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4000daniel1 aa7e23f758 Holodeck Combat Training Arena Fix and Tweaks (#21603)
This PR maps in the combat training arena AREA into the map, allowing
for it to be actually spawned.

Also changed its layout and added in in two self recharging xenofauna
guns for people to shoot the carp with.
2026-01-17 10:57:11 +00:00

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/obj/projectile/beam
name = "laser"
icon_state = "laser"
ping_effect = "ping_s"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
damage = 30
armor_penetration = 10
damage_type = DAMAGE_BURN
impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_LASER_MEAT, BULLET_IMPACT_METAL = SOUNDS_LASER_METAL)
check_armor = LASER
eyeblur = 4
damage_flags = DAMAGE_FLAG_LASER
var/frequency = 1
hitscan = 1
invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
// color = COLOR_RED
muzzle_type = /obj/effect/projectile/muzzle/laser
tracer_type = /obj/effect/projectile/tracer/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/projectile/beam/practice
name = "laser"
damage = 5
armor_penetration = 0
damage_type = DAMAGE_PAIN
eyeblur = 0
/obj/projectile/beam/pistol
damage = 25
armor_penetration = 5
/obj/projectile/beam/pistol/scc
armor_penetration = 15
muzzle_type = /obj/effect/projectile/muzzle/laser/scc
tracer_type = /obj/effect/projectile/tracer/laser/scc
impact_type = /obj/effect/projectile/impact/laser/scc
/obj/projectile/beam/pistol/scc/weak
damage = 20
armor_penetration = 10
muzzle_type = /obj/effect/projectile/muzzle/laser/scc
tracer_type = /obj/effect/projectile/tracer/laser/scc
impact_type = /obj/effect/projectile/impact/laser/scc
/obj/projectile/beam/pistol/hegemony
icon = 'icons/obj/guns/hegemony_pistol.dmi'
icon_state = "hegemony_pistol"
damage = 30
muzzle_type = /obj/effect/projectile/muzzle/hegemony
tracer_type = /obj/effect/projectile/tracer/hegemony
impact_type = /obj/effect/projectile/impact/hegemony
/obj/projectile/beam/midlaser
damage = 30
armor_penetration = 20
/obj/projectile/beam/midlaser/skrell
armor_penetration = 0
/obj/projectile/beam/midlaser/skrell/heavy
damage = 40
armor_penetration = 20
/obj/projectile/beam/midlaser/hegemony
armor_penetration = 30
muzzle_type = /obj/effect/projectile/muzzle/hegemony
tracer_type = /obj/effect/projectile/tracer/hegemony
impact_type = /obj/effect/projectile/impact/hegemony
/obj/projectile/beam/noctiluca
damage = 20
armor_penetration = 40
/obj/projectile/beam/noctiluca/armor_piercing
name = "concentrated laser"
damage = 20
armor_penetration = 50
muzzle_type = /obj/effect/projectile/muzzle/laser/scc
tracer_type = /obj/effect/projectile/tracer/laser/scc
impact_type = /obj/effect/projectile/impact/laser/scc
/obj/projectile/beam/midlaser/ice
damage = 25
armor_penetration = 10
/obj/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 45
armor_penetration = 25
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
tracer_type = /obj/effect/projectile/tracer/heavy_laser
impact_type = /obj/effect/projectile/impact/heavy_laser
/obj/projectile/beam/heavylaser/mech
damage = 35
armor_penetration = 35
/obj/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 15
armor_penetration = 50
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/projectile/beam/xray/mech
damage = 40
armor_penetration = 75
/obj/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
armor_penetration = 50
muzzle_type = /obj/effect/projectile/muzzle/pulse
tracer_type = /obj/effect/projectile/tracer/pulse
impact_type = /obj/effect/projectile/impact/pulse
/obj/projectile/beam/pulse/mech
damage = 45
armor_penetration = 40
/obj/projectile/beam/pulse/on_hit(atom/target, blocked, def_zone)
if(isturf(target))
target.ex_act(2)
. = ..()
/obj/projectile/beam/pulse/heavy
name = "heavy pulse laser"
icon_state = "pulse1_bl"
var/life = 20
/obj/projectile/beam/pulse/heavy/Collide(atom/A)
A.bullet_act(src, def_zone)
src.life -= 10
if(life <= 0)
qdel(src)
/obj/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm
color = COLOR_SPRING_GREEN
muzzle_type = /obj/effect/projectile/muzzle/emitter
tracer_type = /obj/effect/projectile/tracer/emitter
impact_type = /obj/effect/projectile/impact/emitter
/obj/projectile/beam/laser_tag
name = "lasertag beam"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
damage = 0
damage_type = DAMAGE_BURN
