Merge pull request #13751 from Fox-McCloud/alarm-overhaul

Overhauls and Refactors Alarm System
This commit is contained in:
AffectedArc07
2020-09-14 13:54:06 +01:00
committed by GitHub
53 changed files with 1033 additions and 906 deletions
+2 -2
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@@ -50,10 +50,10 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/space/atmosalert()
return
/area/space/fire_alert()
/area/space/firealert(obj/source)
return
/area/space/fire_reset()
/area/space/firereset(obj/source)
return
/area/space/readyalert()
+19 -13
View File
@@ -1,24 +1,30 @@
/area/ai_monitored
name = "AI Monitored Area"
var/obj/machinery/camera/motioncamera = null
var/list/motioncameras = list()
var/list/motionTargets = list()
/area/ai_monitored/LateInitialize()
/area/ai_monitored/Initialize(mapload)
. = ..()
// locate and store the motioncamera
for(var/obj/machinery/camera/M in src)
if(M.isMotion())
motioncamera = M
M.area_motion = src
break
if(mapload)
for(var/obj/machinery/camera/M in src)
if(M.isMotion())
motioncameras.Add(M)
M.set_area_motion(src)
/area/ai_monitored/Entered(atom/movable/O)
..()
if(ismob(O) && motioncamera)
motioncamera.newTarget(O)
if(ismob(O) && length(motioncameras))
for(var/X in motioncameras)
var/obj/machinery/camera/cam = X
cam.newTarget(O)
return
/area/ai_monitored/Exited(atom/movable/O)
if(ismob(O) && motioncamera)
motioncamera.lostTarget(O)
..()
if(ismob(O) && length(motioncameras))
for(var/X in motioncameras)
var/obj/machinery/camera/cam = X
cam.lostTargetRef(O.UID())
return
+195 -63
View File
@@ -57,6 +57,11 @@
var/list/ambientsounds = GENERIC_SOUNDS
var/list/firedoors
var/list/cameras
var/list/firealarms
var/firedoors_last_closed_on = 0
var/fast_despawn = FALSE
var/can_get_auto_cryod = TRUE
var/hide_attacklogs = FALSE // For areas such as thunderdome, lavaland syndiebase, etc which generate a lot of spammy attacklogs. Reduces log priority.
@@ -125,35 +130,6 @@
cameras += C
return cameras
/area/proc/atmosalert(danger_level, var/alarm_source, var/force = FALSE)
if(report_alerts)
if(danger_level == ATMOS_ALARM_NONE)
SSalarms.atmosphere_alarm.clearAlarm(src, alarm_source)
else
SSalarms.atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
//Check all the alarms before lowering atmosalm. Raising is perfectly fine. If force = 1 we don't care.
for(var/obj/machinery/alarm/AA in src)
if(!(AA.stat & (NOPOWER|BROKEN)) && !AA.shorted && AA.report_danger_level && !force)
danger_level = max(danger_level, AA.danger_level)
if(danger_level != atmosalm)
if(danger_level < ATMOS_ALARM_WARNING && atmosalm >= ATMOS_ALARM_WARNING)
//closing the doors on red and opening on green provides a bit of hysteresis that will hopefully prevent fire doors from opening and closing repeatedly due to noise
air_doors_open()
else if(danger_level >= ATMOS_ALARM_DANGER && atmosalm < ATMOS_ALARM_DANGER)
air_doors_close()
atmosalm = danger_level
for(var/obj/machinery/alarm/AA in src)
AA.update_icon()
GLOB.air_alarm_repository.update_cache(src)
return 1
GLOB.air_alarm_repository.update_cache(src)
return 0
/area/proc/air_doors_close()
if(!air_doors_activated)
air_doors_activated = TRUE
@@ -179,44 +155,151 @@
D.open()
/area/proc/fire_alert()
if(!fire)
fire = 1 //used for firedoor checks
updateicon()
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
air_doors_close()
/area/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/area/proc/fire_reset()
if(fire)
fire = 0 //used for firedoor checks
updateicon()
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
air_doors_open()
/**
* Generate a power alert for this area
*
* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
*/
/area/proc/poweralert(state, obj/source)
if(state != poweralm)
poweralm = state
if(istype(source)) //Only report power alarms on the z-level where the source is located.
