Files
Paradise/code/game/machinery/camera/camera_assembly.dm
b54a0a404b Migrate security cameras to the new attack chain and refactor slightly. (#32466)
* Migrate security cameras to the new attack chain and refactor slightly.

* Only use one sheet of plasma.

* Remove double fingerprint.

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Extrapolate from CRUNCH review.

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
2026-08-23 15:07:37 +00:00

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#define ASSEMBLY_UNBUILT 0 // Nothing done to it
#define ASSEMBLY_WRENCHED 1 // Wrenched in place
#define ASSEMBLY_WELDED 2 // Welded in place
#define ASSEMBLY_WIRED 3 // Wires attached (Upgradable now)
#define ASSEMBLY_BUILT 4 // Fully built (incl panel closed)
#define HEY_IM_WORKING_HERE 666 //So nobody can mess with the camera while we're inputting settings
/obj/item/camera_assembly
name = "camera assembly"
desc = "A pre-fabricated security camera kit, ready to be assembled and mounted to a surface."
icon = 'icons/obj/monitors.dmi'
icon_state = "cameracase"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL = 400, MAT_GLASS = 250)
new_attack_chain = TRUE
// Motion, EMP-Proof
var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma)
var/list/upgrades = list()
var/state = ASSEMBLY_UNBUILT
/obj/item/camera_assembly/Destroy()
QDEL_LIST_CONTENTS(upgrades)
return ..()
/obj/item/camera_assembly/examine(mob/user)
. = ..()
switch(state)
if(ASSEMBLY_UNBUILT)
. += SPAN_NOTICE("The camera assembly's <i>bolts</i> need to be secured in a wall.")
if(ASSEMBLY_WRENCHED)
. += SPAN_NOTICE("The camera assembly is <b>bolted</b>, but it needs to be <i>welded</i> into place.")
if(ASSEMBLY_WELDED)
. += SPAN_NOTICE("The camera assembly is <b>welded</b> to the wall, it's lacking <i>wires</i>.")
if(ASSEMBLY_WIRED)
. += SPAN_NOTICE("The camera assembly is <b>wired</b>, but the maintenence panel needs to be <i>screwed shut</i>.")
. += SPAN_NOTICE("Upgrades can be added to the camera assembly, and removed with a crowbar.")
/obj/item/camera_assembly/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(state == ASSEMBLY_WELDED && iscoil(used))
var/obj/item/stack/cable_coil/cables = used
if(!cables.use(2))
to_chat(user, SPAN_WARNING("You need 2 coils of wire to wire the assembly."))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You add wires to the assembly."))
playsound(loc, used.usesound, 50, 1)
state = ASSEMBLY_WIRED
add_fingerprint(user)
return ITEM_INTERACT_COMPLETE
// Upgrades!
if(is_type_in_list(used, upgrades))
to_chat(user, SPAN_WARNING("The assembly already has that upgrade!"))
return ITEM_INTERACT_COMPLETE
if(!is_type_in_list(used, possible_upgrades))
return NONE
if(istype(used, /obj/item/stack/sheet/mineral/plasma))
var/obj/item/stack/sheet/mineral/plasma/old_stack = used
var/obj/item/new_stack = old_stack.split(user, 1)
if(!new_stack)
to_chat(user, SPAN_WARNING("You need at least one sheet of plasma to add EMP shielding to [src]!"))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You attach [used] to the inner circuits of [src]."))
new_stack.forceMove(src)
upgrades += new_stack
add_fingerprint(user)
return ITEM_INTERACT_COMPLETE
if(!user.drop_item_to_ground(used))
to_chat(user, SPAN_WARNING("[used] is stuck to your hand!"))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You attach [used] to the inner circuits of [src]."))
upgrades += used
add_fingerprint(user)
used.forceMove(src)
return ITEM_INTERACT_COMPLETE