check_armor = LASER
var/laser_tag_color = "red"
muzzle_type = /obj/effect/projectile/muzzle/laser
tracer_type = /obj/effect/projectile/tracer/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/projectile/beam/laser_tag/on_hit(atom/target, blocked, def_zone)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/obj/item/clothing/suit/armor/riot/laser_tag/LT = H.wear_suit
if(istype(LT) && laser_tag_color != LT.laser_tag_color)
LT.laser_hit()
return TRUE
/obj/projectile/beam/laser_tag/blue
name = "lasertag beam"
icon_state = "bluelaser"
laser_tag_color = "blue"
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
tracer_type = /obj/effect/projectile/tracer/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
/obj/projectile/beam/laser_tag/omni//A laser tag bolt that stuns EVERYONE
name = "lasertag beam"
icon_state = "omnilaser"
laser_tag_color = "omni"
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/projectile/beam/sniper
name = "sniper beam"
icon_state = "xray"
damage = 50
armor_penetration = 20
stun = 3
weaken = 3
stutter = 3
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/projectile/beam/stun
name = "stun beam"
icon_state = "stun"
damage = 1
sharp = FALSE
eyeblur = 1
agony = 45
damage_type = DAMAGE_BURN
muzzle_type = /obj/effect/projectile/muzzle/stun
tracer_type = /obj/effect/projectile/tracer/stun
impact_type = /obj/effect/projectile/impact/stun
/obj/projectile/beam/disorient
name = "disorienting pulse"
icon_state = "stun"
damage = 1
sharp = FALSE
eyeblur = 1
agony = 30
damage_type = DAMAGE_BURN
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/projectile/beam/disorient/on_hit(atom/target, blocked, def_zone)
if(ishuman(target) && blocked < 100 && !issilicon(target) && !isipc(target)) //Make them trip
var/mob/living/carbon/human/H = target
H.druggy = min(H.druggy + 15, 75)
//do some maths to determine amount of dizzy to add
var/makeDizzy = 250 - H.dizziness
makeDizzy = min(makeDizzy, 50) //This should make it go back to 50
H.make_dizzy(makeDizzy)
H.confused = 5
H.slurring = min(H.slurring + 15, 75)
. = ..()
/obj/projectile/beam/gatlinglaser
name = "diffused laser"
icon_state = "heavylaser"
damage = 20
armor_penetration = 35
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/projectile/beam/mousegun
name = "electrical arc"
icon_state = "stun"
damage = 1
damage_type = DAMAGE_BURN
muzzle_type = /obj/effect/projectile/muzzle/stun
tracer_type = /obj/effect/projectile/tracer/stun
impact_type = /obj/effect/projectile/impact/stun
/obj/projectile/beam/mousegun/on_hit(atom/target, blocked, def_zone)
mousepulse(target, 1)
. = ..()
/obj/projectile/beam/mousegun/proc/mousepulse(turf/epicenter, range, log=0)
if(!epicenter)
return
if(!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
for(var/mob/living/M in range(range, epicenter))
var/distance = get_dist(epicenter, M)
if(distance < 0)
distance = 0
if(distance <= range)
if (M.mob_size <= 3 && (M.find_type() & TYPE_ORGANIC))
M.visible_message(SPAN_DANGER("\The [M] gets fried!"))
M.color = "#4d4d4d" //get fried
M.death()
spark(M, 3, GLOB.alldirs)
else if(iscarbon(M) && M.contents.len)
for(var/obj/item/holder/H in M.contents)
if(!H.contained)
continue
var/mob/living/A = H.contained
if(!istype(A))
continue
if(A.mob_size <= 3 && (A.find_type() & TYPE_ORGANIC))
H.release_mob()
A.visible_message(SPAN_DANGER("\The [A] gets fried!"))
A.color = "#4d4d4d" //get fried
A.death()
to_chat(M, 'sound/effects/basscannon.ogg')
return TRUE
/obj/projectile/beam/mousegun/emag
name = "diffuse electrical arc"
damage_type = DAMAGE_BURN
damage = 15
agony = 30
/obj/projectile/beam/mousegun/emag/mousepulse(turf/epicenter, range, log=0)
if(!epicenter)
return
if(!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
for(var/mob/living/M in range(range, epicenter))
var/distance = get_dist(epicenter, M)
if(distance < 0)
distance = 0
if(distance <= range)
if(M.mob_size <= 4 && (M.find_type() & TYPE_ORGANIC))
M.visible_message(SPAN_DANGER("[M] bursts like a balloon!"))
M.gib()
spark(M, 3, GLOB.alldirs)
else if(iscarbon(M) && M.contents.len)
for(var/obj/item/holder/H in M.contents)
if(!H.contained)
continue
var/mob/living/A = H.contained
if(!istype(A))
continue
if(A.mob_size <= 4 && (A.find_type() & TYPE_ORGANIC))
H.release_mob()
A.visible_message(SPAN_DANGER("[A] bursts like a balloon!"))
