Remote view fix again (#19488)

* lets get the foundations right

* collapsing

* more cleanup

* coordinator

* more cleanup

* put those in a better place

* awa

* these live in config now

* that too

* cleanup

* changed over

* cleanup

* more cleanup

* oop

* Cleanup

* deargod

* sanity achieved

* cleanup stuff

* cleared duplicated hud code

* documenting

* clarify

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
Will
2026-05-27 20:43:47 -04:00
committed by GitHub
co-authored by Cameron Lennox
parent 5c25dfe2ab
commit b324bd75cc
16 changed files with 384 additions and 549 deletions
+283 -461
View File
@@ -5,305 +5,80 @@
VAR_PROTECTED/datum/remote_view_config/settings = null
VAR_PROTECTED/mob/host_mob
VAR_PROTECTED/atom/remote_view_target
// Specialty remote views that rely on another object to manage them
VAR_PROTECTED/show_message = FALSE
VAR_PRIVATE/obj/item/host_item
VAR_PRIVATE/datum/view_coordinator // The object containing the viewer_list, with look() and unlook() logic
VAR_PRIVATE/list/coordinated_viewers // list from the view_coordinator, lists in byond are pass by reference, so this is the SAME list as on the coordinator!
/datum/component/remote_view/Initialize(atom/focused_on, viewsize, vconfig_path)
. = ..()
/datum/component/remote_view/Initialize(atom/focused_on = null, viewsize = null, vconfig_path = null, obj/item/managing_item = null, tileoffset = 0, show_visible_messages = TRUE, datum/coordinator = null, list/viewer_list = null)
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
// Set config
. = ..()
// to_chat(world, "======================================== STARTED VIEW on: [focused_on]")
/**
* Set config
* All remote views use a vconfig_path to create a settings datum. This datum controls most features of the remote view.
* It also allows for unique overrides per view type, such as the UAV overriding the hud for special effects, without
* needing to make an entirely new type of remote view to do so. See code\datums\remote_view_config.dm
*/
if(!vconfig_path)
vconfig_path = /datum/remote_view_config
settings = new vconfig_path
// Safety check, focus on ourselves if the target is deleted, and flag any movement to end the view.
/**
* Safety check, focus on our own turf if the target is deleted, and flag any movement to end the view.
*
* IMPORTANT:
* Passing null for the focused_on target of the remote view will use the turf of the mob creating the view.
* This behavior is called "turf decoupling" and is used to correct a byond issue where mobs dropping mobs lock
* the view to the mob that dropped them. See release_remote_view() below. Creating a remote_view with no
* arguments will just cause turf decoupling behavior, and is safe to do.
*/
host_mob = parent
if(QDELETED(focused_on))
focused_on = host_mob
if(!focused_on || QDELETED(focused_on))
focused_on = get_turf(host_mob)
settings.forbid_movement = TRUE
// Begin remoteview
host_mob.reset_perspective(focused_on) // Must be done before registering the signals
if(settings.forbid_movement)
RegisterSignal(host_mob, COMSIG_MOVABLE_MOVED, PROC_REF(handle_hostmob_moved))
else
RegisterSignal(host_mob, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(handle_hostmob_moved))
RegisterSignal(host_mob, COMSIG_MOB_RESET_PERSPECTIVE, PROC_REF(on_reset_perspective))
RegisterSignal(host_mob, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_forced_endview))
// Upon any disruptive status effects
if(settings.will_stun)
RegisterSignal(host_mob, COMSIG_LIVING_STATUS_STUN, PROC_REF(handle_status_effects))
if(settings.will_weaken)
RegisterSignal(host_mob, COMSIG_LIVING_STATUS_WEAKEN, PROC_REF(handle_status_effects))
if(settings.will_paralyze)
RegisterSignal(host_mob, COMSIG_LIVING_STATUS_PARALYZE, PROC_REF(handle_status_effects))
if(settings.will_sleep)
RegisterSignal(host_mob, COMSIG_LIVING_STATUS_SLEEP, PROC_REF(handle_status_effects))
if(settings.will_blind)
RegisterSignal(host_mob, COMSIG_LIVING_STATUS_BLIND, PROC_REF(handle_status_effects))
if(settings.will_death)
RegisterSignal(host_mob, COMSIG_MOB_DEATH, PROC_REF(handle_endview))
// Handle relayed movement
if(settings.relay_movement)
RegisterSignal(host_mob, COMSIG_MOB_RELAY_MOVEMENT, PROC_REF(handle_relay_movement))
RegisterSignal(host_mob, COMSIG_MOB_HANDLE_VISION, PROC_REF(handle_mob_vision_update))
// Hud overrides
if(settings.override_entire_hud)
