Files
Citadel-Station-13-RP/code/game/machinery/camera/camera.dm
Zandario 5a7f357b85 CitadelRP (#4108)
* dme and dmb

* Heeeere we gooo

* fasease

* Continued.

* AAAAAAAAAAAAAAAAAAAAAAAA

* Brain going numb

* agh

* The suffering will be worth it... right?

* Going blank...

* Am I done?

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Fixes

* Should be everything I care about right now.
2022-05-26 01:37:55 -07:00

466 lines
13 KiB
Plaintext

/obj/machinery/camera
name = "security camera"
desc = "It's used to monitor rooms."
icon = 'icons/obj/monitors_vr.dmi'
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 = 1.0
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/alarm_on = 0
var/busy = 0
var/on_open_network = 0
var/affected_by_emp_until = 0
var/client_huds = list()
var/list/camera_computers_using_this = list()
/obj/machinery/camera/Initialize(mapload)
if (dir == NORTH)
layer = ABOVE_MOB_LAYER
wires = new(src)
assembly = new(src)
assembly.state = 4
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 GLOB.cameranet.cameras)
var/list/tempnetwork = C.network&src.network
if(C != src && C.c_tag == src.c_tag && tempnetwork.len)
log_world("[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)
log_world("[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
log_world("[src.name] in [get_area(src)]has errored. [src.network?"Empty network list":"Null network list"]")
ASSERT(src.network)
ASSERT(src.network.len > 0)
// Make mapping with cameras easier
if(!c_tag)
var/area/A = get_area(src)
c_tag = "[A ? A.name : "Unknown"] #[rand(111,999)]"
return ..()
/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(delta_time)
if((machine_stat & EMPED) && world.time >= affected_by_emp_until)
machine_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))
machine_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((machine_stat & BROKEN) || invuln)
return
destroy()
/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
GLOB.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 class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, '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 class='warning'>\The [user] [pick(S.attacktext)] \the [src]!</span>")
playsound(src.loc, 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.is_screwdriver())
//to_chat(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, W.usesound, 50, 1)
else if((W.is_wirecutter() || istype(W, /obj/item/multitool)) && panel_open)
interact(user)
else if(istype(W, /obj/item/weldingtool) && (wires.CanDeconstruct() || (machine_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(machine_stat & BROKEN)
assembly.state = 2
to_chat(user, "<span class='notice'>You repaired \the [src] frame.</span>")
else
assembly.state = 1
to_chat(user, "<span class='notice'>You cut \the [src] free from the wall.</span>")
new /obj/item/stack/cable_coil(drop_location(), 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
info = P.notehtml
to_chat(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") to_chat(O, "<b>[U]</b> holds \a [itemname] up to one of your cameras ...")
else to_chat(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))
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 class='warning'><b>[src] has been [W.attack_verb.len? pick(W.attack_verb) : "attacked"] 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)
return
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/take_damage(force, 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()
machine_stat |= BROKEN
wires.cut_all()
triggerCameraAlarm()
update_icon()
update_coverage()
//sparks
var/datum/effect_system/spark_spread/spark_system = new /datum/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()
/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/temporary_perspective()
var/datum/perspective/P = ..()
. = P
if(isXRay())
P.SetSight(SEE_TURFS | SEE_MOBS | SEE_OBJS)
/obj/machinery/camera/update_icon()
if (!status || (machine_stat & BROKEN))
icon_state = "[initial(icon_state)]1"
else if (machine_stat & EMPED)
icon_state = "[initial(icon_state)]emp"
else
icon_state = initial(icon_state)
/obj/machinery/camera/proc/triggerCameraAlarm(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 FALSE
if(machine_stat & (EMPED|BROKEN))
return FALSE
return TRUE
/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.setDir(SOUTH)
if(SOUTH)
src.setDir(NORTH)
if(WEST)
src.setDir(EAST)
if(EAST)
src.setDir(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
/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
/obj/machinery/camera/proc/weld(var/obj/item/weldingtool/WT, var/mob/user)
if(busy)
return 0
if(!WT.isOn())
return 0
// Do after stuff here
to_chat(user, "<span class='notice'>You start to weld [src]..</span>")
playsound(src.loc, WT.usesound, 50, 1)
WT.eyecheck(user)
busy = 1
if(do_after(user, 100 * WT.toolspeed))
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(machine_stat & BROKEN)
to_chat(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/ui_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)
GLOB.cameranet.removeCamera(src)
else if(!on_open_network && open_networks.len)
on_open_network = 1
GLOB.cameranet.addCamera(src)
else
GLOB.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 (machine_stat & BROKEN) // Fix the camera
machine_stat &= ~BROKEN
wires.repair()
update_icon()
update_coverage()