/obj/machinery/camera name = "security camera" desc = "Used by security teams and annoying AIs to watch over you." icon = 'icons/obj/monitors.dmi' icon_state = "camera" power_state = ACTIVE_POWER_USE idle_power_consumption = 5 active_power_consumption = 10 layer = WALL_OBJ_LAYER resistance_flags = FIRE_PROOF damage_deflection = 12 armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, RAD = 0, FIRE = 90, ACID = 50) var/datum/wires/camera/wires = null // Wires datum max_integrity = 100 integrity_failure = 50 var/list/network = list("SS13") var/list/previous_network var/c_tag = null var/c_tag_order = 999 var/status = TRUE anchored = TRUE var/start_active = FALSE //If it ignores the random chance to start broken on round start var/invuln = null var/obj/item/camera_assembly/assembly = null /// If this camera should be added to the camera network and update the camera network when it moves around var/part_of_camera_network //OTHER var/view_range = CAMERA_VIEW_DISTANCE var/short_range = 2 var/alarm_on = FALSE var/busy = FALSE var/emped = FALSE //Number of consecutive EMP's on this camera var/toggle_sound = 'sound/items/wirecutter.ogg' blocks_emissive = EMISSIVE_BLOCK_GENERIC var/list/localMotionTargets = list() var/detectTime = 0 var/area/station/ai_monitored/area_motion = null var/alarm_delay = 30 // Don't forget, there's another 3 seconds in queueAlarm() /obj/machinery/camera/Initialize(mapload, should_add_to_cameranet = TRUE) . = ..() wires = new(src) assembly = new(src) assembly.state = 4 assembly.anchored = TRUE assembly.update_icon() GLOB.cameranet.cameras += src part_of_camera_network = should_add_to_cameranet if(part_of_camera_network) GLOB.cameranet.addCamera(src) if(isturf(loc)) var/area/our_area = get_area(src) LAZYADD(our_area.cameras, UID()) if(is_station_level(z) && prob(3) && !start_active) turn_off(null, FALSE) wires.cut_all() /obj/machinery/camera/proc/set_area_motion(area/A) area_motion = A /obj/machinery/camera/Moved(atom/OldLoc, Dir, Forced) . = ..() SEND_SIGNAL(src, COMSIG_CAMERA_MOVED, OldLoc) /obj/machinery/camera/Destroy() SStgui.close_uis(wires) kick_out_watchers() QDEL_NULL(assembly) QDEL_NULL(wires) GLOB.cameranet.removeCamera(src) GLOB.cameranet.cameras -= src var/area/our_area = get_area(src) if(our_area) // We should probably send out the warning alarms if this doesn't exist, because this should always have an area! LAZYREMOVE(our_area.cameras, UID()) var/area/station/ai_monitored/A = get_area(src) if(istype(A)) A.motioncameras -= src area_motion = null cancelAlarm() return ..() /obj/machinery/camera/examine(mob/user) . = ..() . += "[src]'s maintenance panel can be screwed [panel_open ? "closed" : "open"]." if(panel_open) . += "Upgrades can be added to [src] or pried out." if(!wires.CanDeconstruct()) . += "[src]'s internal wires are preventing you from cutting it free." else . += "[src]'s internal wires are disconnected, but it can be cut free." /obj/machinery/camera/emp_act(severity) if(!status) return if(!isEmpProof()) if(prob(150/severity)) if(!(stat & EMPED)) previous_network = network network = list() stat |= EMPED turn_off(null, FALSE, TRUE) addtimer(CALLBACK(src, PROC_REF(reactivate_after_emp)), (90 / severity) SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE) ..() /obj/machinery/camera/proc/reactivate_after_emp() network = previous_network previous_network = null stat &= ~EMPED turn_on(null, FALSE, TRUE) /obj/machinery/camera/ex_act(severity) if(invuln) return ..() /obj/machinery/camera/proc/setViewRange(num = CAMERA_VIEW_DISTANCE) view_range = num GLOB.cameranet.updateVisibility(src, 0) /obj/machinery/camera/singularity_pull(S, current_size) if(status && current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects and the camera is still active, turn off the camera as it gets ripped off the wall. toggle_cam(null, 0) ..