* Refactor/deduplicate camera eye code Camera Eyes previously had duplicated logic across several files. This change uncooks the spaghetti. Additionally, half-baked support for TG's multicam feature has been removed, as it was not functional or in use. * lets ff now * Camera Eye refactor fixes and finishing touches This change completes a refactor of AI eyes, which were previously used by xenobio consoles, syndicate and abductor camera consoles, shuttle docking computers, holograms, and, of course, the AI. Duplicated logic has been extracted to an abstract base mob, /mob/camera/eye, from which new types for each of the above now derive. Functionality is largely the same, with only a few minor cosmetic differences (i.e. camera eyes are now appropriately named given their type and user), as well as a quality-of-life enhancement for holograms, slowing their movement speed to base run speed to prevent users from accidentally zooming out of calls. * Camera eye refactor: Fix AI acceleration toggle The acceleration toggle was broken in the camera eye refactor, as previously the boolean was stored on the AI rather than its eye. This change fixes that. * Camera eye refactor: Fix syndicate cam visibility With the camera eye refactor, the syndicate advanced camera consoles lost the ability to view maintenance tunnels and other areas without active cameras, seeing static in their place instead (as all other cameras do). This change reinstates the original behavior. * Camera eye refactor: Convert spaces to tabs * Camera eye refactor: Fix CRLF * Apply suggestions from code review General minor code quality improvements suggested by GDNgit Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> * Apply suggestions from code review Rename parameter names to avoid src accesses, remove an ambiguous and unused mob_define and holopad range variable from a previous WIP, change the for loop in /mob/camera/eye/relaymove to a for-to loop, and change the chat message warning, sent when an AI Eye is created on an AI that already has one, to a stack trace * Adds toggle to AI commands for fast holograms * Refactor ripped Hologram Eye relaymove Previously, the relaymove proc for hologram eyes was redundant and nearly impossible to read. It has been separated out into a few different named procs, and has had its use of `spawn` removed. * Remove unnecessary src access * Fix bug involving shuttle placement outlines The camera eye refactor that this commit is a part of introduced a bug that prevented shuttle placement outlines from showing up on first use of the shuttle console. This change fixes that bug. * Unrevert some changes from #26306 lost in merge * Remove erroneous free xray vision on advanced cams * Autodoc camera acceleration vars * Remove redundant null var initialization per code review Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com> Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com> * Changed variables to camel_case, autodocs, cleanup Changed a number of camera eye-related variables to camel_case style, added appropriate autodoc comments, as per code review. Also removed an unused cameranet function, modified the call signature of a cameranet function to be more semantic, and changed a qdel-on-initialize in camera eyes to return INITIALIZE_HINT_QDEL instead. Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Remove stray qdel(src) per code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com> --------- Signed-off-by: asciodev <81930475+asciodev@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Co-authored-by: Drsmail <60036448+Drsmail@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Important note:
The following readme was last updated during Late 2015. The changes between Paradise & TG's shuttle system has diverged greatly since then. Do not take the documentation here's description of differences between tg & paradise seriously without double checking.
Shuttle system
Introduction
This folder belongs to the "shuttle" system. The shuttle system is used to control the "Shuttles" on the map, which are, at their core, a rectangular area of turfs that "move".
The shuttle system is comprised of two primary files.
shuttle.dm,
which contains the primary code, and
shuttles.dm
which contains the back-end controller system.
There are a few other files, but it isn't worth noting on.
Shuttles are used for many purposes, including the end of rounds, so it's important to understand them.
Docking ports
obj docking_port
The /obj/docking_port type is the primary component of the shuttle system. Almost all of
the shuttle system is controlled by the docking ports, the only thing that isn't, really,
is the shuttle manager, which manages, you guessed it, the docking ports.
Docking ports are split into two main types: /obj/docking_port/stationary, and
/obj/docking_port/mobile, but they share a few variables and procs defined at the
/obj/docking_port level.
Variables
id: This variable is used for any plain-text references to the docking port. It should
always be lowercase.
width, height: The width and height variables are absolute value variables which
define the bounding box of the docking port. It is very important to note that these are
different from the dwidth and dheight in terms of how they are counted. As they are
absolute representations of the size of the bounding box, they need to be equal to the
amount of turfs on the side of the bounding box. An easy way to think of it is, if you
start at the very corner piece, you would start the count at 1 from that corner piece,
IE, you move 1 turf in any direction, it would be 2.
A crude ASCII example:
||D|||
Would be classed by the values width = 6, height = 1.
It is important to note that bounding boxes are always rectangular. However, shuttles
are allowed to be any shape they so wish, as anything that matches the turf_type of
stationary docking ports will not be moved with the shuttle- by default, this is equal to
/turf/space.
Another quick example of this:
|||
|||
|||
|||||
||||||D
|||||||
||| |||
This, even though it is not exactly a rectangle, would be classified by the values
width = 7, height = 7.
dwidth, dheight: The relative offset of the docking port to the bounding box. These
values are calculated relative to the bounding box. The values are counted from the
bottom left corner of the bounding box, relative to the direction of the docking port.
The "bottom left corner" changes depending on the direction of the docking port object.
so a docking port facing north that looks something like this:
|||
|||
|||D|
|||||
Would have a dwidth value of 3, and a dheight value of 1.
A docking port facing south that looks like this:
||||||
|||D||
||||
Would have a dwidth value of 2, and a dheight value of 1
/obj/docking_port/mobile
/obj/docking_port/mobile, or, "Mobile" docking ports are used to define and control the
movement of the shuttle chunks. The "Mobile" docking port moves with the shuttle, and is
essentially attached to it. A "Mobile" docking port only moves to predefined positions
on the map, referred to as "Stationary" docking ports.
/obj/docking_port/mobile
/obj/docking_port/stationary, or "Stationary" docking ports are used as predefined
references for where "Mobile" docking ports may move. "Stationary" docking ports do not
move unless something has gone horribly wrong. They are essentially static points in
space. Going into details, whenever a "Mobile" docking port "moves", it registers with the
stationary docking port that it was requested to move to, and moves itself to it. It is
important to note that docking ports will switch direction on the fly, and a "Stationary"
docking port not matching the initial direction of the "Mobile" docking port will cause
the entire shuttle to be rotated in order for the "Mobile" docking port to face the same
direction as the "Stationary" docking port.
Modifications
There are three main differences between -tg-station13's shuttle system and the one in use on Paradise, and none are very complex.
Airlocks
The biggest modification comes in the form of how docking ports interact with airlocks. With -tg-station13's base code, any door on the shuttle will be closed, and any door directly next to the mobile docking port will be closed off of the shuttle.
In Paradise, however, when a mobile docking port undocks from the stationary docking port,
it will look for any door in the machine list who's id_tag variable matches the
stationary docking port's id variable. When it finds these doors, it will close and
bolt the doors shut. Any airlocks on the shuttle will be closed as per usual, but any
airlocks within the shuttle with the id_tag of s_docking_airlock will also be bolted,
and will stay bolted until the shuttle has exited transit space.
Initialization
In -tg-station13's shuttle system, all docking ports register with the shuttle controller
on New(). However, as Paradise uses a different system for the shuttle controller, it is
not yet created when New() is called.
To fix this issue, all docking ports will not initialize automatically on New().
Instead, they are manually initialized by the shuttle controller when it is created, via
a proc called initialize().