mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
252 lines
8.6 KiB
Plaintext
252 lines
8.6 KiB
Plaintext
//
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// Wall mounted holomap of the station
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//
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/obj/machinery/station_map
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name = "station holomap"
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desc = "A virtual map of the surrounding station."
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icon = 'icons/obj/machines/stationmap.dmi'
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icon_state = "station_map"
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anchored = 1
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density = 0
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 500
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circuit = /obj/item/weapon/circuitboard/station_map
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// TODO - Port use_auto_lights from /vg - for now declare here
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var/use_auto_lights = 1
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var/light_power_on = 1
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var/light_range_on = 2
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light_color = "#64C864"
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plane = TURF_PLANE
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layer = ABOVE_TURF_LAYER
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var/mob/watching_mob = null
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var/image/small_station_map = null
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var/image/floor_markings = null
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var/image/panel = null
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var/original_zLevel = 1 // zLevel on which the station map was initialized.
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var/bogus = TRUE // set to 0 when you initialize the station map on a zLevel that has its own icon formatted for use by station holomaps.
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var/datum/station_holomap/holomap_datum
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/obj/machinery/station_map/New()
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..()
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holomap_datum = new()
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original_zLevel = loc.z
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SSholomaps.station_holomaps += src
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flags |= ON_BORDER // Why? It doesn't help if its not density
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/obj/machinery/station_map/initialize()
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. = ..()
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if(SSholomaps.holomaps_initialized)
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spawn(1) // Tragically we need to spawn this in order to give the frame construcing us time to set pixel_x/y
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setup_holomap()
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/obj/machinery/station_map/Destroy()
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SSholomaps.station_holomaps -= src
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stopWatching()
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holomap_datum = null
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. = ..()
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/obj/machinery/station_map/proc/setup_holomap()
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. = ..()
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bogus = FALSE
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var/turf/T = get_turf(src)
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original_zLevel = T.z
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if(!("[HOLOMAP_EXTRA_STATIONMAP]_[original_zLevel]" in SSholomaps.extraMiniMaps))
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bogus = TRUE
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holomap_datum.initialize_holomap_bogus()
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update_icon()
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return
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holomap_datum.initialize_holomap(T, reinit = TRUE)
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small_station_map = image(SSholomaps.extraMiniMaps["[HOLOMAP_EXTRA_STATIONMAPSMALL]_[original_zLevel]"], dir = dir)
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// small_station_map.plane = LIGHTING_PLANE // Not until we do planes ~Leshana
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// small_station_map.layer = LIGHTING_LAYER+1 // Weird things will happen!
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floor_markings = image('icons/obj/machines/stationmap.dmi', "decal_station_map")
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floor_markings.dir = src.dir
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// floor_markings.plane = ABOVE_TURF_PLANE // Not until we do planes ~Leshana
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// floor_markings.layer = DECAL_LAYER
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update_icon()
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/obj/machinery/station_map/attack_hand(var/mob/user)
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if(watching_mob && (watching_mob != user))
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to_chat(user, "<span class='warning'>Someone else is currently watching the holomap.</span>")
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return
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if(user.loc != loc)
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to_chat(user, "<span class='warning'>You need to stand in front of \the [src].</span>")
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return
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startWatching(user)
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// Let people bump up against it to watch
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/obj/machinery/station_map/Bumped(var/atom/movable/AM)
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if(!watching_mob && isliving(AM) && AM.loc == loc)
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startWatching(AM)
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// In order to actually get Bumped() we need to block movement. We're (visually) on a wall, so people
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// couldn't really walk into us anyway. But in reality we are on the turf in front of the wall, so bumping
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// against where we seem is actually trying to *exit* our real loc
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/obj/machinery/station_map/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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// log_debug("[src] (dir=[dir]) CheckExit([mover], [target]) get_dir() = [get_dir(target, loc)]")
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if(get_dir(target, loc) == dir) // Opposite of "normal" since we are visually in the next turf over
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return FALSE
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else
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return TRUE
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/obj/machinery/station_map/proc/startWatching(var/mob/user)
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// Okay, does this belong on a screen thing or what?
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// One argument is that this is an "in game" object becuase its in the world.
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// But I think it actually isn't. The map isn't holo projected into the whole room, (maybe strat one is!)
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// But for this, the on screen object just represents you leaning in and looking at it closely.
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// So it SHOULD be a screen object.
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// But it is not QUITE a hud either. So I think it shouldn't go in /datum/hud
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// Okay? Yeah. Lets use screen objects but manage them manually here in the item.
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// That might be a mistake... I'd rather they be managed by some central hud management system.
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// But the /vg code, while the screen obj is managed, its still adding and removing image, so this is
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// just as good.
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// EH JUST HACK IT FOR NOW SO WE CAN SEE HOW IT LOOKS! STOP OBSESSING, ITS BEEN AN HOUR NOW!
