Files
Paradise/code/game/machinery/poolcontroller.dm
asciodev 93ed0f096d Refactors AI / camera eyes and slows holopad holograms to walk speed (#25078)
* 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>
2025-01-17 18:22:43 +00:00

242 lines
8.7 KiB
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#define FRIGID 80
#define COOL 290
#define NORMAL 310
#define WARM 330
#define SCALDING 500
/obj/machinery/poolcontroller
name = "Pool Controller"
desc = "A controller for the nearby pool."
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "airlock_control_standby"
anchored = TRUE //this is what I get for assuming /obj/machinery has anchored set to 1 by default
var/list/linkedturfs = list() //List contains all of the linked pool turfs to this controller, assignment happens on New()
var/mobinpool = list() //List contains all of the mob in the pool, to prevent looping through the entire area to find mobs inside..
var/decalinpool = list() // List containing all of the cleanable decals in pool
var/linked_area = null
var/temperature = NORMAL //The temperature of the pool, starts off on normal, which has no effects.
var/srange = 5 //The range of the search for pool turfs, change this for bigger or smaller pools.
var/list/linkedmist = list() //Used to keep track of created mist
var/deep_water = FALSE //set to 1 to drown even standing people
/obj/machinery/poolcontroller/invisible
invisibility = INVISIBILITY_MAXIMUM
name = "Water Controller"
desc = "An invisible water controller. Players shouldn't see this."
/obj/machinery/poolcontroller/invisible/sea
name = "Sea Controller"
desc = "A controller for the underwater portion of the sea. Players shouldn't see this."
deep_water = TRUE
/obj/machinery/poolcontroller/Initialize(mapload)
. = ..()
var/contents_loop = linked_area
if(!linked_area)
contents_loop = range(srange, src)
for(var/turf/T in contents_loop)
if(istype(T, /turf/simulated/floor/beach/water))
var/turf/simulated/floor/beach/water/W = T
W.linkedcontroller = src
linkedturfs += T
else if(istype(T, /turf/simulated/floor/beach/away/water))
var/turf/simulated/floor/beach/away/water/W = T
W.linkedcontroller = src
linkedturfs += T
/obj/machinery/poolcontroller/Destroy()
for(var/T in linkedturfs)
if(istype(T, /turf/simulated/floor/beach/water))
var/turf/simulated/floor/beach/water/W = T
if(W.linkedcontroller == src)
W.linkedcontroller = null
else if(istype(T, /turf/simulated/floor/beach/away/water))
var/turf/simulated/floor/beach/away/water/W = T
if(W.linkedcontroller == src)
W.linkedcontroller = null
return ..()
/obj/machinery/poolcontroller/invisible/Initialize(mapload)
linked_area = get_area(src)
. = ..()
/obj/machinery/poolcontroller/emag_act(user as mob) //Emag_act, this is called when it is hit with a cryptographic sequencer.
if(!emagged) //If it is not already emagged, emag it.
to_chat(user, "<span class='warning'>You disable \the [src]'s temperature safeguards.</span>")//Inform the mob of what emagging does.
emagged = TRUE //Set the emag var to true.
return TRUE
/obj/machinery/poolcontroller/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(emagged) //Check the emag status
to_chat(user, "<span class='warning'>You re-enable [src]'s temperature safeguards.</span>")//Inform the user that they have just fixed the safeguards.
emagged = FALSE //Set the emagged var to false.
else
to_chat(user, "<span class='warning'>Nothing happens.</span>")//If not emagged, don't do anything, and don't tell the user that it can be emagged.
/obj/machinery/poolcontroller/attack_hand(mob/user)
ui_interact(user)
/obj/machinery/poolcontroller/process()
processMob() //Call the mob affecting proc
cleanPool() //Call the decal cleaning proc
/obj/machinery/poolcontroller/proc/processMob()
for(var/M in mobinpool) //They're already typecasted when entering the turf
// Following two are sanity check. If the mob is no longer in the pool for whatever reason (Looking at you teleport), remove them
if(!istype(get_turf(M), /turf/simulated/floor/beach/water) && !istype(get_turf(M), /turf/simulated/floor/beach/away/water)) // Water component when?
mobinpool -= M
continue
handleTemp(M) //handles pool temp effects on the swimmers
if(ishuman(M)) //Only human types will drown, to keep things simple for non-human mobs that live in the water
handleDrowning(M)
/obj/machinery/poolcontroller/proc/cleanPool()
for(var/obj/effect/decal/cleanable/decal in decalinpool) //Cleans up cleanable decals like blood and such
if(!QDELETED(decal))
animate(decal, alpha = 10, time = 20)
QDEL_IN(decal, 25)
/obj/machinery/poolcontroller/proc/handleTemp(mob/M)
if(!M || is_ai_eye(M) || issilicon(M) || isobserver(M) || M.stat == DEAD)
return
M.water_act(100, temperature, src)//leave temp at 0, we handle it in the switch. oh wait
switch(temperature) //Apply different effects based on what the temperature is set to.