() /obj/machinery/camera/attackby(obj/item/I, mob/living/user, params) var/msg = "You attach [I] into the assembly inner circuits." var/msg2 = "The camera already has that upgrade!" if(istype(I, /obj/item/stack/sheet/mineral/plasma) && panel_open) if(!user.canUnEquip(I, FALSE)) to_chat(user, "[I] is stuck to your hand!") return if(!isEmpProof()) var/obj/item/stack/sheet/mineral/plasma/P = I upgradeEmpProof() to_chat(user, "[msg]") P.use(1) else to_chat(user, "[msg2]") else if(istype(I, /obj/item/assembly/prox_sensor) && panel_open) if(!user.canUnEquip(I, FALSE)) to_chat(user, "[I] is stuck to your hand!") return if(!isMotion()) upgradeMotion() to_chat(user, "[msg]") qdel(I) else to_chat(user, "[msg2]") // OTHER else if((istype(I, /obj/item/paper) || istype(I, /obj/item/pda)) && isliving(user)) if(!can_use()) to_chat(user, "You can't show something to a disabled camera!") return var/mob/living/U = user var/obj/item/paper/X = null var/obj/item/pda/PDA = null var/itemname = "" var/info = "" if(istype(I, /obj/item/paper)) X = I itemname = X.name info = X.info else PDA = I var/datum/data/pda/app/notekeeper/N = PDA.find_program(/datum/data/pda/app/notekeeper) if(N) itemname = PDA.name info = N.note to_chat(U, "You hold \the [itemname] up to the camera ...") U.changeNext_move(CLICK_CD_MELEE) for(var/mob/O in GLOB.player_list) if(isAI(O)) var/mob/living/silicon/ai/AI = O if(AI.control_disabled || (AI.stat == DEAD)) return if(U.name == "Unknown") to_chat(AI, "[U] holds \a [itemname] up to one of your cameras ...") else to_chat(AI, "[U] holds \a [itemname] up to one of your cameras ...") AI.last_paper_seen = "[itemname][info]" else if(O.client && O.client.eye == src) to_chat(O, "[U] holds \a [itemname] up to one of the cameras ...") O << browse("[itemname][info]", "window=[itemname]") else if(istype(I, /obj/item/laser_pointer)) var/obj/item/laser_pointer/L = I L.laser_act(src, user) else return ..() /obj/machinery/camera/screwdriver_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return panel_open = !panel_open to_chat(user, "You screw [src]'s panel [panel_open ? "open" : "closed"].") /obj/machinery/camera/wirecutter_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = 0)) return if(panel_open) wires.Interact(user) /obj/machinery/camera/multitool_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = 0)) return if(panel_open) wires.Interact(user) /obj/machinery/camera/welder_act(mob/user, obj/item/I) if(!panel_open || !wires.CanDeconstruct()) return . = TRUE if(!I.tool_use_check(user, 0)) return WELDER_ATTEMPT_WELD_MESSAGE if(I.use_tool(src, user, 100, volume = I.tool_volume)) visible_message("[user] unwelds [src], leaving it as just a frame bolted to the wall.", "You unweld [src], leaving it as just a frame bolted to the wall") deconstruct(TRUE) /obj/machinery/camera/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) if(stat & BROKEN) return damage_amount . = ..() /obj/machinery/camera/obj_break(damage_flag) if(status && !(flags & NODECONSTRUCT)) toggle_cam(null, FALSE) wires.cut_all() /obj/machinery/camera/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) if(disassembled) if(!assembly) assembly = new() assembly.forceMove(drop_location()) assembly.state = 1 assembly.setDir(dir) assembly.update_icon() assembly = null else var/obj/item/I = new /obj/item/camera_assembly(loc) I.obj_integrity = I.max_integrity * 0.5 new /obj/item/stack/cable_coil(loc, 2) qdel(src) /obj/machinery/camera/update_icon_state() if(!status) 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/toggle_cam(mob/user, display_message = TRUE) if(status) turn_off(user, display_message) return