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// TODO - This part!! ~Leshana
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if(isliving(user) && anchored && !(stat & (NOPOWER|BROKEN)))
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if(user.client)
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holomap_datum.station_map.loc = global_hud.holomap // Put the image on the holomap hud
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holomap_datum.station_map.alpha = 0 // Set to transparent so we can fade in
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animate(holomap_datum.station_map, alpha = 255, time = 5, easing = LINEAR_EASING)
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flick("station_map_activate", src)
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// Wait, if wea re not modifying the holomap_obj... can't it be part of the global hud?
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user.client.screen |= global_hud.holomap // TODO - HACK! This should be there permenently really.
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user.client.images |= holomap_datum.station_map
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watching_mob = user
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moved_event.register(watching_mob, src, /obj/machinery/station_map/proc/checkPosition)
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GLOB.dir_set_event.register(watching_mob, src, /obj/machinery/station_map/proc/checkPosition)
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destroyed_event.register(watching_mob, src, /obj/machinery/station_map/proc/stopWatching)
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update_use_power(2)
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if(bogus)
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to_chat(user, "<span class='warning'>The holomap failed to initialize. This area of space cannot be mapped.</span>")
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else
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to_chat(user, "<span class='notice'>A hologram of the station appears before your eyes.</span>")
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/obj/machinery/station_map/attack_ai(var/mob/living/silicon/robot/user)
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return // TODO - Implement for AI ~Leshana
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// user.station_holomap.toggleHolomap(user, isAI(user))
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/obj/machinery/station_map/process()
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if((stat & (NOPOWER|BROKEN)) || !anchored)
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stopWatching()
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/obj/machinery/station_map/proc/checkPosition()
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if(!watching_mob || (watching_mob.loc != loc) || (dir != watching_mob.dir))
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stopWatching()
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/obj/machinery/station_map/proc/stopWatching()
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if(watching_mob)
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if(watching_mob.client)
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animate(holomap_datum.station_map, alpha = 0, time = 5, easing = LINEAR_EASING)
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var/mob/M = watching_mob
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spawn(5) //we give it time to fade out
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M.client.images -= holomap_datum.station_map
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moved_event.unregister(watching_mob, src)
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GLOB.dir_set_event.unregister(watching_mob, src)
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destroyed_event.unregister(watching_mob, src)
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watching_mob = null
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update_use_power(1)
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/obj/machinery/station_map/power_change()
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. = ..()
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update_icon()
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// TODO - Port use_auto_lights from /vg - For now implement it manually here
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if(stat & NOPOWER)
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set_light(0)
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else
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set_light(light_range_on, light_power_on)
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/obj/machinery/station_map/proc/set_broken()
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stat |= BROKEN
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update_icon()
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/obj/machinery/station_map/update_icon()
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overlays.Cut()
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if(stat & BROKEN)
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icon_state = "station_mapb"
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else if((stat & NOPOWER) || !anchored)
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icon_state = "station_map0"
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else
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icon_state = "station_map"
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if(bogus)
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holomap_datum.initialize_holomap_bogus()
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else
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small_station_map.icon = SSholomaps.extraMiniMaps["[HOLOMAP_EXTRA_STATIONMAPSMALL]_[original_zLevel]"]
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overlays |= small_station_map
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holomap_datum.initialize_holomap(get_turf(src))
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// Put the little "map" overlay down where it looks nice
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if(floor_markings)
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floor_markings.dir = src.dir
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floor_markings.pixel_x = -src.pixel_x
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floor_markings.pixel_y = -src.pixel_y
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overlays += floor_markings
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if(panel_open)
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overlays += "station_map-panel"
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else
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overlays -= "station_map-panel"
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/obj/machinery/station_map/attackby(obj/item/weapon/W as obj, mob/user as mob)
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src.add_fingerprint(user)
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if(default_deconstruction_screwdriver(user, W))
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return
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if(default_deconstruction_crowbar(user, W))
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return
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return ..()
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/obj/machinery/station_map/ex_act(severity)
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switch(severity)
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if(1)
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qdel(src)
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if(2)
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if (prob(50))
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qdel(src)
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else
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set_broken()
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if(3)
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if (prob(25))
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set_broken()
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/datum/frame/frame_types/station_map
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name = "Station Map Frame"
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frame_class = "display"
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frame_size = 3
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frame_style = "wall"
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x_offset = WORLD_ICON_SIZE
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y_offset = WORLD_ICON_SIZE
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circuit = /obj/item/weapon/circuitboard/station_map
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icon_override = 'icons/obj/machines/stationmap.dmi'
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/datum/frame/frame_types/station_map/get_icon_state(var/state)
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return "station_map_frame_[state]"
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/obj/structure/frame
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layer = ABOVE_WINDOW_LAYER
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/obj/item/weapon/circuitboard/station_map
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name = T_BOARD("Station Map")
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board_type = new /datum/frame/frame_types/station_map
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build_path = /obj/machinery/station_map
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origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2)
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req_components = list()
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// TODO
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// //Portable holomaps, currently AI/Borg/MoMMI only
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// TODO
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// OHHHH YEAH - STRATEGIC HOLOMAP! NICE!
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// It will need to wait until later tho.
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