RegisterSignal(host_mob, COMSIG_MOB_HANDLE_HUD, PROC_REF(handle_hud_override))
if(settings.override_health_hud)
RegisterSignal(host_mob, COMSIG_MOB_HANDLE_HUD_HEALTH_ICON, PROC_REF(handle_hud_health))
if(settings.override_darkvision_hud)
RegisterSignal(host_mob, COMSIG_MOB_HANDLE_HUD_DARKSIGHT, PROC_REF(handle_hud_darkvision))
// Recursive move component fires this, we only want it to handle stuff like being inside a paicard when releasing turf lock
if(isturf(focused_on))
RegisterSignal(host_mob, COMSIG_MOVABLE_ATTEMPTED_MOVE, PROC_REF(handle_recursive_moved))
// Focus on remote view
remote_view_target = focused_on
if(host_mob != remote_view_target) // Some items just offset our view, so we set ourselves as the view target, don't double dip if so!
RegisterSignal(remote_view_target, COMSIG_QDELETING, PROC_REF(handle_endview))
RegisterSignal(remote_view_target, COMSIG_MOB_RESET_PERSPECTIVE, PROC_REF(on_remotetarget_reset_perspective))
RegisterSignal(remote_view_target, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_forced_endview))
// If the user has already limited their HUD this avoids them having a HUD when they zoom in
if(settings.use_zoom_hud && host_mob.hud_used.hud_shown)
host_mob.toggle_zoom_hud()
// Set view to size, null is default
host_mob.set_viewsize(viewsize)
host_mob.reset_perspective(remote_view_target) // Must be done before registering the signals
host_mob.AddComponent(/datum/component/recursive_move) // Updates our parent tree if we already have it
/datum/component/remote_view/RegisterWithParent()
// Update the mob's vision after we attach.
host_mob.handle_vision()
host_mob.handle_regular_hud_updates()
settings.attached_to_mob(src, host_mob)
/**
* If a complex datum with a viewer list is coordinating this view (shuttle consoles for example)
* This is intended for views that required a managed list of coordinated_viewers.
* This allows the view_coordinator to decide things, like maximum number of viewers, or if actions disconnect all viewers at once.
* Calls look() and unlook() on the coordinator when the view starts and ends.
*/
if(coordinator)
if(!islist(viewer_list)) // BAD BAD BAD NO
CRASH("Passed a viewer_list that was not a list, or was null, to /datum/component/remote_view component. Ensure the viewer_list exists before passing it into AddComponent.")
coordinated_viewers = viewer_list
view_coordinator = coordinator
view_coordinator.look(host_mob)
LAZYDISTINCTADD(coordinated_viewers, WEAKREF(host_mob))
/datum/component/remote_view/Destroy(force)
. = ..()
// Basic handling
if(settings.forbid_movement)
UnregisterSignal(host_mob, COMSIG_MOVABLE_MOVED)
else
UnregisterSignal(host_mob, COMSIG_MOVABLE_Z_CHANGED)
UnregisterSignal(host_mob, COMSIG_MOB_RESET_PERSPECTIVE)
UnregisterSignal(host_mob, COMSIG_REMOTE_VIEW_CLEAR)
// Status effects
if(settings.will_stun)
UnregisterSignal(host_mob, COMSIG_LIVING_STATUS_STUN)
if(settings.will_weaken)
UnregisterSignal(host_mob, COMSIG_LIVING_STATUS_WEAKEN)
if(settings.will_paralyze)
UnregisterSignal(host_mob, COMSIG_LIVING_STATUS_PARALYZE)
if(settings.will_sleep)
UnregisterSignal(host_mob, COMSIG_LIVING_STATUS_SLEEP)
if(settings.will_blind)
UnregisterSignal(host_mob, COMSIG_LIVING_STATUS_BLIND)
if(isturf(remote_view_target))
UnregisterSignal(host_mob, COMSIG_MOVABLE_ATTEMPTED_MOVE)
if(settings.will_death)
UnregisterSignal(host_mob, COMSIG_MOB_DEATH)
// Handle relayed movement
if(settings.relay_movement)
UnregisterSignal(host_mob, COMSIG_MOB_RELAY_MOVEMENT)
UnregisterSignal(host_mob, COMSIG_MOB_HANDLE_VISION)
// Hud overrides
if(settings.override_entire_hud)
UnregisterSignal(host_mob, COMSIG_MOB_HANDLE_HUD)
if(settings.override_health_hud)
UnregisterSignal(host_mob, COMSIG_MOB_HANDLE_HUD_HEALTH_ICON)
if(settings.override_darkvision_hud)
UnregisterSignal(host_mob, COMSIG_MOB_HANDLE_HUD_DARKSIGHT)
// Cleanup remote view
if(host_mob != remote_view_target) // If target is not ourselves
UnregisterSignal(remote_view_target, COMSIG_QDELETING)
UnregisterSignal(remote_view_target, COMSIG_MOB_RESET_PERSPECTIVE)
UnregisterSignal(remote_view_target, COMSIG_REMOTE_VIEW_CLEAR)
// Reset to default size
host_mob.set_viewsize()
if(settings.use_zoom_hud && !host_mob.hud_used.hud_shown)
host_mob.toggle_zoom_hud()
// Update the mob's vision right away if it still exists
if(!QDELETED(host_mob))
settings.detatch_from_mob(src, host_mob)
settings.handle_remove_visuals(src, host_mob)