turn_on(user, display_message) /obj/machinery/camera/proc/turn_on(mob/user, display_message = TRUE, emp_recover = FALSE) if(status && !emp_recover) return status = TRUE if(!emp_recover && isturf(loc)) var/area/our_area = get_area(src) LAZYADD(our_area.cameras, UID()) if(display_message) if(user) visible_message("[user] reactivates [src]!") add_hiddenprint(user) else visible_message("\The [src] reactivates!") playsound(loc, toggle_sound, 100, TRUE) update_icon(UPDATE_ICON_STATE) SEND_SIGNAL(src, COMSIG_CAMERA_ON, user, display_message) /obj/machinery/camera/proc/turn_off(mob/user, display_message = TRUE, emped = FALSE) if(!status && !emped) return if(!emped) status = FALSE var/area/our_area = get_area(src) if(our_area) LAZYREMOVE(our_area.cameras, UID()) set_light(0) if(display_message) if(user) visible_message("[user] deactivates [src]!") add_hiddenprint(user) else visible_message("\The [src] deactivates!") playsound(loc, toggle_sound, 100, 1) update_icon(UPDATE_ICON_STATE) kick_out_watchers() SEND_SIGNAL(src, COMSIG_CAMERA_OFF, user, display_message, emped) /obj/machinery/camera/proc/kick_out_watchers() for(var/mob/O in GLOB.player_list) if(O.client && O.client.eye == src) O.reset_perspective(null) to_chat(O, "The screen bursts into static.") /obj/machinery/camera/proc/can_use() if(!status) return 0 if(stat & EMPED) return 0 return 1 /obj/machinery/camera/proc/can_see() var/list/see = null var/turf/pos = get_turf(src) 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) setDir(SOUTH) if(SOUTH) setDir(NORTH) if(WEST) setDir(EAST) if(EAST) setDir(WEST) break //Return a working camera that can see a given mob //or null if none /proc/seen_by_camera(mob/M) for(var/obj/machinery/camera/C in oview(4, M)) if(C.can_use()) // check if camera disabled return C return null /proc/near_range_camera(mob/M) for(var/obj/machinery/camera/C in range(4, M)) if(C.can_use()) // check if camera disabled return C return null /obj/machinery/camera/proc/Togglelight(on = FALSE) for(var/mob/living/silicon/ai/A in GLOB.ai_list) for(var/obj/machinery/camera/cam in A.lit_cameras) if(cam == src) return if(on) set_light(AI_CAMERA_LUMINOSITY) else set_light(0) /obj/machinery/camera/proc/nano_structure() var/cam[0] var/turf/T = get_turf(src) cam["name"] = sanitize(c_tag) cam["deact"] = !can_use() cam["camera"] = "\ref[src]" if(T) cam["x"] = T.x cam["y"] = T.y cam["z"] = T.z else cam["x"] = 0 cam["y"] = 0 cam["z"] = 0 return cam /obj/machinery/camera/get_remote_view_fullscreens(mob/user) if(view_range == short_range) //unfocused user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/stretch/impaired, 2) /obj/machinery/camera/update_remote_sight(mob/living/user) if(isXRay() && isAI(user)) user.sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS) user.see_in_dark = max(user.see_in_dark, 8) user.lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE else user.sight = initial(user.sight) user.see_in_dark = initial(user.see_in_dark) user.lighting_alpha = initial(user.lighting_alpha) ..() return TRUE /// Cameras which are placed inside of things, such as helmets. /obj/machinery/camera/portable start_active = TRUE // theres no real way to reactivate these, so never break them when they init var/turf/prev_turf /obj/machinery/camera/portable/Initialize(mapload) . = ..() assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed. assembly.anchored = FALSE assembly.update_icon() /obj/machinery/camera/portable/process() //Updates whenever the camera is moved. if(!part_of_camera_network) return PROCESS_KILL // Stop wasting performance if(get_turf(src) == prev_turf) return SEND_SIGNAL(src, COMSIG_CAMERA_MOVED, prev_turf) GLOB.cameranet.updatePortableCamera(src, prev_turf) prev_turf = get_turf(src)