Files
vgstation13/code/modules/mob/living/silicon/ai/freelook/eye.dm
gurfan 12b68b9546 Electric Boogaloo (Take Two) (#31892)
* wall and floor and overlay icons

* HOLY SHIT PLANEMASTERS ARE AMAZING <3 LUMMOX

* nevermind shit is fucked i hate byond

* apc hackin tweaks start now

* attack_ai is overridden almost everywhere for zero reason

* more attack_ai shit

* more shit

* FORCEDISABLE pt. 1

* FORCEDISABLE pt 2

* more forcedisable 3

* 3.1

* end of forcedisable

* remove all hackview shit, cleanup

* better apc hacking, lots of fixes, and UI!

* more machine ability, lots of cleanup, radial lock updating, modules and active modules

* movable ui elements

* ADVANCED hologrmas

* more SHIT

* SHUNTSHUNTSHUNT

* fig congflgighgsa

* more testing

* fuck

* commit 2

* holo fixes

* fake APC images!

* lots of stuff

* fixes and cleanup and vomit

* More abilities. AI Control fixes and cleanup

* fixes

* fix

* clear another warning

* remove comment fix numbers

* raise price

* raise price

* fix

* 1 autoborger limit

* remove undocumented change

* handle at bot level

* order of operations

* dont call ert

* decrease

* fix unit test

* icon check please work

* remove unused icons, comment out chem dispenser drain

* comment out firewall, add disable to turrets

* remove unused wall icons

* Sort mob list, humans appear at the top

* fix sorting, fix hologram bug

* hologram tweaks, stupid fucking alert APC name

* qdel

* raise ever so slightly

* revert

* Delete broken_hand_icons.txt

* Update setup.dm

* Create setup.dm

* attack_self

* fix filter icon, delete unused file, remove forcedisable from magtape deck

* accidental change

* mousedropfrom recharge station

* oh rite

* fixo

* remove useless code

* aaahhh

* remove rig meal, made obsolete by emag

* fffffshhhhhhwooooop

* typo!
2022-01-31 18:18:06 -06:00

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// AI EYE
//
// An invisible (no icon) mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/camera/aiEye
name = "Inactive AI Eye"
anchored = TRUE
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
var/high_res = 0
glide_size = WORLD_ICON_SIZE //AI eyes are hyperspeed, who knows
flags = HEAR_ALWAYS | TIMELESS
// Use this when setting the aiEye's location.
// It will also stream the chunk that the new loc is in.
/mob/camera/aiEye/forceMove(atom/destination, step_x = 0, step_y = 0, no_tp = FALSE, harderforce = TRUE, glide_size_override = 0, var/holo_bump = FALSE)
if(ai)
var/obj/machinery/hologram/holopad/H
if(istype(ai.current, /obj/machinery/hologram/holopad))
H = ai.current
if(istype(ai.current, /obj/machinery/turret))
var/obj/machinery/turret/T = ai.current
T.malf_release_control()
if(!isturf(ai.loc))
return
if(istype(H))
if(harderforce && H.advancedholo && !holo_bump) // If we double click while controlling an advanced hologram, remove the hologram.
H.clear_holo()
return
else if(H.advancedholo && !holo_bump) // Otherwise, if we're controlling an advanced hologram, check to see if we can enter the tile normally
if(destination.density)
return
for(var/atom/movable/A in destination)
if(A.density)
return
if(!isturf(destination) && destination)
for(destination = destination.loc; !isturf(destination); destination = destination.loc);
forceEnter(destination)
cameranet.visibility(src)
if(ai.client && ai.client.eye != src) // Set the eye to us and give the AI the sight & visibility flags it needs.
ai.client.eye = src
ai.change_sight(adding = SEE_TURFS|SEE_MOBS|SEE_OBJS)
ai.see_in_dark = 8
ai.see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(istype(H) && !holo_bump) // move our hologram to our new location (unless our advanced hologram was bumped, in which case we're moving to the hologram)
H.move_hologram(harderforce)
if(ai.camera_light_on)
ai.light_cameras()
if (ai.station_holomap)
ai.station_holomap.update_holomap()
/mob/camera/aiEye/Move(NewLoc, Dir = 0, step_x = 0, step_y = 0, glide_size_override = 0)
return 0
/mob/camera/aiEye/on_see(var/message, var/blind_message, var/drugged_message, var/blind_drugged_message, atom/A) //proc for eye seeing visible messages from atom A, only possible with the high_res camera module
if(!high_res)
return
if(ai && cameranet.checkCameraVis(A)) //check it's actually in view of a camera
ai.show_message( message, 1, blind_message, 2)