host_mob.handle_vision()
host_mob.handle_regular_hud_updates()
host_mob = null
remote_view_target = null
// Clear settings
QDEL_NULL(settings)
/**
* If an item is coordinating this view (scopes/binoculars)
* Handles remote views that are managed by a held item. The held item must remain in the mob's
* inventory, and will call zoom() and unzoom() when it starts and ends. Optionally showing a message.
*/
if(isitem(managing_item))
host_item = managing_item
// Unfortunately too many things read this to control item state for me to remove this.
// Oh well! better than GetComponent() everywhere. Lets just manage item/zoom in this component though...
host_item.zoom = TRUE
// Feedback
show_message = show_visible_messages
if(show_message)
host_mob.visible_message(span_filter_notice("[host_mob] peers through the [host_item.zoomdevicename ? "[host_item.zoomdevicename] of the [host_item.name]" : "[host_item.name]"]."))
// Signal handlers
/datum/component/remote_view/proc/handle_hostmob_moved(atom/source, atom/oldloc, direction, forced, movetime)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
if(!host_mob)
return
end_view()
qdel(src)
/datum/component/remote_view/proc/handle_recursive_moved(atom/source, atom/oldloc, atom/new_loc)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
ASSERT(isturf(remote_view_target))
// This signal handler is for recursive move decoupling us from /datum/component/remote_view/mob_holding_item's turf focusing when dropped in an item like a paicard
// This signal is only hooked when we focus on a turf. Check the subtype for more info, this horrorshow took several days to make consistently behave.
if(!host_mob)
return
end_view()
qdel(src)
/// By default pass this down, but we need unique handling for subtypes sometimes
/datum/component/remote_view/proc/handle_forced_endview(datum/source)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
handle_endview(source)
/datum/component/remote_view/proc/handle_endview(datum/source)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
RETURN_TYPE(null)
if(!host_mob)
return
end_view()
qdel(src)
/datum/component/remote_view/proc/handle_status_effects(datum/source, amount, ignore_canstun)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
if(!host_mob)
return
// We don't really care what effect was caused, just that it was increasing the value and thus negatively affecting us.
if(amount <= 0)
return
if(host_mob.client && isturf(host_mob.client.eye) && host_mob.client.eye == get_turf(host_mob.client.mob)) // This handles turf decoupling being protected until we actually move.
return
handle_endview(source)
/datum/component/remote_view/proc/on_reset_perspective(datum/source)
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
RETURN_TYPE(null)
if(!host_mob)
return
// Check if we're still remote viewing the SAME target!
if(host_mob.client.eye == remote_view_target)
return
// The object already changed it's view, lets not interupt it like the others
qdel(src)
/datum/component/remote_view/proc/on_remotetarget_reset_perspective(datum/source)
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
RETURN_TYPE(null)
// Non-mobs can't do this anyway
if(!host_mob)
return
if(!ismob(remote_view_target))
return
var/mob/remote_view_mob = remote_view_target
// This is an ugly one, but if we want to follow the other object properly we need to copy its state!
if(!remote_view_mob.client || !host_mob.client)
end_view()
qdel(src)
return
// Only continue to observe if their view location is the same as their turf. otherwise they are doing their own ACTUALLY-REMOTE viewing
// we just won't update it if you're trying to look at the remote view target of another mob as they remote view someone else!
if(get_turf(remote_view_mob) != get_turf(remote_view_mob.client.eye))
host_mob.client.eye = remote_view_mob
host_mob.client.perspective = MOB_PERSPECTIVE
return
// Copy the view, do not use reset_perspective, because it will call our signal and end our view!
host_mob.client.eye = remote_view_mob.client.eye
host_mob.client.perspective = remote_view_mob.client.perspective
/datum/component/remote_view/proc/end_view()
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
host_mob.reset_perspective()
// Optional signal handlers for more advanced remote views
/datum/component/remote_view/proc/handle_relay_movement(datum/source, direction)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(!host_mob)
