Files
vgstation13/code/modules/mob/living/silicon/ai/freelook/eye.dm
JustSumBody 65c1ccdd75 Restores lipreading functionality to malf hi-res cameras (#11056)
* Fixes hi-res cameras for malf AI

* changelog

* fixes rendered speech case
2016-07-18 08:18:35 -05:00

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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
// Use this when setting the aiEye's location.
// It will also stream the chunk that the new loc is in.
/mob/camera/aiEye/forceMove(var/atom/destination)
if(ai)
if(!isturf(ai.loc))
return
if(!isturf(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.sight |= SEE_TURFS
ai.sight |= SEE_MOBS
ai.sight |= SEE_OBJS
ai.see_in_dark = 8
ai.see_invisible = SEE_INVISIBLE_LEVEL_TWO
//Holopad
if(istype(ai.current, /obj/machinery/hologram/holopad))
var/obj/machinery/hologram/holopad/H = ai.current
H.move_hologram()
/mob/camera/aiEye/Move()
return 0
//An AI eyeobj mob cant have a virtualhearer to hear with unless it gets one from a malf module
/mob/camera/aiEye/Hear(var/datum/speech/speech, var/rendered_speech="")
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
// The AI's "eye". Described on the top of the page.
/mob/living/silicon/ai
var/mob/camera/aiEye/eyeobj = new()
var/sprint = 10
var/cooldown = 0
var/acceleration = 1
// Intiliaze the eye by assigning it's "ai" variable to us. Then set it's loc to us.
/mob/living/silicon/ai/New()
..()
eyeobj.ai = src
eyeobj.name = "[src.name] (AI Eye)" // Give it a name
spawn(5)
eyeobj.loc = src.loc
/mob/living/silicon/ai/Destroy()
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)
/mob/living/Click()
if(isAI(usr)) //IDK why this is needed
var/mob/living/silicon/ai/A = usr
if(!A.aicamera.in_camera_mode) //Fix for taking photos of mobs
return
..()
/mob/living/DblClick()
if(isAI(usr) && usr != src)
var/mob/living/silicon/ai/A = usr
A.ai_actual_track(src)
return
..()
// 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
if(user.cooldown && user.cooldown < world.timeofday) // 3 seconds
user.sprint = initial
for(var/i = 0; i < max(user.sprint, initial); i += 20)
var/turf/step = get_turf(get_step(user.eyeobj, direct))
if(step)
user.eyeobj.forceMove(step)
user.cooldown = world.timeofday + 5
if(user.acceleration)
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()
if (user.camera_light_on)
user.light_cameras()
/mob/living/silicon/ai/proc/view_core()
current = null
cameraFollow = null
unset_machine()
if(src.eyeobj && src.loc)
//src.eyeobj.loc = src.loc
src.eyeobj.forceMove(src.loc)
else
to_chat(src, "ERROR: Eyeobj not found. Creating new eye...")
src.eyeobj = new(src.loc)
src.eyeobj.ai = src
src.eyeobj.name = "[src.name] (AI Eye)" // Give it a name
src.eyeobj.forceMove(src.loc)
if(client && client.eye) // Reset these things so the AI can't view through walls and stuff.
client.eye = src
sight &= ~(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/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"].")