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* 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>
306 lines
10 KiB
Plaintext
306 lines
10 KiB
Plaintext
/obj
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//var/datum/module/mod //not used
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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animate_movement = SLIDE_STEPS
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var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
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var/sharp = FALSE // whether this object cuts
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var/in_use = FALSE // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/force = 0
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// You can define armor as a list in datum definition (e.g. `armor = list("fire" = 80, "brute" = 10)`),
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// which would be converted to armor datum during initialization.
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// Setting `armor` to a list on an *existing* object would inevitably runtime. Use `getArmor()` instead.
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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE
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var/custom_fire_overlay // Update_fire_overlay will check if a different icon state should be used
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var/acid_level = 0 //how much acid is on that obj
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var/can_be_hit = TRUE //can this be bludgeoned by items?
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var/being_shocked = FALSE
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var/speed_process = FALSE
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var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
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var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
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var/suicidal_hands = FALSE // Does it requires you to hold it to commit suicide with it?
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/// Is it emagged or not?
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var/emagged = FALSE
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// Access-related fields
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/// A list of accesses as defined by `code/__DEFINES/access_defines.dm`. All accesses are required when checking.
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var/list/req_access = null
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/// A list of accesses as defined by `code/__DEFINES/access_defines.dm`. At least one access is required when checking.
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var/list/req_one_access = null
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/obj/Initialize(mapload)
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. = ..()
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if(islist(armor))
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armor = getArmor(arglist(armor))
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else if(!armor)
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armor = getArmor()
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else if(!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(sharp)
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AddComponent(/datum/component/surgery_initiator)
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if(obj_integrity == null)
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obj_integrity = max_integrity
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
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// Calling Topic without a corresponding window open causes runtime errors
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if(!nowindow && ..())
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return TRUE
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// In the far future no checks are made in an overriding Topic() beyond if(..()) return
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// Instead any such checks are made in CanUseTopic()
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if(ui_status(usr, state, href_list) == UI_INTERACTIVE)
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var/atom/host = ui_host()
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host.add_fingerprint(usr)
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return FALSE
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return TRUE
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/obj/Destroy()
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if(!ismachinery(src))
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if(!speed_process)
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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// AA 2024-05-20 - processing var?????
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else
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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//Output a creative message and then return the damagetype done
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/obj/proc/suicide_act(mob/user)
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return FALSE
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request, datum/gas_mixture/environment)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request > 0)
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var/datum/gas_mixture/air = return_obj_air()
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if(isnull(air))
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air = environment
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if(isnull(air))
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return
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var/breath_percentage = BREATH_VOLUME / air.return_volume()
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return air.remove(air.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if(in_use)
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if(M.client && M.machine == src)
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is_in_use = TRUE
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src.attack_hand(M)
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if(is_ai(usr) || isrobot(usr))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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src.attack_ai(usr)
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// check for TK users
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if(ishuman(usr))
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if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
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if(!(usr in nearby))
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if(usr.client && usr.machine == src)
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is_in_use = TRUE
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src.attack_hand(usr)
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in_use = is_in_use
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/obj/proc/updateDialog()
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// Check that people are actually using the machine. If not, don't update anymore.