for(var/thing in cameras)
var/obj/machinery/camera/C = locateUID(thing)
if(!QDELETED(C) && is_station_level(C.z))
if(state)
C.network -= "Power Alarms"
else
C.network |= "Power Alarms"
return
if(state)
SSalarm.cancelAlarm("Power", src, source)
else
SSalarm.triggerAlarm("Power", src, cameras, source)
/area/proc/burglaralert(var/obj/trigger)
if(always_unpowered == 1) //no burglar alarms in space/asteroid
/**
* Generate an atmospheric alert for this area
*
* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
*/
/area/proc/atmosalert(danger_level, obj/source)
if(danger_level != atmosalm)
if(danger_level == ATMOS_ALARM_DANGER)
for(var/thing in cameras)
var/obj/machinery/camera/C = locateUID(thing)
if(!QDELETED(C) && is_station_level(C.z))
C.network |= "Atmosphere Alarms"
SSalarm.triggerAlarm("Atmosphere", src, cameras, source)
else if(atmosalm == ATMOS_ALARM_DANGER)
for(var/thing in cameras)
var/obj/machinery/camera/C = locateUID(thing)
if(!QDELETED(C) && is_station_level(C.z))
C.network -= "Atmosphere Alarms"
SSalarm.cancelAlarm("Atmosphere", src, source)
atmosalm = danger_level
return TRUE
return FALSE
/**
* Try to close all the firedoors in the area
*/
/area/proc/ModifyFiredoors(opening)
if(firedoors)
firedoors_last_closed_on = world.time
for(var/FD in firedoors)
var/obj/machinery/door/firedoor/D = FD
var/cont = !D.welded
if(cont && opening) //don't open if adjacent area is on fire
for(var/I in D.affecting_areas)
var/area/A = I
if(A.fire)
cont = FALSE
break
if(cont && D.is_operational())
if(D.operating)
D.nextstate = opening ? FD_OPEN : FD_CLOSED
else if(!(D.density ^ opening))
INVOKE_ASYNC(D, (opening ? /obj/machinery/door/firedoor.proc/open : /obj/machinery/door/firedoor.proc/close))
/**
* Generate a firealarm alert for this area
*
* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
*
* Also starts the area processing on SSobj
*/
/area/proc/firealert(obj/source)
if(always_unpowered) //no fire alarms in space/asteroid
return
//Trigger alarm effect
set_fire_alarm_effect()
if(!fire)
set_fire_alarm_effect()
ModifyFiredoors(FALSE)
for(var/item in firealarms)
var/obj/machinery/firealarm/F = item
F.update_icon()
//Lockdown airlocks
for(var/obj/machinery/door/airlock/A in src)
spawn(0)
A.close()
if(A.density)
A.lock()
for(var/thing in cameras)
var/obj/machinery/camera/C = locateUID(thing)
if(!QDELETED(C) && is_station_level(C.z))
C.network |= "Fire Alarms"
SSalarms.burglar_alarm.triggerAlarm(src, trigger)
spawn(600)
SSalarms.burglar_alarm.clearAlarm(src, trigger)
SSalarm.triggerAlarm("Fire", src, cameras, source)
/area/proc/set_fire_alarm_effect()
fire = 1
updateicon()
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
START_PROCESSING(SSobj, src)
/**
* Reset the firealarm alert for this area
*
* resets the alert sent to all ai players, alert consoles, drones and alarm monitor programs
* in the world
*
* Also cycles the icons of all firealarms and deregisters the area from processing on SSOBJ
*/
/area/proc/firereset(obj/source)
if(fire)
unset_fire_alarm_effects()
ModifyFiredoors(TRUE)
for(var/item in firealarms)
var/obj/machinery/firealarm/F = item
F.update_icon()
for(var/thing in cameras)
var/obj/machinery/camera/C = locateUID(thing)
if(!QDELETED(C) && is_station_level(C.z))
C.network -= "Fire Alarms"
SSalarm.cancelAlarm("Fire", src, source)
STOP_PROCESSING(SSobj, src)
/**
* If 100 ticks has elapsed, toggle all the firedoors closed again
*/
/area/process()
if(firedoors_last_closed_on + 100 < world.time) //every 10 seconds
ModifyFiredoors(FALSE)
/**
* Close and lock a door passed into this proc
*
* Does this need to exist on area? probably not
*/
/area/proc/close_and_lock_door(obj/machinery/door/DOOR)
set waitfor = FALSE
DOOR.close()
if(DOOR.density)
DOOR.lock()
/area/proc/readyalert()
if(!eject)
@@ -240,13 +323,62 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
updateicon()
/**
* Raise a burglar alert for this area
*
* Close and locks all doors in the area and alerts silicon mobs of a break in
*
* Alarm auto resets after 600 ticks
*/
/area/proc/burglaralert(obj/trigger)
if(always_unpowered) //no burglar alarms in space/asteroid
return
//Trigger alarm effect
set_fire_alarm_effect()
//Lockdown airlocks
for(var/obj/machinery/door/DOOR in src)
close_and_lock_door(DOOR)
if(SSalarm.triggerAlarm("Burglar", src, cameras, trigger))
//Cancel silicon alert after 1 minute
addtimer(CALLBACK(SSalarm, /datum/controller/subsystem/alarm.proc/cancelAlarm, "Burglar", src, trigger), 600)
/**
* Trigger the fire alarm visual affects in an area
*
* Updates the fire light on fire alarms in the area and sets all lights to emergency mode
*/
/area/proc/set_fire_alarm_effect()
fire = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
for(var/alarm in firealarms)
var/obj/machinery/firealarm/F = alarm
F.update_fire_light(fire)
for(var/obj/machinery/light/L in src)
L.update()
/**
* unset the fire alarm visual affects in an area
*
* Updates the fire light on fire alarms in the area and sets all lights to emergency mode
*/
/area/proc/unset_fire_alarm_effects()
fire = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
for(var/alarm in firealarms)
var/obj/machinery/firealarm/F = alarm
F.update_fire_light(fire)
for(var/obj/machinery/light/L in src)
L.update()
/area/proc/updateicon()
if((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
if(fire && !eject && !party)
if((eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
if(!eject && !party)
icon_state = "red"
else if(!fire && eject && !party)
else if(eject && !party)
icon_state = "red"
else if(party && !fire && !eject)
else if(party && !eject)
icon_state = "party"
else
icon_state = "blue-red"