Integrated sec/medical HUD for the AI
- paprika
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Integrated sec/medical HUD for the AI
when
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Psyentific
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Re: Integrated sec/medical HUD for the AI
Give the AI pAI-like features/data resource. For Points, you can buy pre-set do-it-for-you Telecomms scripts, Med/Sechud overlays, always-open auto-refreshing crew monitoring console, a selectable list/window dedicated entirely to all the air alarms and APCs. You can buy flashlights on cameras (Flares instead?), or you can convert a camera to Motion/X-Ray for a fixed cost per camera.paprika wrote:when
I haven't logged into SS13 in at least a year.
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Re: Integrated sec/medical HUD for the AI
Ah... The main features of the HUDS (being able to edit there files) will be useless for an AI.
It would, however, be nice if they could see the icons that their borgs can see.
It would, however, be nice if they could see the icons that their borgs can see.
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This, this is an example of what I leave for you.
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Re: Integrated sec/medical HUD for the AI
I'm fairly certain most, if not all cameras actually have lights on them, Unless I'm losing my mind here.Psyentific wrote:You can buy flashlights on cameras.
Edit: The Camera the AI is looking through can be toggled for lights, but it's only that camera, and only when the AI is in it.
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- Psyentific
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Re: Integrated sec/medical HUD for the AI
That's terrible. I wanna see dim, emergency-red lighting on all cameras.Remie Richards wrote:I'm fairly certain most, if not all cameras actually have lights on them, Unless I'm losing my mind here.Psyentific wrote:You can buy flashlights on cameras.
Edit: The Camera the AI is looking through can be toggled for lights, but it's only that camera, and only when the AI is in it.
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- Stickymayhem
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Re: Integrated sec/medical HUD for the AI
But then I can't smash every bulb on the station in five minutes and be super spooky!Psyentific wrote:That's terrible. I wanna see dim, emergency-red lighting on all cameras.Remie Richards wrote:I'm fairly certain most, if not all cameras actually have lights on them, Unless I'm losing my mind here.Psyentific wrote:You can buy flashlights on cameras.
Edit: The Camera the AI is looking through can be toggled for lights, but it's only that camera, and only when the AI is in it.
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Re: Integrated sec/medical HUD for the AI
I could MAYBE code this. If it is REALLY wanted, because this would not be easy for a coder of my limited experience. (In BYOND)
- Neerti
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Re: Integrated sec/medical HUD for the AI
Look at ody med HUDs. There might be a proc for it.
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Re: Integrated sec/medical HUD for the AI
Oddy Medhuds are nothing more than a snowflake pair of hudglasses that get placed on your face whenever you enter the mech. So...those are of no help :/
- Neerti
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Re: Integrated sec/medical HUD for the AI
>Mechs in charge of not being snowflake.
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- paprika
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Re: Integrated sec/medical HUD for the AI
AI should be able to see who's set to arrest and people's ID icons at the very least.
If he can't see their health levels, whatever, that's not so much of a big deal to me since not being able to tell when humans are harmed is kind of a fun gameplay mechanic. You gotta look for blood and stuff through the cameras instead of just a health bar.
If he can't see their health levels, whatever, that's not so much of a big deal to me since not being able to tell when humans are harmed is kind of a fun gameplay mechanic. You gotta look for blood and stuff through the cameras instead of just a health bar.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: Integrated sec/medical HUD for the AI
So I made a thing....
Notes: It is based on the pAI version of SecHUDs, so no implant detection (which is a good thing). You must manually set someone to arrest, as AIs cannot examine. I figure simply making the Medical and SecHUDs part of "Silicon" instead of inside the pAI code itself is better, so both AIs and pAIs can run on the same proc without duplication. The example provided does NOT currently include this change, but if people actually want this, then I will code this to standard, to the best of my limited ability.
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Re: Integrated sec/medical HUD for the AI
Yes. That is a REQUIRED change should this be wanted. Otherwise it's far too much code duplication.Gun Hog wrote:I figure simply making the Medical and SecHUDs part of "Silicon" instead of inside the pAI code itself is better, so both AIs and pAIs can run on the same proc without duplication. The example provided does NOT currently include this change, but if people actually want this, then I will code this to standard, to the best of my limited ability.
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Re: Integrated sec/medical HUD for the AI
I really like this idea, so I put a bit more work into it: Please see here!Remie Richards wrote:Yes. That is a REQUIRED change should this be wanted. Otherwise it's far too much code duplication.Gun Hog wrote:I figure simply making the Medical and SecHUDs part of "Silicon" instead of inside the pAI code itself is better, so both AIs and pAIs can run on the same proc without duplication. The example provided does NOT currently include this change, but if people actually want this, then I will code this to standard, to the best of my limited ability.
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Re: Integrated sec/medical HUD for the AI
Gun Hog wrote:I really like this idea, so I put a bit more work into it: Please see here!Remie Richards wrote:Yes. That is a REQUIRED change should this be wanted. Otherwise it's far too much code duplication.Gun Hog wrote:I figure simply making the Medical and SecHUDs part of "Silicon" instead of inside the pAI code itself is better, so both AIs and pAIs can run on the same proc without duplication. The example provided does NOT currently include this change, but if people actually want this, then I will code this to standard, to the best of my limited ability.
Code: Select all
regular_hud_updates()
if (src.hud_mode == SEC_HUD)
src.securityHUD(src.eyeobj)
if (src.hud_mode == MED_HUD)
src.medicalHUD(src.eyeobj)
Besides that, It looks nice.
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Re: Integrated sec/medical HUD for the AI
Because the regular_hud_updates() is one of deletion. It clears the hud of previously drawn elements, in preparation for the next. Here is a more polished version that I feel is perhaps ready for testing and putting up to PR. Let me know what you think! https://github.com/GunHog/-tg-station/c ... nsors_BetaRemie Richards wrote:Gun Hog wrote:I really like this idea, so I put a bit more work into it: Please see here!Remie Richards wrote:Yes. That is a REQUIRED change should this be wanted. Otherwise it's far too much code duplication.Gun Hog wrote:I figure simply making the Medical and SecHUDs part of "Silicon" instead of inside the pAI code itself is better, so both AIs and pAIs can run on the same proc without duplication. The example provided does NOT currently include this change, but if people actually want this, then I will code this to standard, to the best of my limited ability.My only gripe is this, Shouldn't regular_hud_updates() be called BELOW the secHud() and medHud() Calls? because what's the point in updating the Hud, if the state of the hud may change right after the update?Code: Select all
regular_hud_updates() if (src.hud_mode == SEC_HUD) src.securityHUD(src.eyeobj) if (src.hud_mode == MED_HUD) src.medicalHUD(src.eyeobj)
Besides that, It looks nice.
If you guys like the code here, I will put up a PR and poll in the Coding section! Just let me know!
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