#define CAMERA_UPGRADE_XRAY 1 #define CAMERA_UPGRADE_EMP_PROOF 2 #define CAMERA_UPGRADE_MOTION 4 /obj/machinery/camera name = "security camera" desc = "It's used to monitor rooms." icon = 'icons/obj/machines/camera.dmi' icon_state = "camera" light_color = "#CDDDFF" use_power = ACTIVE_POWER_USE idle_power_usage = 5 active_power_usage = 10 layer = WALL_OBJ_LAYER resistance_flags = FIRE_PROOF armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50) max_integrity = 100 integrity_failure = 0.5 var/list/network = list("ss13") var/c_tag = null var/status = TRUE var/start_active = FALSE //If it ignores the random chance to start broken on round start var/invuln = null var/obj/item/camera_bug/bug = null var/obj/structure/camera_assembly/assembly = null var/area/myarea = null //OTHER var/view_range = 7 var/short_range = 2 var/alarm_on = FALSE var/busy = FALSE var/emped = FALSE //Number of consecutive EMP's on this camera var/in_use_lights = 0 // Upgrades bitflag var/upgrades = 0 var/internal_light = TRUE //Whether it can light up when an AI views it /obj/machinery/camera/preset/toxins //Bomb test site in space name = "Hardened Bomb-Test Camera" desc = "A specially-reinforced camera with a long lasting battery, used to monitor the bomb testing site. An external light is attached to the top." c_tag = "Bomb Testing Site" network = list("rd","toxins") use_power = NO_POWER_USE //Test site is an unpowered area invuln = TRUE light_range = 10 start_active = TRUE /obj/machinery/camera/Initialize(mapload, obj/structure/camera_assembly/CA) . = ..() for(var/i in network) network -= i network += lowertext(i) if(CA) assembly = CA else assembly = new(src) assembly.state = 4 GLOB.cameranet.cameras += src GLOB.cameranet.addCamera(src) if (isturf(loc)) myarea = get_area(src) LAZYADD(myarea.cameras, src) proximity_monitor = new(src, 1) if(mapload && is_station_level(z) && prob(3) && !start_active) toggle_cam() /obj/machinery/camera/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE) for(var/i in network) network -= i network += "[idnum][i]" /obj/machinery/camera/Destroy() if(can_use()) toggle_cam(null, 0) //kick anyone viewing out and remove from the camera chunks GLOB.cameranet.cameras -= src if(isarea(myarea)) LAZYREMOVE(myarea.cameras, src) QDEL_NULL(assembly) if(bug) bug.bugged_cameras -= src.c_tag if(bug.current == src) bug.current = null bug = null cancelCameraAlarm() return ..() /obj/machinery/camera/emp_act(severity) . = ..() if(!status) return if(!(. & EMP_PROTECT_SELF)) if(prob(severity/0.7)) update_icon() var/list/previous_network = network network = list() GLOB.cameranet.removeCamera(src) stat |= EMPED set_light(0) emped = emped+1 //Increase the number of consecutive EMP's update_icon() var/thisemp = emped //Take note of which EMP this proc is for spawn(900) if(loc) //qdel limbo triggerCameraAlarm() //camera alarm triggers even if multiple EMPs are in effect. if(emped == thisemp) //Only fix it if the camera hasn't been EMP'd again network = previous_network stat &= ~EMPED update_icon() if(can_use()) GLOB.cameranet.addCamera(src) emped = 0 //Resets the consecutive EMP count addtimer(CALLBACK(src, .proc/cancelCameraAlarm), 100) for(var/i in GLOB.player_list) var/mob/M = i if (M.client.eye == src) M.unset_machine() M.reset_perspective(null) to_chat(M, "The screen bursts into static.") /obj/machinery/camera/ex_act(severity, target) if(invuln) return ..() /obj/machinery/camera/proc/setViewRange(num = 7) src.view_range = num GLOB.cameranet.updateVisibility(src, 0) /obj/machinery/camera/proc/shock(mob/living/user) if(!istype(user)) return user.electrocute_act(10, src) /obj/machinery/camera/singularity_pull(S, current_size) if (status && current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects and the camera is still active, turn off the camera as it gets ripped off the wall. toggle_cam(null, 0) ..