/O in GLOB.living_mob_list)
if(!O.client)
continue
if(U.name == "Unknown")
to_chat(O, span_infoplain(span_bold("[U]") + " holds \a [itemname] up to one of your cameras ..."))
else
to_chat(O, span_infoplain(span_bold("<a href='byond://?src=\ref[O];track2=\ref[O];track=\ref[U];trackname=[U.name]'>[U]</a>") + " holds \a [itemname] up to one of your cameras ..."))
var/datum/browser/popup = new(O, itemname, itemname)
popup.add_head_content("<TITLE>[itemname]</TITLE>")
popup.set_content("<TT>[info]</TT>")
popup.open()
else if (istype(W, /obj/item/camera_bug))
if (!src.can_use())
to_chat(user, span_warning("Camera non-functional."))
return
if (src.bugged)
to_chat(user, span_notice("Camera bug removed."))
src.bugged = 0
else
to_chat(user, span_notice("Camera bugged."))
src.bugged = 1
else if(W.damtype == BRUTE || W.damtype == BURN) //bashing cameras
user.setClickCooldown(user.get_attack_speed(W))
if (W.force >= src.toughness)
user.do_attack_animation(src)
visible_message(span_boldwarning("[src] has been [LAZYLEN(W.attack_verb) ? pick(W.attack_verb) : "attacked"] with [W] by [user]!"))
if (istype(W, /obj/item)) //is it even possible to get into attackby() with non-items?
var/obj/item/I = W
if (I.hitsound)
playsound(src, I.hitsound, 50, 1, -1)
take_damage(W.force)
else
..()
/obj/machinery/camera/proc/deactivate(user as mob, var/choice = 1)
// The only way for AI to reactivate cameras are malf abilities, this gives them different messages.
if(isAI(user))
user = null
if(choice != 1)
return
set_status(!src.status)
if (!(src.status))
if(user)
visible_message(span_notice(" [user] has deactivated [src]!"))
add_hiddenprint(user)
else
visible_message(span_notice(" [src] clicks and shuts down. "))
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = "[initial(icon_state)]1"
else
if(user)
visible_message(span_notice(" [user] has reactivated [src]!"))
add_hiddenprint(user)
else
visible_message(span_notice(" [src] clicks and reactivates itself. "))
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = initial(icon_state)
/obj/machinery/camera/take_damage(var/force, var/message)
//prob(25) gives an average of 3-4 hits
if (force >= toughness && (force > toughness*4 || prob(25)))
destroy()
//Used when someone breaks a camera
/obj/machinery/camera/proc/destroy()
stat |= BROKEN
wires.cut_all()
triggerCameraAlarm()
update_icon()
update_coverage()
//sparks
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, loc)
spark_system.start()
playsound(src, "sparks", 50, 1)
/obj/machinery/camera/proc/set_status(var/newstatus)
if (status != newstatus)
status = newstatus
update_coverage()
/obj/machinery/camera/check_eye(mob/user)
if(!can_use()) return -1
if(isXRay()) return SEE_TURFS|SEE_MOBS|SEE_OBJS
return 0
/obj/machinery/camera/update_icon()
if (!status || (stat & BROKEN))
icon_state = "[initial(icon_state)]1"
else if (stat & EMPED)
icon_state = "[initial(icon_state)]emp"
else
icon_state = initial(icon_state)
/obj/machinery/camera/proc/triggerCameraAlarm(var/duration = 0)
alarm_on = 1
camera_alarm.triggerAlarm(loc, src, duration)
/obj/machinery/camera/proc/cancelCameraAlarm()
if(wires.is_cut(WIRE_CAM_ALARM))
return
alarm_on = 0
camera_alarm.clearAlarm(loc, src)
//if false, then the camera is listed as DEACTIVATED and cannot be used
/obj/machinery/camera/proc/can_use()
if(!status)
return 0
if(stat & (EMPED|BROKEN))
return 0
return 1
/obj/machinery/camera/proc/can_see()
var/list/see = null
var/turf/pos = get_turf(src)
if(!pos)
return list()
if(isXRay())
see = range(view_range, pos)
else
see = hear(view_range, pos)
return see
/atom/proc/auto_turn()
//Automatically turns based on nearby walls.