return FALSE
return settings.handle_relay_movement(src, host_mob, direction)
/datum/component/remote_view/proc/handle_hud_override(datum/source)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(!host_mob)
return
return settings.handle_hud_override(src, host_mob)
/datum/component/remote_view/proc/handle_hud_health(datum/source)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(!host_mob)
return
return settings.handle_hud_health(src, host_mob)
/datum/component/remote_view/proc/handle_hud_darkvision(datum/source)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
RETURN_TYPE(null)
PRIVATE_PROC(TRUE)
if(!host_mob)
return
settings.handle_hud_darkvision(src, host_mob)
/datum/component/remote_view/proc/handle_mob_vision_update(datum/source)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(!host_mob)
return
return settings.handle_apply_visuals(src, host_mob)
// Accessors
/datum/component/remote_view/proc/get_host()
RETURN_TYPE(/mob)
return host_mob
/datum/component/remote_view/proc/get_target()
RETURN_TYPE(/atom)
return remote_view_target
/datum/component/remote_view/proc/get_coordinator()
RETURN_TYPE(/atom)
return null // For subtype
/datum/component/remote_view/proc/looking_at_target_already(atom/target)
return (remote_view_target == target)
/**
* Remote view subtype where if the item used with it is moved or dropped the view ends too
*/
/datum/component/remote_view/item_zoom
VAR_PRIVATE/obj/item/host_item
VAR_PRIVATE/show_message
/datum/component/remote_view/item_zoom/Initialize(atom/focused_on, viewsize, vconfig_path, obj/item/our_item, tileoffset, show_visible_messages)
. = ..()
host_item = our_item
RegisterSignal(host_item, COMSIG_QDELETING, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_MOVABLE_MOVED, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_ITEM_DROPPED, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_ITEM_EQUIPPED, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_forced_endview))
// Unfortunately too many things read this to control item state for me to remove this.
// Oh well! better than GetComponent() everywhere. Lets just manage item/zoom in this component though...
our_item.zoom = TRUE
// Offset view
var/tilesize = 32
var/viewoffset = tilesize * tileoffset
/**
* Offset view, optionally offset the final view. Used by binoculars.
* Having the target of the view, and the owner mob of the view be the same thing allows you to offset the view as desired from the view owner.
*/
var/viewoffset = WORLD_ICON_SIZE * tileoffset
switch(host_mob.dir)
if (NORTH)
host_mob.client.pixel_x = 0
@@ -317,197 +92,244 @@
if (WEST)
host_mob.client.pixel_x = -viewoffset
host_mob.client.pixel_y = 0
// Feedback
show_message = show_visible_messages
if(show_message)
host_mob.visible_message(span_filter_notice("[host_mob] peers through the [host_item.zoomdevicename ? "[host_item.zoomdevicename] of the [host_item.name]" : "[host_item.name]"]."))
host_mob.handle_vision()
/datum/component/remote_view/item_zoom/Destroy(force)
// Feedback
if(show_message)
host_mob.visible_message(span_filter_notice("[host_item.zoomdevicename ? "[host_mob] looks up from the [host_item.name]" : "[host_mob] lowers the [host_item.name]"]."))
host_item.zoom = FALSE
// return view offset
if(host_mob.client)
/datum/component/remote_view/Destroy(force)
// Clear item
if(host_item)
host_item.zoom = FALSE
// Feedback
if(show_message)
host_mob.visible_message(span_filter_notice("[host_item.zoomdevicename ? "[host_mob] looks up from the [host_item.name]" : "[host_mob] lowers the [host_item.name]"]."))
host_item = null
// clear coordinator
if(view_coordinator)
view_coordinator.unlook(host_mob, FALSE)
LAZYREMOVE(coordinated_viewers, WEAKREF(host_mob))
view_coordinator = null
coordinated_viewers = null
// Reset to default size
host_mob.set_viewsize()
if(settings.use_zoom_hud && !host_mob.hud_used.hud_shown)
host_mob.toggle_zoom_hud()
// Update the mob's vision right away if it still exists
if(!QDELETED(host_mob) && host_mob.client)
settings.detatch_from_mob(src, host_mob)
settings.handle_remove_visuals(src, host_mob)
host_mob.client.pixel_x = 0
host_mob.client.pixel_y = 0
host_mob.handle_vision()
// decouple
UnregisterSignal(host_item, COMSIG_QDELETING)
UnregisterSignal(host_item, COMSIG_MOVABLE_MOVED)
UnregisterSignal(host_item, COMSIG_ITEM_DROPPED)
UnregisterSignal(host_item, COMSIG_ITEM_EQUIPPED)