/obj/item/camera_assembly/crowbar_act(mob/user, obj/item/I)
if(!length(upgrades))
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/U = locate(/obj) in upgrades
if(U)
to_chat(user, SPAN_NOTICE("You detach an upgrade from the assembly."))
playsound(loc, I.usesound, 50, 1)
U.forceMove(get_turf(src))
upgrades -= U
/obj/item/camera_assembly/screwdriver_act(mob/user, obj/item/I)
if(state != ASSEMBLY_WIRED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
state = HEY_IM_WORKING_HERE
var/input = strip_html(input(usr, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13"))
if(!input)
state = ASSEMBLY_WIRED
to_chat(usr, SPAN_WARNING("No input found. Please hang up and try your call again."))
return
var/list/tempnetwork = splittext(input, ",")
if(length(tempnetwork) < 1)
state = ASSEMBLY_WIRED
to_chat(usr, SPAN_WARNING("No network found. Please hang up and try your call again."))
return
var/area/camera_area = get_area(src)
var/temptag = "[sanitize(camera_area.name)] ([rand(1, 999)])"
input = strip_html(input(usr, "How would you like to name the camera?", "Set Camera Name", temptag))
state = ASSEMBLY_BUILT
var/list/network_list = uniquelist(tempnetwork)
var/list/visible_networks = difflist(network_list, GLOB.restricted_camera_networks)
var/obj/machinery/camera/C = new(loc, length(visible_networks) > 0, src)
forceMove(C)
C.auto_turn()
C.network = network_list
C.c_tag = input
for(var/i = 5; i >= 0; i -= 1)
var/direct = input(user, "Direction?", "Assembling Camera", null) in list("LEAVE IT", "NORTH", "EAST", "SOUTH", "WEST" )
if(direct != "LEAVE IT")
C.dir = text2dir(direct)
if(i != 0)
var/confirm = tgui_alert(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", list("Yes", "No"))
if(confirm == "Yes")
break
/obj/item/camera_assembly/wirecutter_act(mob/user, obj/item/I)
if(state != ASSEMBLY_WIRED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
new/obj/item/stack/cable_coil(get_turf(src), 2)
WIRECUTTER_SNIP_MESSAGE
state = ASSEMBLY_WELDED
return
/obj/item/camera_assembly/wrench_act(mob/user, obj/item/I)
if(state != ASSEMBLY_UNBUILT && state != ASSEMBLY_WRENCHED)
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(state == ASSEMBLY_UNBUILT && isturf(loc))
WRENCH_ANCHOR_TO_WALL_MESSAGE
anchored = TRUE
state = ASSEMBLY_WRENCHED
update_icon(UPDATE_ICON_STATE)
auto_turn()
else if(state == ASSEMBLY_WRENCHED)
WRENCH_UNANCHOR_WALL_MESSAGE
anchored = FALSE
update_icon(UPDATE_ICON_STATE)
state = ASSEMBLY_UNBUILT
else
to_chat(user, SPAN_WARNING("[src] can't fit here!"))
/obj/item/camera_assembly/welder_act(mob/user, obj/item/I)
if(state == ASSEMBLY_UNBUILT)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_WELD_MESSAGE
if(state == ASSEMBLY_WRENCHED)
if(!I.use_tool(src, user, 50, volume = I.tool_volume))
return
to_chat(user, SPAN_NOTICE("You weld [src] into place."))
state = ASSEMBLY_WELDED
else if(state == ASSEMBLY_WELDED)
if(!I.use_tool(src, user, 50, volume = I.tool_volume))
return
to_chat(user, SPAN_NOTICE("You unweld [src] from its place."))
state = ASSEMBLY_WRENCHED
/obj/item/camera_assembly/update_icon_state()
if(anchored)
icon_state = "camera1"
else
icon_state = "cameracase"
/obj/item/camera_assembly/attack_hand(mob/user as mob)
if(!anchored)
..()
/obj/item/camera_assembly/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/metal(loc)
qdel(src)
#undef ASSEMBLY_UNBUILT
#undef ASSEMBLY_WRENCHED
#undef ASSEMBLY_WELDED
#undef ASSEMBLY_WIRED
#undef ASSEMBLY_BUILT
#undef HEY_IM_WORKING_HERE