if(SCALDING) //Burn the mob.
to_chat(M, "<span class='danger'>The water is searing hot!</span>")
if(WARM) //Warm the mob.
if(prob(5)) //inform the mob of warm water occasionally
to_chat(M, "<span class='warning'>The water is quite warm.</span>")//Inform the mob it's warm water.
if(COOL) //Cool the mob.
if(prob(5)) //inform the mob of cold water occasionally
to_chat(M, "<span class='warning'>The water is chilly.</span>")//Inform the mob it's chilly water.
if(FRIGID) //YOU'RE AS COLD AS ICE
to_chat(M, "<span class='danger'>The water is freezing!</span>")
/obj/machinery/poolcontroller/proc/handleDrowning(mob/living/carbon/human/drownee)
if(!drownee)
return
if(drownee && ((IS_HORIZONTAL(drownee) && !drownee.player_logged) || deep_water)) //Mob lying down and not SSD or water is deep (determined by controller)
if(drownee.internal)
return //Has internals, no drowning
if(HAS_TRAIT(drownee, TRAIT_NOBREATH))
return //doesn't breathe, no drowning
if(HAS_TRAIT(drownee, TRAIT_WATERBREATH))
return //fish things don't drown
if(drownee.stat == DEAD) //Dead spacemen don't drown more
return
if(drownee.AmountLoseBreath() > 40 SECONDS) //You've probably got bigger problems than drowning at this point, so we won't add to it until you get that under control.
return
add_attack_logs(src, drownee, "Drowned", isLivingSSD(drownee) ? null : ATKLOG_ALL)
if(drownee.stat) //Mob is in critical.
drownee.AdjustLoseBreath(6 SECONDS, bound_lower = 0, bound_upper = 40 SECONDS)
drownee.visible_message("<span class='danger'>\The [drownee] appears to be drowning!</span>","<span class='userdanger'>You're quickly drowning!</span>") //inform them that they are fucked.
else
drownee.AdjustLoseBreath(4 SECONDS, bound_lower = 0, bound_upper = 40 SECONDS) //For every time you drown, you miss 2 breath attempts. Hope you catch on quick!
if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then.
drownee.visible_message("<span class='danger'>\The [drownee] flails, almost like [drownee.p_they()] [drownee.p_are()] drowning!</span>","<span class='userdanger'>You're lacking air!</span>") //*gasp* *gasp* *gasp* *gasp* *gasp*
/obj/machinery/poolcontroller/proc/miston() //Spawn /obj/effect/mist (from the shower) on all linked pool tiles
if(length(linkedmist))
return
for(var/turf/simulated/floor/beach/water/W in linkedturfs)
var/M = new /obj/effect/mist(W)
linkedmist += M
/obj/machinery/poolcontroller/proc/mistoff() //Delete all /obj/effect/mist from all linked pool tiles.
for(var/obj/effect/mist/M in linkedmist)
qdel(M)
linkedmist.Cut()
/obj/machinery/poolcontroller/ui_state(mob/user)
return GLOB.default_state
/obj/machinery/poolcontroller/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PoolController", "Pool Controller Interface")
ui.open()
/obj/machinery/poolcontroller/proc/temp_to_str(temp)
switch(temp) //So we can output nice things like "Cool" to tgUI
if(FRIGID)
return "frigid"
if(COOL)
return "cool"
if(NORMAL)
return "normal"
if(WARM)
return "warm"
if(SCALDING)
return "scalding"
/obj/machinery/poolcontroller/proc/set_temp(val)
if(val != WARM && val != NORMAL && val != COOL && !(emagged && (val == SCALDING || val == FRIGID)))
return
if(val == SCALDING)
miston()
else
mistoff()
temperature = val
/obj/machinery/poolcontroller/proc/str_to_temp(str)
switch(str)
if("frigid")
return FRIGID
if("cool")
return COOL
if("normal")
return NORMAL
if("warm")
return WARM
if("scalding")
return SCALDING
/obj/machinery/poolcontroller/proc/set_temp_str(target)
var/temp = str_to_temp(target)
if(temp)
set_temp(temp)
/obj/machinery/poolcontroller/ui_data(mob/user)
var/list/data = list()
data["currentTemp"] = temp_to_str(temperature)
data["emagged"] = emagged
return data
/obj/machinery/poolcontroller/ui_act(action, list/params)
if(..())
return
switch(action)
if("setTemp")
set_temp_str(params["temp"])
return TRUE
return FALSE
#undef FRIGID
#undef COOL
#undef NORMAL
#undef WARM
#undef SCALDING