UnregisterSignal(host_item, COMSIG_REMOTE_VIEW_CLEAR)
host_item = null
host_mob.handle_vision()
host_mob.handle_regular_hud_updates()
// Unregister remaining signals
// to_chat(world, "======================================== ENDED VIEW on: [remote_view_target]")
. = ..()
// Finish cleanup
QDEL_NULL(settings)
host_mob = null
remote_view_target = null
/**
* Remote view subtype that stops if the remote view target is dead, or you lose access to the mremote mutation
*/
/datum/component/remote_view/RegisterWithParent()
RegisterSignal(host_mob, COMSIG_MOB_RESET_PERSPECTIVE, PROC_REF(on_reset_perspective))
RegisterSignal(host_mob, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_endview))
if(host_mob != remote_view_target) // Some items just offset our view, so we set ourselves as the view target, don't double dip if so!
RegisterSignal(remote_view_target, COMSIG_QDELETING, PROC_REF(handle_endview))
RegisterSignal(remote_view_target, COMSIG_MOB_RESET_PERSPECTIVE, PROC_REF(on_remotetarget_reset_perspective))
RegisterSignal(remote_view_target, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_endview))
if(host_item)
RegisterSignal(host_item, COMSIG_QDELETING, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_MOVABLE_MOVED, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_ITEM_DROPPED, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_ITEM_EQUIPPED, PROC_REF(handle_endview))
RegisterSignal(host_item, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_endview))
if(view_coordinator)
RegisterSignal(view_coordinator, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_endview))
settings.register_signals(host_mob, src)
if(settings.relay_movement) // Handle relayed movement
RegisterSignal(host_mob, COMSIG_MOB_RELAY_MOVEMENT, PROC_REF(handle_relay_movement))
if(settings.release_view_to_turf || isturf(remote_view_target)) // So it triggers if we are inside an item too... And if the item is being moved around by pull...
RegisterSignal(host_mob, COMSIG_MOVABLE_ATTEMPTED_MOVE, PROC_REF(handle_recursive_move))
// Update the mob's vision after we attach everything
host_mob.handle_vision()
host_mob.handle_regular_hud_updates()
settings.attached_to_mob(src, host_mob)
/datum/component/remote_view/UnregisterFromParent()
UnregisterSignal(host_mob, COMSIG_MOB_RESET_PERSPECTIVE)
UnregisterSignal(host_mob, COMSIG_REMOTE_VIEW_CLEAR)
if(host_mob != remote_view_target) // If target is not ourselves
UnregisterSignal(remote_view_target, COMSIG_QDELETING)
UnregisterSignal(remote_view_target, COMSIG_MOB_RESET_PERSPECTIVE)
UnregisterSignal(remote_view_target, COMSIG_REMOTE_VIEW_CLEAR)
if(host_item)
UnregisterSignal(host_item, COMSIG_QDELETING)
UnregisterSignal(host_item, COMSIG_MOVABLE_MOVED)
UnregisterSignal(host_item, COMSIG_ITEM_DROPPED)
UnregisterSignal(host_item, COMSIG_ITEM_EQUIPPED)
UnregisterSignal(host_item, COMSIG_REMOTE_VIEW_CLEAR)
if(view_coordinator)
UnregisterSignal(view_coordinator, COMSIG_REMOTE_VIEW_CLEAR)
settings.unregister_signals(host_mob, src)
if(settings.relay_movement) // Handle relayed movement
UnregisterSignal(host_mob, COMSIG_MOB_RELAY_MOVEMENT)
if(settings.release_view_to_turf || isturf(remote_view_target))
UnregisterSignal(host_mob, COMSIG_MOVABLE_ATTEMPTED_MOVE)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Signal handlers
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/component/remote_view/proc/handle_hostmob_moved(atom/source, atom/oldloc, direction, forced, movetime)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
release_remote_view()
/datum/component/remote_view/proc/handle_endview(datum/source)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
RETURN_TYPE(null)
release_remote_view()
/datum/component/remote_view/proc/handle_status_effects(datum/source, amount, ignore_canstun)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
// We don't really care what effect was caused, just that it was increasing the value and thus negatively affecting us.
if(amount <= 0)
return
if(host_mob.client && isturf(host_mob.client.eye) && host_mob.client.eye == get_turf(host_mob.client.mob)) // This handles turf decoupling being protected until we actually move.
return
handle_endview(source)
/datum/component/remote_view/proc/on_reset_perspective(datum/source)
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
RETURN_TYPE(null)
