Fixing client eye (#18577)

* signal foundation

* reset_perspective implemented

* you too

* setting mob

* no

* fix

* tweak

* remote view element

* these too

* use element

* cleanup more manual code

* fix element

* mutation signal

* handle being dropped from holders, and fix pai hud

* handle qdel

* it's a component now

* ugly holder fix

* another fix

* follow view target

* item remote view

* doc update

* unneeded

* this needs a recode to work better

* many fixes

* these are all unneeded

* almost working viewerlist remotes

* this uses component too

* this needs to die to it's item

* don't allow spamming tgui menus

* tg style args

* fixing behaviors

* fuk

* working view release from holders

* only final matters

* comment order and disposal fix

* cryotube loc fix

* no mob should reset its view every life tick

* major improvements

* still forbid z level change even if we allow moving

* this too

* don't doubledip

* qdel on self is unneeded

* wipe remote views on logout

* vore bellies need to manually clear views

* fixAI hud

* belly release fixes

* cannot use binoculars in a vore belly

* pai card can be picked up and dropped correctly

* ventcrawl fix and distracted fix

* this is better

* forcemove

* vr console fix

* use flag for this

* belly stuff

* various cleanups

* oops

* fixes statue spell

* unneeded perspective clear

* automatic instead

* continued cleanup

* that was dumb

* needed

* none of this works

* are these even needed

* lets lock down to these

* lets try to make this work

* extremely close to working

* needs to solve final pai issues

* mob eye change signal

* Revert "mob eye change signal"

This reverts commit eedd5da934.

* significant progress

* safety

* expected to be not null

* likely not needed

* don't spam component changes

* endview on logout

* accessors

* egg fixing

* Revert "egg fixing"

This reverts commit 6a54049c69.

* getting closer

* even closer

* needs type

* close...

* extremely close to working

* fixing pai stuff

* this too

* promising fixes

* docs

* this is recursive move's responsibility tbh

* unneeded now

* oops

* better decouple

* topmost check

* cleanup

* holder released from egg fix

* pai fix for reset view

* debug info

* some better pai ejection code

* better way

* unneeded

* needs to be null

* better vision restore

* use correct handling

* no longer needed

* required

* handle decouple on mecha too

* name clarity

* do not allow double dipping zoom items

* ethereal jaunt needs a full cleanup later

* fix blackscreen flicker

* remove set machine from pda

* Update code/game/objects/items.dm

* Update code/game/objects/items.dm

* Update code/game/objects/items.dm

* Update code/game/objects/items.dm

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
Will
2025-10-12 22:18:08 -04:00
committed by GitHub
co-authored by Cameron Lennox
parent 994be6bf05
commit 2194b87de0
95 changed files with 762 additions and 710 deletions
+67 -17
View File
@@ -244,19 +244,69 @@
/mob/proc/restrained()
return
/mob/proc/reset_view(atom/A)
if (client)
if (istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if (isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
/**
* Reset the attached clients perspective (viewpoint)
*
* reset_perspective() set eye to common default : mob on turf, loc otherwise. If the client mob is inside an object with REMOTEVIEW_ON_ENTER, it will restart that object's remote view.
* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective). This ignores REMOTEVIEW_ON_ENTER, and forces focus to the mob.
*/
/mob/proc/reset_perspective(atom/new_eye)
SHOULD_CALL_PARENT(TRUE)
if(!client)
return
if(new_eye)
if(ismovable(new_eye))
//Set the new eye unless it's us
if(new_eye != src)
client.perspective = EYE_PERSPECTIVE
client.eye = loc
client.set_eye(new_eye)
else
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else if(isturf(new_eye))
//Set to the turf unless it's our current turf
if(new_eye != loc)
client.perspective = EYE_PERSPECTIVE
client.set_eye(new_eye)
else
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else
return TRUE //no setting eye to stupid things like areas or whatever
else
//If we return focus to our own mob, but we are still inside something with an inherent remote view. Restart it.
if(restore_remote_views())
return TRUE
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.set_eye(loc)
/// Signal sent after the eye has been successfully updated, with the client existing.
SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE)
return TRUE
/// Reapplies remote views based on object type and flags. Returns true if the view was assigned.
/mob/proc/restore_remote_views()
if(!loc) // Nullspace during respawn
return FALSE
if(isturf(loc)) // Cannot be remote if it was a turf, also obj and turf flags overlap so stepping into space triggers remoteview endlessly.
return FALSE
// Check if we actually need to drop our current remote view component, as this is expensive to do, and leads to more difficult to understand error prone logic
var/datum/component/remote_view/remote_comp = GetComponent(/datum/component/remote_view)
if(remote_comp?.looking_at_target_already(loc))
return FALSE
if(isitem(loc) || isbelly(loc)) // Requires more careful handling than structures because they are held by mobs
AddComponent(/datum/component/remote_view/mob_holding_item, loc)
return TRUE
if(loc.flags & REMOTEVIEW_ON_ENTER) // Handle atoms that begin a remote view upon entering them.
AddComponent(/datum/component/remote_view, loc)
return TRUE
return FALSE
/mob/proc/ret_grab(list/L, flag)
return
@@ -509,17 +559,17 @@
var/mob/mob_eye = targets[eye_name]
if(client && mob_eye)
client.eye = mob_eye
if (is_admin)
client.adminobs = 1
if(mob_eye == client.mob || client.eye == client.mob)
client.adminobs = 0
AddComponent(/datum/component/remote_view, focused_on = mob_eye)
if(is_admin)
client.adminobs = TRUE
if(mob_eye == client.mob || !is_remote_viewing())
client.adminobs = FALSE
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC.Game"
unset_machine()
reset_view(null)
reset_perspective()
/mob/Topic(href, href_list)
if(href_list["mach_close"])