var/turf/simulated/wall/T = null
for(var/i = 1, i <= 8, i += i)
T = get_ranged_target_turf(src, i, 1)
if(istype(T))
//If someone knows a better way to do this, let me know. -Giacom
switch(i)
if(NORTH)
src.set_dir(SOUTH)
if(SOUTH)
src.set_dir(NORTH)
if(WEST)
src.set_dir(EAST)
if(EAST)
src.set_dir(WEST)
break
//Return a working camera that can see a given mob
//or null if none
/proc/seen_by_camera(var/mob/M)
for(var/obj/machinery/camera/C in oview(4, M))
if(C.can_use()) // check if camera disabled
return C
return null
/proc/near_range_camera(var/mob/M)
for(var/obj/machinery/camera/C in range(4, M))
if(C.can_use()) // check if camera disabled
return C
return null
/obj/machinery/camera/proc/weld(var/obj/item/weldingtool/WT, var/mob/user)
WT = WT.get_welder()
if(busy)
return 0
if(!WT.isOn())
return 0
// Do after stuff here
to_chat(user, span_notice("You start to weld [src].."))
playsound(src, WT.usesound, 50, 1)
WT.eyecheck(user)
busy = 1
if(do_after(user, 10 SECONDS * WT.toolspeed, target = src))
busy = 0
if(!WT.isOn())
return 0
return 1
busy = 0
return 0
/obj/machinery/camera/interact(mob/living/user as mob)
if(!panel_open || isAI(user))
return
if(stat & BROKEN)
to_chat(user, span_warning("\The [src] is broken."))
return
user.set_machine(src)
wires.Interact(user)
/obj/machinery/camera/proc/add_network(var/network_name)
add_networks(list(network_name))
/obj/machinery/camera/proc/remove_network(var/network_name)
remove_networks(list(network_name))
/obj/machinery/camera/proc/add_networks(var/list/networks)
var/network_added
network_added = 0
for(var/network_name in networks)
if(!(network_name in src.network))
network += network_name
network_added = 1
if(network_added)
update_coverage(1)
/obj/machinery/camera/proc/remove_networks(var/list/networks)
var/network_removed
network_removed = 0
for(var/network_name in networks)
if(network_name in src.network)
network -= network_name
network_removed = 1
if(network_removed)
update_coverage(1)
/obj/machinery/camera/proc/replace_networks(var/list/networks)
if(networks.len != network.len)
network = networks
update_coverage(1)
return
for(var/new_network in networks)
if(!(new_network in network))
network = networks
update_coverage(1)
return
/obj/machinery/camera/proc/clear_all_networks()
if(network.len)
network.Cut()
update_coverage(1)
/obj/machinery/camera/proc/tgui_structure()
var/cam[0]
cam["name"] = sanitize(c_tag)
cam["deact"] = !can_use()
cam["camera"] = "\ref[src]"
cam["omni"] = always_visible
cam["x"] = x
cam["y"] = y
cam["z"] = z
return cam
/obj/machinery/camera/proc/update_coverage(var/network_change = 0)
if(network_change)
var/list/open_networks = difflist(network, restricted_camera_networks)
// Add or remove camera from the camera net as necessary
if(on_open_network && !open_networks.len)
cameranet.removeCamera(src)
else if(!on_open_network && open_networks.len)
on_open_network = 1
cameranet.addCamera(src)
else
cameranet.updateVisibility(src, 0)
// Resets the camera's wires to fully operational state. Used by one of Malfunction abilities.
/obj/machinery/camera/proc/reset_wires()
if(!wires)
return
if (stat & BROKEN) // Fix the camera
stat &= ~BROKEN
wires.repair()
update_icon()
update_coverage()