// The object already changed it's view, lets not interupt it like the others
qdel(src)
/datum/component/remote_view/proc/on_remotetarget_reset_perspective(datum/source)
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
RETURN_TYPE(null)
// Non-mobs can't do this anyway
if(!ismob(remote_view_target))
return
var/mob/remote_view_mob = remote_view_target
// This is an ugly one, but if we want to follow the other object properly we need to copy its state!
if(!remote_view_mob.client || !host_mob.client)
release_remote_view()
return
// Only continue to observe if their view location is the same as their turf. otherwise they are doing their own ACTUALLY-REMOTE viewing
// we just won't update it if you're trying to look at the remote view target of another mob as they remote view someone else!
if(get_turf(remote_view_mob) != get_turf(remote_view_mob.client.eye))
host_mob.client.eye = remote_view_mob
host_mob.client.perspective = MOB_PERSPECTIVE
return
// Copy the view, do not use reset_perspective, because it will call our signal and end our view!
host_mob.client.eye = remote_view_mob.client.eye
host_mob.client.perspective = remote_view_mob.client.perspective
/datum/component/remote_view/proc/handle_recursive_move(datum/source, atom/old_loc, atom/current_loc)
SIGNAL_HANDLER
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
var/needs_to_force_turf_decouple = ismob(old_loc) && isturf(current_loc) // Handle an edge case where another mob is dropped by a mob with someone else inside them
release_remote_view(needs_to_force_turf_decouple)
/datum/component/remote_view/proc/handle_relay_movement(datum/source, direction)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
// I'd move this into the config datum if it didn't require the component to also be passed too. Lets avoid GetComponent on a hotpath.
return settings.handle_relay_movement(src, host_mob, direction)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Horrible byond hack
// This is only here to solve an issue where dropping a held mob while inside a mob will linger on the turf of that mob forever
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/component/remote_view/proc/release_remote_view(force_turf_decouple = FALSE)
PROTECTED_PROC(TRUE)
RETURN_TYPE(null)
// to_chat(world, "RELEASING: [remote_view_target] : forced turf decouple? [force_turf_decouple]")
var/mob/cache_mob = host_mob
var/releases_to_turf = settings.release_view_to_turf
qdel(src) // Delete here so the remote view is nice and clean
if(QDELETED(cache_mob) || !cache_mob.client)
// to_chat(world, "--DELETED")
return
// We're nothing special, ask the mob to check if it should start a new remote view (like if we were dropped into a belly from being held by another mob!)
if(!releases_to_turf && !force_turf_decouple)
// to_chat(world, "--Reset perspective")
cache_mob.reset_perspective()
return
// Check to see if it's legal to release the view. Our top level object MUST NOT be a mob!
var/emergency = 0
var/atom/movable/recursive_scan = cache_mob.loc
if(!force_turf_decouple && !isturf(recursive_scan)) // If our actual mob was placed on a turf, skip all of this recursion checking. We're good to decouple.
while(recursive_scan && !isturf(recursive_scan) && emergency++ < 64)
if(ismob(recursive_scan))
// to_chat(world, "--held by mob still")
cache_mob.reset_perspective() // We're still inside another mob... Do not decouple to turf. Hold onto our current target.
return
recursive_scan = recursive_scan.loc
// Focus on the turf, this prevents the view lingering on a mob forever
// to_chat(world, "--turf decouple")
// Decouple to turf, this is a hack.
// Yes this is required.
spawn(0) // Yes I hate it.
cache_mob.AddComponent(/datum/component/remote_view)
// Good luck refactoring this until the byond issue is fixed. This needs to happen AFTER the move resolves, but needs to be called by recursive move...
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Accessors
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/datum/component/remote_view/proc/get_host()
RETURN_TYPE(/mob)
return host_mob
/datum/component/remote_view/proc/get_target()
RETURN_TYPE(/atom)
return remote_view_target
/datum/component/remote_view/proc/get_coordinator()
RETURN_TYPE(/atom)
return view_coordinator
/datum/component/remote_view/proc/looking_at_target_already(atom/target)
return (remote_view_target == target)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Prefabs