//An AI eyeobj mob cant hear unless it updates high_res with a Malf Module
/mob/camera/aiEye/Hear(var/datum/speech/speech, var/rendered_speech="")
if(!high_res)
return
if(speech.frequency) //HOW CAN IT POSSIBLY READ LIPS THROUGH RADIOS
return
var/mob/M = speech.speaker
if(istype(M))
if(ishuman(M))
var/mob/living/carbon/human/H = speech.speaker
if(H.check_body_part_coverage(MOUTH)) //OR MASKS
return
ai.Hear(speech, rendered_speech) //He can only read the lips of mobs, I cant think of objects using lips
// AI MOVEMENT
/mob/living/silicon/ai/Destroy()
if(eyeobj)
eyeobj.ai = null
qdel(eyeobj) // No AI, no Eye
eyeobj = null
..()
/atom/proc/move_camera_by_click()
if(istype(usr, /mob/living/silicon/ai))
var/mob/living/silicon/ai/AI = usr
if(AI.eyeobj && AI.client.eye == AI.eyeobj)
AI.cameraFollow = null
//AI.eyeobj.forceMove(src)
if (isturf(src.loc) || isturf(src))
AI.eyeobj.forceMove(src)
// This will move the AIEye. It will also cause lights near the eye to light up, if toggled.
// This is handled in the proc below this one.
/client/proc/AIMove(n, direct, var/mob/living/silicon/ai/user)
var/initial = initial(user.sprint)
var/max_sprint = 50
var/obj/machinery/turret/T = user.current
var/obj/machinery/hologram/holopad/H = user.current
if(istype(T))
T.malf_release_control()
if((user.cooldown && user.cooldown < world.timeofday) || istype(H)) // 3 seconds
user.sprint = initial
if(istype(H))
CAN_MOVE_DIAGONALLY = FALSE
user.eyeobj.glide_size = DELAY2GLIDESIZE(1)
user.delayNextMove(1)
else
user.eyeobj.glide_size = WORLD_ICON_SIZE
CAN_MOVE_DIAGONALLY = TRUE
for(var/i = 0; i < max(user.sprint, initial); i += 20)
var/turf/step = get_turf(get_step(user.eyeobj, direct))
if(step)
if (user.client.prefs.stumble && ((world.time - user.last_movement) > 4))
user.delayNextMove(3) //if set, delays the second step when a mob starts moving to attempt to make precise high ping movement easier
else if(istype(H) && H.advancedholo)
H.holo.dir = direct
if(step.density)
return
for(var/atom/movable/A in step)
if(A.density)
if(A.flow_flags&ON_BORDER)
if(!A.Cross(H.holo, H.holo.loc))
return
else
return
user.eyeobj.forceMove(destination = step, harderforce = FALSE)
else
user.eyeobj.forceMove(destination = step, harderforce = FALSE)
user.last_movement=world.time
user.cooldown = world.timeofday + 5
if(user.acceleration && !istype(H))
user.sprint = min(user.sprint + 0.5, max_sprint)
else
user.sprint = initial
user.cameraFollow = null
//user.unset_machine() //Uncomment this if it causes problems.
//user.lightNearbyCamera()
/mob/living/silicon/ai/proc/view_core()
var/obj/machinery/hologram/holopad/H = current
if(istype(H))
H.clear_holo()
var/obj/machinery/turret/T = current
if(istype(T))
T.malf_release_control()
current = null
cameraFollow = null
unset_machine()
if(!loc)
return
if(!eyeobj)
make_eyeobj()
else
eyeobj.forceMove(loc)
if(client && client.eye) // Reset these things so the AI can't view through walls and stuff.
client.eye = src
change_sight(removing = SEE_TURFS | SEE_MOBS | SEE_OBJS)
see_in_dark = 0
see_invisible = SEE_INVISIBLE_LIVING
for(var/datum/camerachunk/c in eyeobj.visibleCameraChunks)
c.remove(eyeobj)
/mob/living/silicon/ai/proc/make_eyeobj()
eyeobj = new(loc)
eyeobj.ai = src
refresh_eyeobj_name()
eyeobj.forceMove(loc)
/mob/living/silicon/ai/proc/refresh_eyeobj_name()
eyeobj.name = "[name] (AI Eye)"
/mob/living/silicon/ai/proc/jump_to_area(var/area/A)
if(!A)
return
if(!eyeobj)
make_eyeobj()
var/list/turfs = list()
for(var/turf/T in A)
turfs.Add(T)
var/turf/T = pick(turfs)
if(!T)
to_chat(src, "<span class='danger'>Nowhere to jump to!</span>")
return
cameraFollow = null
eyeobj.forceMove(T)
/mob/living/silicon/ai/proc/toggleholopadoverlays() //shows holopads above all static
if (!holopadoverlays.len)
for(var/obj/machinery/hologram/holopad/holopads in machines)
var/image/holopadoverlay = image('icons/obj/stationobjs.dmi',holopads,"holopad0", ABOVE_HUD_PLANE)
holopadoverlay.plane = ABOVE_HUD_PLANE
if(client)
client.images += holopadoverlay
holopadoverlays += holopadoverlay
else
if(client)
for(var/image/ol in holopadoverlays)
client.images -= ol
holopadoverlays.Cut()
/mob/living/silicon/ai/verb/toggle_acceleration()
set category = "AI Commands"
set name = "Toggle Camera Acceleration"
acceleration = !acceleration
to_chat(usr, "Camera acceleration has been toggled [acceleration ? "on" : "off"].")