() // Construction/Deconstruction /obj/machinery/camera/screwdriver_act(mob/living/user, obj/item/I) if(..()) return TRUE panel_open = !panel_open to_chat(user, "You screw the camera's panel [panel_open ? "open" : "closed"].") I.play_tool_sound(src) return TRUE /obj/machinery/camera/wirecutter_act(mob/living/user, obj/item/I) if(!panel_open) return FALSE toggle_cam(user, 1) obj_integrity = max_integrity //this is a pretty simplistic way to heal the camera, but there's no reason for this to be complex. I.play_tool_sound(src) return TRUE /obj/machinery/camera/multitool_act(mob/living/user, obj/item/I) if(!panel_open) return FALSE setViewRange((view_range == initial(view_range)) ? short_range : initial(view_range)) to_chat(user, "You [(view_range == initial(view_range)) ? "restore" : "mess up"] the camera's focus.") return /obj/machinery/camera/welder_act(mob/living/user, obj/item/I) if(!panel_open) return FALSE if(!I.tool_start_check(user, amount=0)) return TRUE to_chat(user, "You start to weld [src]...") if(I.use_tool(src, user, 100, volume=50)) user.visible_message("[user] unwelds [src], leaving it as just a frame bolted to the wall.", "You unweld [src], leaving it as just a frame bolted to the wall") deconstruct(TRUE) return TRUE /obj/machinery/camera/attackby(obj/item/I, mob/living/user, params) // UPGRADES if(panel_open) if(istype(I, /obj/item/analyzer)) if(!isXRay()) if(!user.temporarilyRemoveItemFromInventory(I)) return qdel(I) upgradeXRay() to_chat(user, "You attach [I] into the assembly's inner circuits.") else to_chat(user, "[src] already has that upgrade!") return else if(istype(I, /obj/item/stack/sheet/mineral/plasma)) if(!isEmpProof()) if(I.use_tool(src, user, 0, amount=1)) upgradeEmpProof() to_chat(user, "You attach [I] into the assembly's inner circuits.") else to_chat(user, "[src] already has that upgrade!") return else if(istype(I, /obj/item/assembly/prox_sensor)) if(!isMotion()) if(!user.temporarilyRemoveItemFromInventory(I)) return upgradeMotion() to_chat(user, "You attach [I] into the assembly's inner circuits.") qdel(I) else to_chat(user, "[src] already has that upgrade!") return // OTHER if((istype(I, /obj/item/paper) || istype(I, /obj/item/pda)) && isliving(user)) var/mob/living/U = user var/obj/item/paper/X = null var/obj/item/pda/P = null var/itemname = "" var/info = "" if(istype(I, /obj/item/paper)) X = I itemname = X.name info = X.info else P = I itemname = P.name info = P.notehtml to_chat(U, "You hold \the [itemname] up to the camera...") U.DelayNextAction(CLICK_CD_MELEE) for(var/mob/O in GLOB.player_list) if(isAI(O)) var/mob/living/silicon/ai/AI = O if(AI.control_disabled || (AI.stat == DEAD)) return if(U.name == "Unknown") to_chat(AI, "[U] holds \a [itemname] up to one of your cameras ...") else to_chat(AI, "[U] holds \a [itemname] up to one of your cameras ...") AI.last_paper_seen = "[itemname][info]" else if (O.client && O.client.eye == src) to_chat(O, "[U] holds \a [itemname] up to one of the cameras ...") O << browse(text(">[][]", itemname, info), text("window=[]", itemname)) return else if(istype(I, /obj/item/camera_bug)) if(!can_use()) to_chat(user, "Camera non-functional.") return if(bug) to_chat(user, "Camera bug removed.") bug.bugged_cameras -= src.c_tag bug = null else to_chat(user, "Camera bugged.") bug = I bug.bugged_cameras[src.c_tag] = src return else if(istype(I, /obj/item/pai_cable)) var/obj/item/pai_cable/cable = I cable.plugin(src, user) return return ..() /obj/machinery/camera/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) if(damage_flag == "melee" && damage_amount < 12 && !(stat & BROKEN)) return 0 . = ..