/obj/machinery/camera name = "security camera" desc = "It's used to monitor rooms." icon = 'icons/obj/monitors.dmi' icon_state = "camera" use_power = ACTIVE_POWER_USE idle_power_usage = 5 active_power_usage = 10 layer = WALL_OBJ_LAYER resistance_flags = FIRE_PROOF damage_deflection = 12 armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 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/c_tag = null var/c_tag_order = 999 var/status = 1 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_bug/bug = null var/obj/item/camera_assembly/assembly = null //OTHER var/view_range = 7 var/short_range = 2 var/alarm_on = FALSE var/busy = FALSE var/emped = FALSE //Number of consecutive EMP's on this camera var/in_use_lights = 0 // TO BE IMPLEMENTED var/toggle_sound = 'sound/items/wirecutter.ogg' /obj/machinery/camera/Initialize(mapload) . = ..() wires = new(src) assembly = new(src) assembly.state = 4 assembly.anchored = 1 assembly.update_icon() GLOB.cameranet.cameras += src GLOB.cameranet.addCamera(src) if(isturf(loc)) LAZYADD(myArea.cameras, UID()) if(is_station_level(z) && prob(3) && !start_active) toggle_cam(null, FALSE) wires.CutAll() /obj/machinery/camera/proc/set_area_motion(area/A) area_motion = A /obj/machinery/camera/Destroy() toggle_cam(null, FALSE) //kick anyone viewing out QDEL_NULL(assembly) if(istype(bug)) bug.bugged_cameras -= c_tag if(bug.current == src) bug.current = null bug = null QDEL_NULL(wires) GLOB.cameranet.removeCamera(src) //Will handle removal from the camera network and the chunks, so we don't need to worry about that GLOB.cameranet.cameras -= src if(isarea(myArea)) LAZYREMOVE(myArea.cameras, UID()) var/area/ai_monitored/A = get_area(src) if(istype(A)) A.motioncameras -= src area_motion = null cancelCameraAlarm() cancelAlarm() return ..() /obj/machinery/camera/emp_act(severity) if(!status) return if(!isEmpProof()) if(prob(150/severity)) update_icon() var/list/previous_network = network network = list() GLOB.cameranet.removeCamera(src) stat |= EMPED set_light(0) emped = emped+1 //Increase the number of consecutive EMP's update_icon() var/thisemp = emped //Take note of which EMP this proc is for spawn(900) if(!QDELETED(src)) triggerCameraAlarm() //camera alarm triggers even if multiple EMPs are in effect. if(emped == thisemp) //Only fix it if the camera hasn't been EMP'd again network = previous_network stat &= ~EMPED update_icon() if(can_use()) GLOB.cameranet.addCamera(src) emped = 0 //Resets the consecutive EMP count spawn(100) if(!QDELETED(src)) cancelCameraAlarm() for(var/mob/M in GLOB.player_list) if(M.client && M.client.eye == src) M.unset_machine() M.reset_perspective(null) to_chat(M, "The screen bursts into static.") ..() /obj/machinery/camera/tesla_act(power)//EMP proof upgrade also makes it tesla immune if(isEmpProof()) return ..() qdel(src)//to prevent bomb testing camera from exploding over and over forever /obj/machinery/camera/ex_act(severity) if(invuln) return ..() /obj/machinery/camera/proc/setViewRange(num = 7) 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/analyzer) && panel_open) //XRay if(!user.drop_item()) to_chat(user, "[I] is stuck to your hand!") return if(!isXRay()) upgradeXRay() qdel(I) to_chat(user, "[msg]") else to_chat(user, "[msg2]") else if(istype(I, /obj/item/stack/sheet/mineral/plasma) && panel_open) if(!user.drop_item()) 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.drop_item()) 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)) 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.notehtml 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(istype(O, /mob/living/silicon/ai)) 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(text("[][]", itemname, info), text("window=[]", itemname)) else if(istype(I, /obj/item/camera_bug)) if(!can_use()) to_chat(user, "Camera non-functional.") return if(istype(bug)) to_chat(user, "Camera bug removed.") bug.bugged_cameras -= c_tag bug = null else to_chat(user, "Camera bugged.") bug = I bug.bugged_cameras[c_tag] = src 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)) triggerCameraAlarm() toggle_cam(null, FALSE) wires.CutAll() /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() 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, displaymessage = TRUE) status = !status if(can_use()) GLOB.cameranet.addCamera(src) if(isturf(loc)) myArea = get_area(src) LAZYADD(myArea.cameras, UID()) else myArea = null else set_light(0) GLOB.cameranet.removeCamera(src) if(isarea(myArea)) LAZYREMOVE(myArea.cameras, UID()) GLOB.cameranet.updateChunk(x, y, z) var/change_msg = "deactivates" if(status) change_msg = "reactivates" triggerCameraAlarm() spawn(100) if(!QDELETED(src)) cancelCameraAlarm() if(displaymessage) if(user) visible_message("[user] [change_msg] [src]!") add_hiddenprint(user) else visible_message("\The [src] [change_msg]!") playsound(loc, toggle_sound, 100, 1) update_icon() // 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 can't use it anyway? for(var/mob/O in GLOB.player_list) if(O.client && O.client.eye == src) O.unset_machine() O.reset_perspective(null) to_chat(O, "The screen bursts into static.") /obj/machinery/camera/proc/triggerCameraAlarm() alarm_on = TRUE SSalarm.triggerAlarm("Camera", get_area(src), list(UID()), src) /obj/machinery/camera/proc/cancelCameraAlarm() alarm_on = FALSE SSalarm.cancelAlarm("Camera", get_area(src), src) /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", /obj/screen/fullscreen/impaired, 2) /obj/machinery/camera/update_remote_sight(mob/living/user) if(isXRay()) 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 /obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets. 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 = 0 assembly.update_icon() /obj/machinery/camera/portable/process() //Updates whenever the camera is moved. if(GLOB.cameranet && get_turf(src) != prev_turf) GLOB.cameranet.updatePortableCamera(src) prev_turf = get_turf(src)