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Gene remote view
/datum/component/remote_view/mremote_mutation
/datum/component/remote_view/mremote_mutation/Initialize(atom/focused_on, viewsize, vconfig_path)
if(!ismob(focused_on)) // What are you doing? This gene only works on mob targets, if you adminbus this I will personally eat your face.
return COMPONENT_INCOMPATIBLE
. = ..()
/datum/component/remote_view/mremote_mutation/RegisterWithParent()
// Remote view mutation stops viewing when mobs die or if we lose the mutation/gene
RegisterSignal(host_mob, COMSIG_MOB_DNA_MUTATION, PROC_REF(on_mutation))
if(host_mob != remote_view_target)
RegisterSignal(remote_view_target, COMSIG_MOB_DEATH, PROC_REF(handle_endview))
RegisterSignal(remote_view_target, COMSIG_MOB_DEATH, PROC_REF(handle_endview))
/datum/component/remote_view/mremote_mutation/Destroy(force)
UnregisterSignal(host_mob, COMSIG_MOB_DNA_MUTATION)
if(host_mob != remote_view_target)
UnregisterSignal(remote_view_target, COMSIG_MOB_DEATH)
/datum/component/remote_view/mremote_mutation/UnregisterFromParent()
. = ..()
UnregisterSignal(host_mob, COMSIG_MOB_DNA_MUTATION)
UnregisterSignal(remote_view_target, COMSIG_MOB_DEATH)
/datum/component/remote_view/mremote_mutation/proc/on_mutation(datum/source)
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
if(!host_mob)
return
var/mob/remote_mob = remote_view_target
if(host_mob.stat == CONSCIOUS && (mRemote in host_mob.mutations) && remote_mob && remote_mob.stat == CONSCIOUS)
return
end_view()
qdel(src)
/**
* Remote view subtype that handles look() and unlook() procs while managing a list of viewers. Expects a viewer list stored by the object itself, passed in with AddComponent(). Ensure the list exists before passing it to the component or pass by reference will fail.
*/
/datum/component/remote_view/viewer_managed
VAR_PRIVATE/datum/view_coordinator // The object containing the viewer_list, with look() and unlook() logic
VAR_PRIVATE/list/viewers // list from the view_coordinator, lists in byond are pass by reference, so this is the SAME list as on the coordinator! If you pass a null this will explode.
/datum/component/remote_view/viewer_managed/Initialize(atom/focused_on, viewsize, vconfig_path, datum/coordinator, list/viewer_list)
. = ..()
if(!islist(viewer_list)) // BAD BAD BAD NO
CRASH("Passed a viewer_list that was not a list, or was null, to /datum/component/remote_view/viewer_managed component. Ensure the viewer_list exists before passing it into AddComponent.")
viewers = viewer_list
view_coordinator = coordinator
view_coordinator.look(host_mob)
LAZYDISTINCTADD(viewers, WEAKREF(host_mob))
RegisterSignal(view_coordinator, COMSIG_REMOTE_VIEW_CLEAR, PROC_REF(handle_forced_endview))
/datum/component/remote_view/viewer_managed/Destroy(force)
UnregisterSignal(view_coordinator, COMSIG_REMOTE_VIEW_CLEAR)
view_coordinator.unlook(host_mob, FALSE)
LAZYREMOVE(viewers, WEAKREF(host_mob))
view_coordinator = null
viewers = null
. = ..()
/datum/component/remote_view/viewer_managed/get_coordinator()
return view_coordinator
/**
* Remote view subtype that is handling a byond bug where mobs changing their client eye from inside of
* and object will not have their eye change, and instead focus on any mob currently holding the item,
* and only be released once we move ourselves to a new turf. This subtype does some loc witchcraft
* to put us on a turf, change our view, and put us back without calling signals or move/enter.
* Hopefully this will not be needed someday in the future - Willbird
*/
#define MAX_RECURSIVE 64
/datum/component/remote_view/mob_holding_item
var/needs_to_decouple = FALSE // if the current top level atom is a mob
/datum/component/remote_view/mob_holding_item/Initialize(atom/focused_on, viewsize, vconfig_path)
if(!isobj(focused_on)) // You shouldn't be using this if so.
return COMPONENT_INCOMPATIBLE
. = ..()
// Items can be nested deeply, so we need to update on any parent reorganization or actual move.
host_mob.AddComponent(/datum/component/recursive_move)
RegisterSignal(host_mob, COMSIG_MOVABLE_ATTEMPTED_MOVE, PROC_REF(handle_recursive_moved)) // Doesn't need override, basetype only ever registers this signal if we're looking at a turf
// Check our inmob state
if(ismob(find_topmost_atom()))
needs_to_decouple = TRUE
/datum/component/remote_view/mob_holding_item/Destroy(force)
