Files
CHOMPStation2/code/game/machinery/camera/camera.dm
Neerti 12abb2d6f2 Ports a large chunk of the map datum system that europa/bay uses.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
2017-02-27 07:36:41 -05:00

476 lines
14 KiB
Plaintext

/obj/machinery/camera
name = "security camera"
desc = "It's used to monitor rooms."
icon = 'icons/obj/monitors.dmi'
icon_state = "camera"
use_power = 2
idle_power_usage = 5
active_power_usage = 10
layer = 5
var/list/network = list(NETWORK_DEFAULT)
var/c_tag = null
var/c_tag_order = 999
var/status = 1
anchored = 1.0
var/invuln = null
var/bugged = 0
var/obj/item/weapon/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/alarm_on = 0
var/busy = 0
var/on_open_network = 0
var/affected_by_emp_until = 0
var/client_huds = list()
/obj/machinery/camera/New()
wires = new(src)
assembly = new(src)
assembly.state = 4
client_huds |= 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)
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)
..()
/obj/machinery/camera/Destroy()
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))
else
stat |= EMPED
set_light(0)
triggerCameraAlarm()
kick_viewers()
update_icon()
update_coverage()
processing_objects |= 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/hitby(AM as mob|obj)
..()
if (istype(AM, /obj))
var/obj/O = AM
if (O.throwforce >= src.toughness)
visible_message("<span class='warning'><B>[src] was hit by [O].</B></span>")
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(DEFAULT_ATTACK_COOLDOWN)
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
add_hiddenprint(user)
destroy()
/obj/machinery/camera/attackby(obj/item/W as obj, mob/living/user as mob)
update_coverage()
// DECONSTRUCTION
if(isscrewdriver(W))
//user << "<span class='notice'>You start to [panel_open ? "close" : "open"] the camera's panel.</span>"
//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 class='warning'>[user] screws the camera's panel [panel_open ? "open" : "closed"]!</span>",
"<span class='notice'>You screw the camera's panel [panel_open ? "open" : "closed"].</span>")
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
else if((iswirecutter(W) || ismultitool(W)) && panel_open)
interact(user)
else if(iswelder(W) && (wires.CanDeconstruct() || (stat & BROKEN)))
if(weld(W, user))
if(assembly)
assembly.loc = src.loc
assembly.anchored = 1
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
user << "<span class='notice'>You repaired \the [src] frame.</span>"
else
assembly.state = 1
user << "<span class='notice'>You cut \the [src] free from the wall.</span>"
new /obj/item/stack/cable_coil(src.loc, length=2)
assembly = null //so qdel doesn't eat it.
qdel(src)
// OTHER
else if (can_use() && (istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/device/pda)) && isliving(user))
var/mob/living/U = user
var/obj/item/weapon/paper/X = null
var/obj/item/device/pda/P = null
var/itemname = ""
var/info = ""
if(istype(W, /obj/item/weapon/paper))
X = W
itemname = X.name
info = X.info
else
P = W
itemname = P.name
info = P.notehtml
U << "You hold \a [itemname] up to the camera ..."
for(var/mob/living/silicon/ai/O in living_mob_list)
if(!O.client) continue
if(U.name == "Unknown") O << "<b>[U]</b> holds \a [itemname] up to one of your cameras ..."
else O << "<b><a href='byond://?src=\ref[O];track2=\ref[O];track=\ref[U];trackname=[U.name]'>[U]</a></b> holds \a [itemname] up to one of your cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
for(var/mob/O in player_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current_camera == src)
O << "[U] holds \a [itemname] up to one of the cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", itemname, info), text("window=[]", itemname))
else if (istype(W, /obj/item/weapon/camera_bug))
if (!src.can_use())
user << "<span class='warning'>Camera non-functional.</span>"
return
if (src.bugged)
user << "<span class='notice'>Camera bug removed.</span>"
src.bugged = 0
else
user << "<span class='notice'>Camera bugged.</span>"
src.bugged = 1
else if(W.damtype == BRUTE || W.damtype == BURN) //bashing cameras
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if (W.force >= src.toughness)
user.do_attack_animation(src)
visible_message("<span class='warning'><b>[src] has been [pick(W.attack_verb)] with [W] by [user]!</b></span>")
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(loc, 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(istype(user, /mob/living/silicon/ai))
user = null
if(choice != 1)
//legacy support, if choice is != 1 then just kick viewers without changing status
kick_viewers()
else
set_status(!src.status)
if (!(src.status))
if(user)
visible_message("<span class='notice'> [user] has deactivated [src]!</span>")
else
visible_message("<span class='notice'> [src] clicks and shuts down. </span>")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = "[initial(icon_state)]1"
add_hiddenprint(user)
else
if(user)
visible_message("<span class='notice'> [user] has reactivated [src]!</span>")
else
visible_message("<span class='notice'> [src] clicks and reactivates itself. </span>")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
icon_state = initial(icon_state)
add_hiddenprint(user)
/obj/machinery/camera/proc/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.RandomCutAll()
kick_viewers()
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(loc, "sparks", 50, 1)
/obj/machinery/camera/proc/set_status(var/newstatus)
if (status != newstatus)
status = newstatus
update_coverage()
// now disconnect anyone using the camera
//Apparently, this will disconnect anyone even if the camera was re-activated.
//I guess that doesn't matter since they couldn't use it anyway?
kick_viewers()
/obj/machinery/camera/check_eye(mob/user)
if(!can_use()) return -1
if(isXRay()) return SEE_TURFS|SEE_MOBS|SEE_OBJS
return 0
//This might be redundant, because of check_eye()
/obj/machinery/camera/proc/kick_viewers()
for(var/mob/O in player_list)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current_camera == src)
O.unset_machine()
O.reset_view(null)
O << "The screen bursts into static."
/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.IsIndexCut(CAMERA_WIRE_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
break
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
break
return null
/obj/machinery/camera/proc/weld(var/obj/item/weapon/weldingtool/WT, var/mob/user)
if(busy)
return 0
if(!WT.isOn())
return 0
// Do after stuff here
user << "<span class='notice'>You start to weld the [src]..</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
WT.eyecheck(user)
busy = 1
if(do_after(user, 100))
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 || istype(user, /mob/living/silicon/ai))
return
if(stat & BROKEN)
user << "<span class='warning'>\The [src] is broken.</span>"
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/nano_structure()
var/cam[0]
cam["name"] = sanitize(c_tag)
cam["deact"] = !can_use()
cam["camera"] = "\ref[src]"
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)
invalidateCameraCache()
// 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.CutAll()
wires.MendAll()
update_icon()
update_coverage()