Files
Paradise/code/game/machinery/camera.dm
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00

384 lines
12 KiB
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// Double clicking turfs to move to nearest camera
/turf/proc/move_camera_by_click()
if (usr.stat)
return ..()
if (world.time <= usr:lastDblClick+2)
return ..()
//try to find the closest working camera in the same area, switch to it
var/area/A = get_area(src)
var/best_dist = INFINITY //infinity
var/best_cam = null
for(var/obj/machinery/camera/C in A)
if(usr:network != C.network) continue
if(!C.status) continue // ignore disabled cameras
var/dist = get_dist(src, C)
if(dist < best_dist)
best_dist = dist
best_cam = C
if(!best_cam)
return ..()
usr:lastDblClick = world.time
usr:switchCamera(best_cam)
/mob/living/silicon/ai/proc/ai_camera_list()
set category = "AI Commands"
set name = "Show Camera List"
if(usr.stat == 2)
usr << "You can't track with camera because you are dead!"
return
attack_ai(src)
/mob/living/silicon/ai/proc/ai_camera_track()
set category = "AI Commands"
set name = "Track With Camera"
if(usr.stat == 2)
usr << "You can't track with camera because you are dead!"
return
var/list/names = list()
var/list/namecounts = list()
var/list/creatures = list()
for (var/mob/M in world)
if (istype(M, /mob/new_player))
continue //cameras can't follow people who haven't started yet DUH OR DIDN'T YOU KNOW THAT
//Cameras can't track people wearing an agent card or a ninja hood.
if (istype(M, /mob/living/carbon/human))
if(istype(M:wear_id, /obj/item/weapon/card/id/syndicate))
continue
if(istype(M:head, /obj/item/clothing/head/helmet/space/space_ninja)&&!M:head:canremove)
continue
if(!istype(M.loc, /turf)) //in a closet or something, AI can't see him anyways
continue
var/area/wizard_station/A = locate()//So that wizards are not tracked by the AI until they leave their sanctuary. Unless they talk on radio/N
if(M in A.contents)
continue
if(M.invisibility)//cloaked
continue
if(istype(M.loc,/obj/effect/dummy))
continue
else if (M == usr)
continue
var/name = M.name
if (name in names)
namecounts[name]++
name = text("[] ([])", name, namecounts[name])
else
names.Add(name)
namecounts[name] = 1
creatures[name] = M
var/target_name = input(usr, "Which creature should you track?") as null|anything in creatures
if (!target_name)
usr:cameraFollow = null
return
var/mob/target = creatures[target_name]
ai_actual_track(target)
/mob/living/silicon/ai/proc/ai_actual_track(mob/target as mob)
usr:cameraFollow = target
usr << text("Now tracking [] on camera.", target.name)
if (usr.machine == null)
usr.machine = usr
spawn (0)
while (usr:cameraFollow == target)
if (usr:cameraFollow == null)
return
else if (istype(target, /mob/living/carbon/human))
if(istype(target:wear_id, /obj/item/weapon/card/id/syndicate))
usr << "Follow camera mode terminated."
usr:cameraFollow = null
return
if(istype(target:head, /obj/item/clothing/head/helmet/space/space_ninja)&&!target:head:canremove)
usr << "Follow camera mode terminated."
usr:cameraFollow = null
return
else if(istype(target.loc,/obj/effect/dummy))
usr << "Follow camera mode ended."
usr:cameraFollow = null
return
else if (!target || !istype(target.loc, /turf)) //in a closet
usr << "Target is not on or near any active cameras on the station. We'll check again in 5 seconds (unless you use the cancel-camera verb)."
sleep(40) //because we're sleeping another second after this (a few lines down)
continue
var/obj/machinery/camera/C = usr:current
if ((C && istype(C, /obj/machinery/camera)) || C==null)
var/closestDist = -1
if (C!=null)
if (C.status)
closestDist = get_dist(C, target)
//usr << text("Dist = [] for camera []", closestDist, C.name)
var/zmatched = 0
if (closestDist > 7 || closestDist == -1)
//check other cameras
var/obj/machinery/camera/closest = C
for(var/obj/machinery/camera/C2 in world)
if (C2.network == src.network)
if (C2.z == target.z)
zmatched = 1
if (C2.status)
var/dist = get_dist(C2, target)
if ((dist < closestDist) || (closestDist == -1))
closestDist = dist
closest = C2
//usr << text("Closest camera dist = [], for camera []", closestDist, closest.area.name)
if (closest != C)
usr:current = closest
usr.reset_view(closest)
//use_power(50)
if (zmatched == 0)
usr << "Target is not on or near any active cameras on the station. We'll check again in 5 seconds (unless you use the cancel-camera verb)."
sleep(40) //because we're sleeping another second after this (a few lines down)
else
usr << "Follow camera mode ended."
