Files
CHOMPStation2/code/game/machinery/computer/camera.dm
Mloc 895e78df1e more lightweight camera caching
no loops

Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 17:06:30 +01:00

257 lines
7.4 KiB
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/var/camera_cache_id = 1
/proc/invalidateCameraCache()
camera_cache_id = (++camera_cache_id % 999999)
/obj/machinery/computer/security
name = "security camera monitor"
desc = "Used to access the various cameras on the station."
icon_state = "cameras"
var/obj/machinery/camera/current = null
var/last_pic = 1.0
var/list/network
var/mapping = 0//For the overview file, interesting bit of code.
var/cache_id = 0
circuit = /obj/item/weapon/circuitboard/security
var/camera_cache = null
New()
if(!network)
network = station_networks
..()
attack_ai(var/mob/user as mob)
return attack_hand(user)
check_eye(var/mob/user as mob)
if (user.stat || ((get_dist(user, src) > 1 || !( user.canmove ) || user.blinded) && !istype(user, /mob/living/silicon))) //user can't see - not sure why canmove is here.
return null
if ( !current || !current.can_use() ) //camera doesn't work
reset_current()
user.reset_view(current)
return 1
ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1)
if(src.z > 6) return
if(stat & (NOPOWER|BROKEN)) return
if(user.stat) return
var/data[0]
data["current"] = null
if(camera_cache_id != cache_id)
cache_id = camera_cache_id
cameranet.process_sort()
var/cameras[0]
for(var/obj/machinery/camera/C in cameranet.cameras)
if(!can_access_camera(C))
continue
var/cam = C.nano_structure()
cameras[++cameras.len] = cam
if(C == current)
data["current"] = cam
var/list/camera_list = list("cameras" = cameras)
camera_cache=list2json(camera_list)
else
if(current)
data["current"] = current.nano_structure()
if(ui)
ui.load_cached_data(camera_cache)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
ui = new(user, src, ui_key, "sec_camera.tmpl", "Camera Console", 900, 800)
// adding a template with the key "mapContent" enables the map ui functionality
ui.add_template("mapContent", "sec_camera_map_content.tmpl")
// adding a template with the key "mapHeader" replaces the map header content
ui.add_template("mapHeader", "sec_camera_map_header.tmpl")
ui.load_cached_data(camera_cache)
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
Topic(href, href_list)
if(href_list["switchTo"])
if(src.z>6 || stat&(NOPOWER|BROKEN)) return
if(usr.stat || ((get_dist(usr, src) > 1 || !( usr.canmove ) || usr.blinded) && !istype(usr, /mob/living/silicon))) return
var/obj/machinery/camera/C = locate(href_list["switchTo"]) in cameranet.cameras
if(!C) return
switch_to_camera(usr, C)
return 1
else if(href_list["reset"])
if(src.z>6 || stat&(NOPOWER|BROKEN)) return
if(usr.stat || ((get_dist(usr, src) > 1 || !( usr.canmove ) || usr.blinded) && !istype(usr, /mob/living/silicon))) return
reset_current()
usr.check_eye(current)
return 1
else
. = ..()
attack_hand(var/mob/user as mob)
if (src.z > 6)
user << "\red <b>Unable to establish a connection</b>: \black You're too far away from the station!"
return
if(stat & (NOPOWER|BROKEN)) return
if(!isAI(user))
user.set_machine(src)
ui_interact(user)
proc/can_access_camera(var/obj/machinery/camera/C)
var/list/shared_networks = src.network & C.network
if(shared_networks.len)
return 1
return 0
proc/switch_to_camera(var/mob/user, var/obj/machinery/camera/C)
//don't need to check if the camera works for AI because the AI jumps to the camera location and doesn't actually look through cameras.
if(isAI(user))
var/mob/living/silicon/ai/A = user
// Only allow non-carded AIs to view because the interaction with the eye gets all wonky otherwise.
if(!A.is_in_chassis())
return 0
A.eyeobj.setLoc(get_turf(C))
A.client.eye = A.eyeobj
return 1
if (!C.can_use() || user.stat || (get_dist(user, src) > 1 || user.machine != src || user.blinded || !( user.canmove ) && !istype(user, /mob/living/silicon)))
return 0
set_current(C)
check_eye(user)
use_power(50)
return 1
//Camera control: moving.
proc/jump_on_click(var/mob/user,var/A)
if(user.machine != src)
return
var/obj/machinery/camera/jump_to
if(istype(A,/obj/machinery/camera))
jump_to = A
else if(ismob(A))
if(ishuman(A))
jump_to = locate() in A:head
else if(isrobot(A))
jump_to = A:camera
else if(isobj(A))
jump_to = locate() in A
else if(isturf(A))
var/best_dist = INFINITY
for(var/obj/machinery/camera/camera in get_area(A))
if(!camera.can_use())
continue
if(!can_access_camera(camera))
continue
var/dist = get_dist(camera,A)
if(dist < best_dist)
best_dist = dist
jump_to = camera
if(isnull(jump_to))
return
if(can_access_camera(jump_to))
switch_to_camera(user,jump_to)
/obj/machinery/computer/security/proc/set_current(var/obj/machinery/camera/C)
if(current == C)
return
if(current)
reset_current()
src.current = C
if(current)
var/mob/living/L = current.loc
if(istype(L))
L.tracking_initiated()
/obj/machinery/computer/security/proc/reset_current()
if(current)
var/mob/living/L = current.loc
if(istype(L))
L.tracking_cancelled()
current = null
//Camera control: mouse.
/atom/DblClick()
..()
if(istype(usr.machine,/obj/machinery/computer/security))
var/obj/machinery/computer/security/console = usr.machine
console.jump_on_click(usr,src)
//Camera control: arrow keys.
/mob/Move(n,direct)
if(istype(machine,/obj/machinery/computer/security))
var/obj/machinery/computer/security/console = machine
var/turf/T = get_turf(console.current)
for(var/i;i<10;i++)
T = get_step(T,direct)
console.jump_on_click(src,T)
return
return ..(n,direct)
/obj/machinery/computer/security/telescreen
name = "Telescreen"
desc = "Used for watching an empty arena."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "telescreen"
network = list("thunder")
density = 0
circuit = null
/obj/machinery/computer/security/telescreen/update_icon()
icon_state = initial(icon_state)
if(stat & BROKEN)
icon_state += "b"
return
/obj/machinery/computer/security/telescreen/entertainment
name = "entertainment monitor"
desc = "Damn, why do they never have anything interesting on these things?"
icon = 'icons/obj/status_display.dmi'
icon_state = "entertainment"
circuit = null
/obj/machinery/computer/security/wooden_tv
name = "security camera monitor"
desc = "An old TV hooked into the stations camera network."
icon_state = "security_det"
circuit = null
/obj/machinery/computer/security/mining
name = "outpost camera monitor"
desc = "Used to access the various cameras on the outpost."
icon_state = "miningcameras"
network = list("MINE")
circuit = /obj/item/weapon/circuitboard/security/mining
/obj/machinery/computer/security/engineering
name = "engineering camera monitor"
desc = "Used to monitor fires and breaches."
icon_state = "engineeringcameras"
circuit = /obj/item/weapon/circuitboard/security/engineering
/obj/machinery/computer/security/engineering/New()
if(!network)
network = engineering_networks
..()
/obj/machinery/computer/security/nuclear
name = "head mounted camera monitor"
desc = "Used to access the built-in cameras in helmets."
icon_state = "syndicam"
network = list("NUKE")
circuit = null