() /obj/machinery/camera/obj_break(damage_flag) if(status && !(flags_1 & NODECONSTRUCT_1)) triggerCameraAlarm() toggle_cam(null, 0) /obj/machinery/camera/deconstruct(disassembled = TRUE) if(!(flags_1 & NODECONSTRUCT_1)) if(disassembled) if(!assembly) assembly = new() assembly.forceMove(drop_location()) assembly.state = 1 assembly.setDir(dir) assembly = null else var/obj/item/I = new /obj/item/wallframe/camera (loc) I.obj_integrity = I.max_integrity * 0.5 new /obj/item/stack/cable_coil(loc, 2) qdel(src) /obj/machinery/camera/update_icon_state() if(!status) icon_state = "[initial(icon_state)]1" else if (stat & EMPED) icon_state = "[initial(icon_state)]emp" else icon_state = "[initial(icon_state)][in_use_lights ? "_in_use" : ""]" /obj/machinery/camera/proc/toggle_cam(mob/user, displaymessage = 1) status = !status if(can_use()) GLOB.cameranet.addCamera(src) if (isturf(loc)) myarea = get_area(src) LAZYADD(myarea.cameras, src) else myarea = null else set_light(0) GLOB.cameranet.removeCamera(src) if (isarea(myarea)) LAZYREMOVE(myarea.cameras, src) GLOB.cameranet.updateChunk(x, y, z) var/change_msg = "deactivates" if(status) change_msg = "reactivates" triggerCameraAlarm() if(!QDELETED(src)) //We'll be doing it anyway in destroy addtimer(CALLBACK(src, .proc/cancelCameraAlarm), 100) if(displaymessage) if(user) visible_message("[user] [change_msg] [src]!") add_hiddenprint(user) else visible_message("\The [src] [change_msg]!") playsound(src.loc, 'sound/items/wirecutter.ogg', 100, 1) update_icon() // now disconnect anyone using the camera //Apparently, this will disconnect anyone even if the camera was re-activated. //I guess that doesn't matter since they can't use it anyway? for(var/mob/O in GLOB.player_list) if (O.client && O.client.eye == src) O.unset_machine() O.reset_perspective(null) to_chat(O, "The screen bursts into static.") /obj/machinery/camera/proc/triggerCameraAlarm() alarm_on = TRUE for(var/mob/living/silicon/S in GLOB.silicon_mobs) S.triggerAlarm("Camera", get_area(src), list(src), src) /obj/machinery/camera/proc/cancelCameraAlarm() alarm_on = FALSE for(var/mob/living/silicon/S in GLOB.silicon_mobs) S.cancelAlarm("Camera", get_area(src), src) /obj/machinery/camera/proc/can_use() if(!status) return FALSE if(stat & EMPED) return FALSE return TRUE /obj/machinery/camera/proc/can_see() var/list/see = null var/turf/pos = get_turf(src) if(isXRay()) see = range(view_range, pos) else see = get_hear(view_range, pos) return see /atom/proc/auto_turn() //Automatically turns based on nearby walls. var/turf/closed/wall/T = null for(var/i in GLOB.cardinals) T = get_ranged_target_turf(src, i, 1) if(istype(T)) setDir(turn(i, 180)) break //Return a working camera that can see a given mob //or null if none /proc/seen_by_camera(var/mob/M) for(var/obj/machinery/camera/C in oview(4, M)) if(C.can_use()) // check if camera disabled return C return null /proc/near_range_camera(var/mob/M) for(var/obj/machinery/camera/C in range(4, M)) if(C.can_use()) // check if camera disabled return C return null /obj/machinery/camera/proc/Togglelight(on=0) for(var/mob/living/silicon/ai/A in GLOB.ai_list) for(var/obj/machinery/camera/cam in A.lit_cameras) if(cam == src) return if(on) set_light(AI_CAMERA_LUMINOSITY, 0.8) else set_light(0) /obj/machinery/camera/get_remote_view_fullscreens(mob/user) if(view_range == short_range) //unfocused user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2) /obj/machinery/camera/update_remote_sight(mob/living/user) user.see_invisible = SEE_INVISIBLE_LIVING //can't see ghosts through cameras if(isXRay()) user.sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS) user.see_in_dark = max(user.see_in_dark, 8) else user.sight = 0 user.see_in_dark = 2 return 1