Files
Paradise/code/game/objects/structures.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

215 lines
6.8 KiB
Plaintext

/obj/structure
icon = 'icons/obj/structures.dmi'
pressure_resistance = 8
max_integrity = 300
face_while_pulling = TRUE
flags_ricochet = RICOCHET_HARD
receive_ricochet_chance_mod = 0.6
var/climbable
/// Determines if a structure adds the TRAIT_TURF_COVERED to its turf.
var/creates_cover = FALSE
var/list/mob/living/climbers = list()
var/broken = FALSE
/// How long this takes to unbuckle yourself from.
var/unbuckle_time = 0 SECONDS
/obj/structure/New()
..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
if(SSticker && SSticker.current_state == GAME_STATE_PLAYING)
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
if(smoothing_flags & SMOOTH_CORNERS)
icon_state = ""
if(SSticker)
GLOB.cameranet.update_visibility(src)
/obj/structure/Initialize(mapload)
if(!armor)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
if(creates_cover && isturf(loc))
ADD_TRAIT(loc, TRAIT_TURF_COVERED, UNIQUE_TRAIT_SOURCE(src))
return ..()
/obj/structure/Destroy()
climbers = null
if(SSticker)
GLOB.cameranet.update_visibility(src)
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
var/turf/T = get_turf(src)
QUEUE_SMOOTH_NEIGHBORS(T)
REMOVE_FROM_SMOOTH_QUEUE(src)
if(creates_cover && isturf(loc))
REMOVE_TRAIT(loc, TRAIT_TURF_COVERED, UNIQUE_TRAIT_SOURCE(src))
return ..()
/obj/structure/Move()
var/atom/old = loc
if(!..())
return FALSE
if(creates_cover)
if(isturf(old))
REMOVE_TRAIT(old, TRAIT_TURF_COVERED, UNIQUE_TRAIT_SOURCE(src))
if(isturf(loc))
ADD_TRAIT(loc, TRAIT_TURF_COVERED, UNIQUE_TRAIT_SOURCE(src))
return TRUE
/obj/structure/MouseDrop_T(atom/movable/C, mob/user as mob)
if(..())
return TRUE
if(C == user)
INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/structure, start_climb), user)
return TRUE
/obj/structure/proc/density_check()
for(var/obj/O in orange(0, src))
if(O.density && !istype(O, /obj/machinery/door/window)) //Ignores windoors, as those already block climbing, otherwise a windoor on the opposite side of a table would prevent climbing.
return O
var/turf/T = get_turf(src)
if(T.density)
return T
return null
/obj/structure/proc/do_climb(mob/living/user)
if(!can_touch(user) || !climbable)
return FALSE
var/blocking_object = density_check()
if(blocking_object)
to_chat(user, "<span class='warning'>You cannot climb onto [src], as it is blocked by \a [blocking_object]!</span>")
return FALSE
if(!isturf(loc))
return FALSE
if(HAS_MIND_TRAIT(user, TRAIT_TABLE_LEAP))
user.visible_message("<span class='warning'>[user] gets ready to vault up onto [src]!</span>")
if(!do_after(user, 0.5 SECONDS, target = src))
return FALSE
else
user.visible_message("<span class='warning'>[user] starts climbing onto [src]!</span>")
if(!do_after(user, 5 SECONDS, target = src))
return FALSE
if(!can_touch(user) || !climbable)
return FALSE
return TRUE
/obj/structure/proc/start_climb(mob/living/user)
climbers += user
RegisterSignal(user, COMSIG_PARENT_QDELETING, PROC_REF(remove_climber)) // Just in case the climber is deleted before finishing
if(do_climb(user))
user.forceMove(get_turf(src))
if(HAS_MIND_TRAIT(user, TRAIT_TABLE_LEAP))
user.visible_message("<span class='warning'>[user] leaps up onto [src]!</span>")
else
user.visible_message("<span class='warning'>[user] climbs onto [src]!</span>")
if(QDELETED(src)) // Table was destroyed while we were climbing it
return
climbers -= user
UnregisterSignal(user, COMSIG_PARENT_QDELETING)
/obj/structure/proc/remove_climber(mob/living/climber)
SIGNAL_HANDLER // COMSIG_PARENT_QDELETING
climbers -= climber
UnregisterSignal(climber, COMSIG_PARENT_QDELETING)
/obj/structure/proc/structure_shaken()
for(var/mob/living/M in get_turf(src))
if(IS_HORIZONTAL(M))
return //No spamming this on people.
M.Weaken(10 SECONDS)
to_chat(M, "<span class='warning'>You topple as \the [src] moves under you!</span>")
if(prob(25))
var/damage = rand(15,30)
var/mob/living/carbon/human/H = M
if(!istype(H))
to_chat(H, "<span class='warning'>You land heavily!</span>")
M.adjustBruteLoss(damage)
return
var/obj/item/organ/external/affecting
switch(pick("ankle","wrist","head","knee","elbow"))
if("ankle")
affecting = H.get_organ(pick("l_foot", "r_foot"))
if("knee")
affecting = H.get_organ(pick("l_leg", "r_leg"))
if("wrist")
affecting = H.get_organ(pick("l_hand", "r_hand"))
if("elbow")
affecting = H.get_organ(pick("l_arm", "r_arm"))
if("head")
affecting = H.get_organ("head")
if(affecting)
to_chat(M, "<span class='warning'>You land heavily on your [affecting.name]!</span>")
affecting.receive_damage(damage, 0)
if(affecting.parent)
affecting.parent.add_autopsy_data("Misadventure", damage)
else
to_chat(H, "<span class='warning'>You land heavily!</span>")
H.adjustBruteLoss(damage)
H.UpdateDamageIcon()
/obj/structure/proc/can_touch(mob/living/user)
if(!istype(user))
return FALSE
if(!Adjacent(user))
return FALSE
if(user.restrained() || user.buckled)
to_chat(user, "<span class='notice'>You need your hands and legs free for this.</span>")
return FALSE
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
return FALSE
if(issilicon(user))
to_chat(user, "<span class='notice'>You need hands for this.</span>")
return FALSE
return TRUE
/obj/structure/proc/get_climb_text()
return "<span class='notice'>You can <b>Click-Drag</b> yourself to [src] to climb on top of it after a short delay.</span>"
/obj/structure/examine(mob/user)
. = ..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
. += "<span class='warning'>It's on fire!</span>"
if(broken)
. += "<span class='notice'>It appears to be broken.</span>"
var/examine_status = examine_status(user)
if(examine_status)
. += examine_status
if(climbable)
. += get_climb_text()
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
if(!broken)
return "<span class='warning'>It's falling apart!</span>"
/obj/structure/proc/prevents_buckled_mobs_attacking()
return FALSE
/obj/structure/zap_act(power, zap_flags)
if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power / 8000, BURN, ENERGY)
power -= power / 2000 //walls take a lot out of ya
. = ..()
/obj/structure/fall_and_crush(turf/target_turf, crush_damage, should_crit, crit_damage_factor, datum/tilt_crit/forced_crit, weaken_time, knockdown_time, ignore_gravity, should_rotate, angle, rightable, block_interactions)
. = ..(target_turf, crush_damage, should_crit, crit_damage_factor, forced_crit, weaken_time, knockdown_time, ignore_gravity, should_rotate, angle, rightable = TRUE, block_interactions_until_righted = FALSE)