usr:cameraFollow = null
sleep(10)
/proc/camera_sort(list/L)
var/obj/machinery/camera/a
var/obj/machinery/camera/b
for (var/i = L.len, i > 0, i--)
for (var/j = 1 to i - 1)
a = L[j]
b = L[j + 1]
if (a.c_tag_order != b.c_tag_order)
if (a.c_tag_order > b.c_tag_order)
L.Swap(j, j + 1)
else
if (sorttext(a.c_tag, b.c_tag) < 0)
L.Swap(j, j + 1)
return L
/obj/machinery/computer/security/attack_hand(var/mob/user as mob)
if (stat & (NOPOWER|BROKEN))
return
user.machine = src
var/list/L = list()
for (var/obj/machinery/camera/C in world)
L.Add(C)
camera_sort(L)
var/list/D = list()
D["Cancel"] = "Cancel"
for (var/obj/machinery/camera/C in L)
if (C.network == network)
D[text("[][]", C.c_tag, (C.status ? null : " (Deactivated)"))] = C
var/t = input(user, "Which camera should you change to?") as null|anything in D
if(!t)
user.machine = null
return 0
var/obj/machinery/camera/C = D[t]
if (t == "Cancel")
user.machine = null
return 0
if (C)
if ((get_dist(user, src) > 1 || user.machine != src || user.blinded || !( user.canmove ) || !( C.status )) && (!istype(user, /mob/living/silicon/ai)))
return 0
else
src.current = C
use_power(50)
spawn( 5 )
attack_hand(user)
/mob/living/silicon/ai/attack_ai(var/mob/user as mob)
if (user != src)
return
if (stat == 2)
return
user.machine = src
var/list/L = list()
for (var/obj/machinery/camera/C in world)
L.Add(C)
camera_sort(L)
var/list/D = list()
D["Cancel"] = "Cancel"
for (var/obj/machinery/camera/C in L)
if (C.network == src.network)
D[text("[][]", C.c_tag, (C.status ? null : " (Deactivated)"))] = C
var/t = input(user, "Which camera should you change to?") as null|anything in D
if (!t || t == "Cancel")
switchCamera(null)
return 0
var/obj/machinery/camera/C = D[t]
switchCamera(C)
return
/obj/machinery/camera/emp_act(severity)
if(prob(100/(hardened + severity)))
icon_state = "cameraemp"
network = null //Not the best way but it will do. I think.
spawn(900)
network = initial(network)
icon_state = initial(icon_state)
for(var/mob/living/silicon/ai/O in world)
if (O.current == src)
O.cancel_camera()
O << "Your connection to the camera has been lost."
for(var/mob/O in world)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
O.machine = null
S.current = null
O.reset_view(null)
O << "The screen bursts into static."
..()
/obj/machinery/camera/ex_act(severity)
if(src.invuln)
return
else
..(severity)
return
/obj/machinery/camera/blob_act()
return
/obj/machinery/camera/attack_ai(var/mob/living/silicon/ai/user as mob)
if (!istype(user))
return
if (src.network != user.network || !(src.status))
return
user.current = src
user.reset_view(src)
/obj/machinery/camera/attackby(W as obj, user as mob)
..()
if (istype(W, /obj/item/weapon/wirecutters))
deactivate(user)
else if (istype(W, /obj/item/weapon/paper))
var/obj/item/weapon/paper/X = W
user << "You hold a paper up to the camera ..."
for(var/mob/living/silicon/ai/O in world)
//if (O.current == src)
O << "[user] holds a paper up to one of your cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", X.name, X.info), text("window=[]", X.name))
for(var/mob/O in world)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
O << "[user] holds a paper up to one of the cameras ..."
O << browse(text("<HTML><HEAD><TITLE>[]</TITLE></HEAD><BODY><TT>[]</TT></BODY></HTML>", X.name, X.info), text("window=[]", X.name))
else if (istype(W, /obj/item/weapon/wrench)) //Adding dismantlable cameras to go with the constructable ones. --NEO
if(src.status)
user << "\red You can't dismantle a camera while it is active."
else
user << "\blue Dismantling camera..."
if(do_after(user, 20))
var/obj/item/weapon/chem_grenade/case = new /obj/item/weapon/chem_grenade(src.loc)
case.name = "Camera Assembly"
case.path = 2
case.state = 5
case.anchored = 1
case.circuit = new /obj/item/device/multitool
if (istype(src, /obj/machinery/camera/motion))
case.motion = 1
del(src)
else if (istype(W, /obj/item/weapon/camera_bug))
if (!src.status)
user << "\blue Camera non-functional"
return
if (src.bugged)
user << "\blue Camera bug removed."
src.bugged = 0
else
user << "\blue Camera bugged."
src.bugged = 1
else if(istype(W, /obj/item/weapon/melee/energy/blade))//Putting it here last since it's a special case. I wonder if there is a better way to do these than type casting.
deactivate(user,2)//Here so that you can disconnect anyone viewing the camera, regardless if it's on or off.
var/datum/effect/system/spark_spread/spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, loc)
spark_system.start()
playsound(loc, 'blade1.ogg', 50, 1)
playsound(loc, "sparks", 50, 1)
var/obj/item/weapon/chem_grenade/case = new /obj/item/weapon/chem_grenade(loc)
case.name = "Camera Assembly"
case.path = 2
case.state = 5
case.anchored = 1
case.circuit = new /obj/item/device/multitool
if (istype(src, /obj/machinery/camera/motion))
case.motion = 1
for(var/mob/O in viewers(user, 3))
O.show_message(text("\blue The camera has been sliced apart by [] with an energy blade!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
del(src)
return
/obj/machinery/camera/proc/deactivate(user as mob, var/choice = 1)
if(choice==1)
status = !( src.status )
if (!(src.status))
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] has deactivated []!", user, src), 1)
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
icon_state = "camera1"
else
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] has reactivated []!", user, src), 1)
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
icon_state = "camera"
// 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/living/silicon/ai/O in world)
if (O.current == src)
O.cancel_camera()
O << "Your connection to the camera has been lost."
for(var/mob/O in world)
if (istype(O.machine, /obj/machinery/computer/security))
var/obj/machinery/computer/security/S = O.machine
if (S.current == src)
O.machine = null
S.current = null
O.reset_view(null)
O << "The screen bursts into static."
//Return a working camera that can see a given mob
//or null if none
/proc/seen_by_camera(var/mob/M)
for(var/obj/machinery/camera/C in oview(M))
if(C.status) // check if camera disabled
return C
break
return null