Files
Paradise/code/game/objects/objs.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

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