UnregisterSignal(host_mob, COMSIG_MOVABLE_ATTEMPTED_MOVE)
. = ..()
/datum/component/remote_view/mob_holding_item/handle_status_effects(datum/source, amount, ignore_canstun)
if(host_mob.loc == remote_view_target) // If we are still inside our holder or belly than don't bother spamming this
return
. = ..()
/datum/component/remote_view/mob_holding_item/handle_hostmob_moved(atom/source, atom/oldloc)
// We handle this in recursive move
if(!host_mob)
return
if(isturf(host_mob.loc))
if(oldloc == remote_view_target)
needs_to_decouple = TRUE
decouple_view_to_turf( host_mob, host_mob.loc)
return
/datum/component/remote_view/mob_holding_item/handle_recursive_moved(atom/source, atom/oldloc, atom/new_loc)
if(!host_mob)
return
// default moved signal will handle this
if(isturf(host_mob.loc))
return
// This only triggers when we are deeper in than our mob. See who is in charge of this clowncar...
// Loop upward until we find a mob or a turf. Mobs will hold our current view, turfs mean our bag-stack was dropped.
var/atom/top_most = find_topmost_atom()
if(isturf(top_most))
if(needs_to_decouple) // Only need to do this if we were held by a mob prior, otherwise this triggers every move and is expensive for no reason
decouple_view_to_turf( host_mob, top_most)
return
if(ismob(top_most) || ismecha(top_most)) // Mobs and mechas both do this
host_mob.AddComponent(/datum/component/recursive_move) // Will rebuild parent chain.
needs_to_decouple = TRUE
return
/// Get our topmost atom state, if it's a mob or a turf
/datum/component/remote_view/mob_holding_item/proc/find_topmost_atom()
var/atom/cur_parent = remote_view_target?.loc // first loc could be null
var/recursion = 0 // safety check - max iterations
while(!isnull(cur_parent) && (recursion < MAX_RECURSIVE))
if(cur_parent == cur_parent.loc) //safety check incase a thing is somehow inside itself, cancel
log_runtime("REMOTE_VIEW: Parent is inside itself. ([host_mob]) ([host_mob.type]) : [MAX_RECURSIVE - recursion]")
return null
if(ismob(cur_parent) || ismecha(cur_parent) || isturf(cur_parent))
return cur_parent
recursion++
cur_parent = cur_parent.loc
if(recursion >= MAX_RECURSIVE) // If we escaped due to iteration limit, cancel
log_runtime("REMOTE_VIEW: Turf search hit recursion limit. ([host_mob]) ([host_mob.type])")
return null
/// Makes a new remote view focused on the release_turf argument. This remote view ends as soon as any movement happens. Even if we are inside many levels of objects due to our recursive_move listener
/datum/component/remote_view/mob_holding_item/proc/decouple_view_to_turf(mob/cache_mob, turf/release_turf)
if(needs_to_decouple)
// Yes this spawn is needed, yes I wish it wasn't.
spawn(0)
// Decouple the view to the turf on drop, or we'll be stuck on the mob that dropped us forever
if(!QDELETED(cache_mob) && cache_mob.client)
cache_mob.AddComponent(/datum/component/remote_view, focused_on = release_turf, viewsize = null, vconfig_path = /datum/remote_view_config/turf_decoupling)
cache_mob.client.eye = release_turf // Yes--
cache_mob.client.perspective = EYE_PERSPECTIVE // --this is required too.
if(!isturf(cache_mob.loc)) // For stuff like paicards
cache_mob.AddComponent(/datum/component/recursive_move) // Will rebuild parent chain.
// If you somehow deleted before the decouple... Just fix this mess.
else
cache_mob.reset_perspective()
// Because nested vore bellies do NOT get handled correctly for recursive prey. We need to tell the belly's occupants to decouple too... Then their own belly's occupants...
// Yes, two loops is faster. Because we skip typechecking byondcode side and instead do it engine side when getting the contents of the mob,
// we also skip typechecking every /obj in the mob on the byondcode side... Evil wizard knowledge.
for(var/obj/belly/check_belly in cache_mob.contents)
SEND_SIGNAL(check_belly, COMSIG_REMOTE_VIEW_CLEAR)
for(var/obj/item/dogborg/sleeper/check_sleeper in cache_mob.contents)
SEND_SIGNAL(check_sleeper, COMSIG_REMOTE_VIEW_CLEAR)
qdel(src)
/// We were forcibly disconnected, this situation is probably a recursive hellscape, so just decouple entirely and fix it when someone moves.
/datum/component/remote_view/mob_holding_item/handle_forced_endview(atom/source)
if(!host_mob)
return
needs_to_decouple = TRUE
decouple_view_to_turf( host_mob, get_turf(host_mob))
#undef MAX_RECURSIVE
release_remote_view()