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if(in_use)
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var/list/nearby = viewers(1, src)
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var/is_in_use = FALSE
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for(var/mob/M in nearby)
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if(M.client && M.machine == src)
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = AutoUpdateAI(src)
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if(!ai_in_use && !is_in_use)
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in_use = FALSE
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/obj/proc/interact(mob/user)
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return
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/mob/proc/unset_machine()
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if(machine)
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UnregisterSignal(machine, COMSIG_PARENT_QDELETING)
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machine = null
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.in_use = TRUE
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RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine))
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self__legacy__attackchain(M)
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/obj/proc/hide(h)
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return
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/obj/proc/hear_talk(mob/M, list/message_pieces)
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return
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/obj/proc/hear_message(mob/M, text)
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return
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/obj/proc/default_welder_repair(mob/user, obj/item/I) //Returns TRUE if the object was successfully repaired. Fully repairs an object (setting BROKEN to FALSE), default repair time = 40
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
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return
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if(I.tool_behaviour != TOOL_WELDER)
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return
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if(!I.tool_use_check(user, 0))
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return
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var/time = max(50 * (1 - obj_integrity / max_integrity), 5)
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WELDER_ATTEMPT_REPAIR_MESSAGE
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if(I.use_tool(src, user, time, volume = I.tool_volume))
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WELDER_REPAIR_SUCCESS_MESSAGE
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obj_integrity = max_integrity
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update_icon()
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return TRUE
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/obj/proc/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
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if(!anchored && !isfloorturf(loc))
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user.visible_message("<span class='warning'>A floor must be present to secure [src]!</span>")
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return FALSE
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if(I.tool_behaviour != TOOL_WRENCH)
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return FALSE
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if(!I.tool_use_check(user, 0))
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return FALSE
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if(!(flags & NODECONSTRUCT))
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to_chat(user, "<span class='notice'>Now [anchored ? "un" : ""]securing [name].</span>")
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if(I.use_tool(src, user, time, volume = I.tool_volume))
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to_chat(user, "<span class='notice'>You've [anchored ? "un" : ""]secured [name].</span>")
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anchored = !anchored
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return TRUE
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return FALSE
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/obj/water_act(volume, temperature, source, method = REAGENT_TOUCH)
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. = ..()
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extinguish()
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acid_level = 0
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/obj/singularity_pull(S, current_size)
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..()
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src, S)
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/obj/proc/container_resist(mob/living)
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return
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/obj/proc/on_mob_move(dir, mob/user)
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return
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/obj/proc/makeSpeedProcess()
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if(speed_process)
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return
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speed_process = TRUE
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STOP_PROCESSING(SSobj, src)
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START_PROCESSING(SSfastprocess, src)
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/obj/proc/makeNormalProcess()
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if(!speed_process)
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return
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speed_process = FALSE
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START_PROCESSING(SSobj, src)
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STOP_PROCESSING(SSfastprocess, src)
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/obj/vv_get_dropdown()
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. = ..()
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.["Delete all of type"] = "byond://?_src_=vars;delall=[UID()]"
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if(!speed_process)
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.["Make speed process"] = "byond://?_src_=vars;makespeedy=[UID()]"
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else
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.["Make normal process"] = "byond://?_src_=vars;makenormalspeed=[UID()]"
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.["Modify armor values"] = "byond://?_src_=vars;modifyarmor=[UID()]"
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/obj/proc/check_uplink_validity()
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return TRUE
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/obj/proc/cult_conceal() //Called by cult conceal spell
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return
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/obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible
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return
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/// Set whether the item should be sharp or not
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/obj/proc/set_sharpness(new_sharp_val)
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if(sharp == new_sharp_val)
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return
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sharp = new_sharp_val
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
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if(!sharp && new_sharp_val)
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AddComponent(/datum/component/surgery_initiator)
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/obj/proc/force_eject_occupant(mob/target)
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// This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
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// In the event that the object doesn't have an overriden version of this proc to do it, log a runtime so one can be added.
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CRASH("Proc force_eject_occupant() is not overridden on a machine containing a mob.")
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/obj/hit_by_thrown_mob(mob/living/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
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damage *= 0.75 //Define this probably somewhere, we want objects to hurt less than walls, unless special impact effects.
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playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
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if(mob_hurt) //Density check probably not needed, one should only bump into something if it is dense, and blob tiles are not dense, because of course they are not.
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return
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C.visible_message("<span class='danger'>[C] slams into [src]!</span>", "<span class='userdanger'>You slam into [src]!</span>")
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if(!self_hurt)
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take_damage(damage, BRUTE)
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if(issilicon(C))
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C.Weaken(3 SECONDS)
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C.adjustBruteLoss(damage)
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else
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var/obj/item/organ/external/affecting = C.get_organ(ran_zone(throwingdatum.target_zone))
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if(affecting)
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var/armor_block = C.run_armor_check(affecting, MELEE)
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C.apply_damage(damage, BRUTE, affecting, armor_block)
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else
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C.take_organ_damage(damage)
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C.KnockDown(3 SECONDS)
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/obj/handle_ricochet(obj/item/projectile/P)
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. = ..()
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if(. && receive_ricochet_damage_coeff)
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// pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
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take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, REVERSE_DIR(P.dir), P.armour_penetration_flat, P.armour_penetration_percentage)
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/obj/proc/return_obj_air()
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RETURN_TYPE(/datum/gas_mixture)
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if(isobj(loc))
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var/obj/O = loc
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return O.return_obj_air()
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else
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return null
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