#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/monitors.dmi' icon_state = "camera" use_power = 2 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) obj_integrity = 100 max_integrity = 100 integrity_failure = 50 var/list/network = list("SS13") var/c_tag = null var/c_tag_order = 999 var/status = 1 anchored = 1 var/start_active = 0 //If it ignores the random chance to start broken on round start var/invuln = null var/obj/item/device/camera_bug/bug = null var/obj/structure/camera_assembly/assembly = null //OTHER var/view_range = 7 var/short_range = 2 var/alarm_on = 0 var/busy = 0 var/emped = 0 //Number of consecutive EMP's on this camera // Upgrades bitflag var/upgrades = 0 /obj/machinery/camera/Initialize(mapload) . = ..() assembly = new(src) assembly.state = 4 GLOB.cameranet.cameras += src GLOB.cameranet.addCamera(src) proximity_monitor = new(src, 1) if(mapload && z == ZLEVEL_STATION && prob(3) && !start_active) toggle_cam() /obj/machinery/camera/Destroy() toggle_cam(null, 0) //kick anyone viewing out if(assembly) qdel(assembly) assembly = null if(bug) bug.bugged_cameras -= src.c_tag if(bug.current == src) bug.current = null bug = null GLOB.cameranet.removeCamera(src) //Will handle removal from the camera network and the chunks, so we don't need to worry about that GLOB.cameranet.cameras -= src GLOB.cameranet.removeCamera(src) return ..() /obj/machinery/camera/emp_act(severity) if(!status) return if(!isEmpProof()) if(prob(150/severity)) 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/mob/O in GLOB.mob_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/tesla_act(var/power)//EMP proof upgrade also makes it tesla immune if(isEmpProof()) return ..() qdel(src)//to prevent bomb testing camera from exploding over and over forever /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/attackby(obj/item/W, mob/living/user, params) var/msg = "You attach [W] into the assembly's inner circuits." var/msg2 = "[src] already has that upgrade!" // DECONSTRUCTION if(istype(W, /obj/item/weapon/screwdriver)) panel_open = !panel_open to_chat(user, "You screw the camera's panel [panel_open ? "open" : "closed"].") playsound(src.loc, W.usesound, 50, 1) return if(panel_open) if(istype(W, /obj/item/weapon/wirecutters)) //enable/disable the camera 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. return else if(istype(W, /obj/item/device/multitool)) //change focus 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 else if(istype(W, /obj/item/weapon/weldingtool)) if(weld(W, 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 else if(istype(W, /obj/item/device/analyzer)) if(!isXRay()) if(!user.drop_item(W)) return upgradeXRay() qdel(W) to_chat(user, "[msg]") else to_chat(user, "[msg2]") return else if(istype(W, /obj/item/stack/sheet/mineral/plasma)) if(!isEmpProof()) upgradeEmpProof() to_chat(user, "[msg]") qdel(W) else to_chat(user, "[msg2]") return else if(istype(W, /obj/item/device/assembly/prox_sensor)) if(!isMotion()) upgradeMotion() to_chat(user, "[msg]") qdel(W) else to_chat(user, "[msg2]") return // OTHER if((istype(W, /obj/item/weapon/paper) || istype(W, /obj/item/device/pda)) && isliving(user)) var/mob/living/U = user var/obj/item/weapon/paper/X = null var/obj/item/device/pda/P = null var/itemname = "" var/info = "" if(istype(W, /obj/item/weapon/paper)) X = W itemname = X.name info = X.info else P = W itemname = P.name info = P.notehtml to_chat(U, "You hold \the [itemname] up to the camera...") U.changeNext_move(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(W, /obj/item/device/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 = W bug.bugged_cameras[src.c_tag] = src return else if(istype(W, /obj/item/weapon/pai_cable)) var/obj/item/weapon/pai_cable/cable = W 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 & NODECONSTRUCT)) triggerCameraAlarm() toggle_cam(null, 0) /obj/machinery/camera/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) if(disassembled) if(!assembly) assembly = new() assembly.loc = src.loc 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() if(!status) icon_state = "[initial(icon_state)]1" else if (stat & EMPED) icon_state = "[initial(icon_state)]emp" else icon_state = "[initial(icon_state)]" /obj/machinery/camera/proc/toggle_cam(mob/user, displaymessage = 1) status = !status if(can_use()) GLOB.cameranet.addCamera(src) else set_light(0) GLOB.cameranet.removeCamera(src) GLOB.cameranet.updateChunk(x, y, z) var/change_msg = "deactivates" if(status) change_msg = "reactivates" triggerCameraAlarm() 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 = 1 for(var/mob/living/silicon/S in GLOB.mob_list) S.triggerAlarm("Camera", get_area(src), list(src), src) /obj/machinery/camera/proc/cancelCameraAlarm() alarm_on = 0 for(var/mob/living/silicon/S in GLOB.mob_list) S.cancelAlarm("Camera", get_area(src), src) /obj/machinery/camera/proc/can_use() if(!status) return 0 if(stat & EMPED) return 0 return 1 /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 = 1, i <= 8; i += i) T = get_ranged_target_turf(src, i, 1) if(istype(T)) //If someone knows a better way to do this, let me know. -Giacom switch(i) if(NORTH) src.setDir(SOUTH) if(SOUTH) src.setDir(NORTH) if(WEST) src.setDir(EAST) if(EAST) src.setDir(WEST) 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 break 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 break return null /obj/machinery/camera/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user) if(busy) return 0 if(!WT.remove_fuel(0, user)) return 0 to_chat(user, "You start to weld [src]...") playsound(src.loc, WT.usesound, 50, 1) busy = 1 if(do_after(user, 100*WT.toolspeed, target = src)) busy = 0 if(!WT.isOn()) return 0 return 1 busy = 0 return 0 /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) else set_light(0) /obj/machinery/camera/portable //Cameras which are placed inside of things, such as helmets. var/turf/prev_turf /obj/machinery/camera/portable/Initialize() . = ..() assembly.state = 0 //These cameras are portable, and so shall be in the portable state if removed. assembly.anchored = 0 assembly.update_icon() /obj/machinery/camera/portable/process() //Updates whenever the camera is moved. if(GLOB.cameranet && get_turf(src) != prev_turf) GLOB.cameranet.updatePortableCamera(src) prev_turf = get_turf(src) /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