A.gib()
to_chat(M, 'sound/effects/basscannon.ogg')
return TRUE
/obj/projectile/beam/mousegun/xenofauna
damage = 10
/obj/projectile/beam/mousegun/xenofauna/mousepulse(atom/target, range, log)
if(is_type_in_list(target, list(/mob/living/simple_animal/hostile/retaliate/cavern_dweller, /mob/living/simple_animal/hostile/carp, /mob/living/simple_animal/carp, /mob/living/simple_animal/hostile/giant_spider)))
var/mob/living/simple_animal/SA = target
SA.take_organ_damage(0, 20)
return TRUE
/obj/projectile/beam/mousegun/xenofauna_holo
damage = 0
/obj/projectile/beam/mousegun/xenofauna_holo/on_hit(atom/target, blocked, def_zone)
. = ..()
if(istype(target, /mob/living/simple_animal/hostile/carp/holodeck))
var/mob/living/simple_animal/hostile/carp/holodeck/C = target
C.take_organ_damage(15)
return TRUE
/obj/projectile/beam/shotgun
name = "diffuse laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSRAILING
damage = 20
eyeblur = 4
/obj/projectile/beam/megaglaive
name = "thermal lance"
icon_state = "gauss"
damage = 10
incinerate = 5
armor_penetration = 10
muzzle_type = /obj/effect/projectile/muzzle/solar
tracer_type = /obj/effect/projectile/tracer/solar
impact_type = /obj/effect/projectile/impact/solar
/obj/projectile/beam/megaglaive/on_hit(atom/target, blocked, def_zone)
if(isturf(target))
if(istype(target, /turf/simulated/mineral))
if(prob(75)) //likely because its a mining tool
var/turf/simulated/mineral/M = target
if(prob(10))
M.GetDrilled(1)
else if(!M.emitter_blasts_taken)
M.emitter_blasts_taken += 1
else if(prob(33))
M.emitter_blasts_taken += 1
if(ismob(target))
var/mob/living/M = target
M.apply_effect(1, INCINERATE, 0)
explosion(target, -1, 0, 2)
. = ..()
/obj/projectile/beam/thermaldrill
name = "thermal drill"
icon_state = "gauss"
damage = 15
muzzle_type = /obj/effect/projectile/muzzle/solar
tracer_type = /obj/effect/projectile/tracer/solar
impact_type = /obj/effect/projectile/impact/solar
/obj/projectile/beam/thermaldrill/on_hit(atom/target, blocked, def_zone)
if(istype(target, /turf/simulated/mineral))
var/turf/simulated/mineral/mineral = target
mineral.GetDrilled(TRUE)
return ..()
//Beams of magical veil energy fired by empowered pylons. Some inbuilt armor penetration cuz magic.
//Ablative armor is still overwhelmingly useful
//These beams are very weak but rapid firing, ~twice per second.
/obj/projectile/beam/cult
name = "energy bolt"
//For projectiles name is only shown in onhit messages, so its more of a layman's description
//of what the projectile looks like
damage = 3.5 //Very weak
accuracy = 4 //Guided by magic, unlikely to miss
eyeblur = 0 //Not bright or blinding
var/mob/living/ignore
muzzle_type = /obj/effect/projectile/muzzle/cult
tracer_type = /obj/effect/projectile/tracer/cult
impact_type = /obj/effect/projectile/impact/cult
/obj/projectile/beam/cult/on_hit(atom/target, blocked, def_zone)
//Harmlessly passes through cultists and constructs
if (target == ignore)
return 0
if (iscultist(target))
return 0
return ..()
/obj/projectile/beam/cult/heavy
name = "glowing energy bolt"
damage = 10 //Stronger and better armor penetration, though still much weaker than a typical laser
armor_penetration = 10
muzzle_type = /obj/effect/projectile/muzzle/cult/heavy
tracer_type = /obj/effect/projectile/tracer/cult/heavy
impact_type = /obj/effect/projectile/impact/cult/heavy
/obj/projectile/beam/energy_net
name = "energy net projection"
icon_state = "xray"
damage = 0
damage_type = DAMAGE_PAIN
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/projectile/beam/energy_net/on_hit(atom/target, blocked, def_zone)
do_net(target)
. = ..()
/obj/projectile/beam/energy_net/proc/do_net(var/mob/M)
var/obj/item/energy_net/net = new (get_turf(M))
net.throw_impact(M)
/obj/projectile/beam/tachyon
name = "particle beam"
icon_state = "xray"
damage = 25
armor_penetration = 65
penetrating = 1
maim_rate = 5
muzzle_type = /obj/effect/projectile/muzzle/tachyon
tracer_type = /obj/effect/projectile/tracer/tachyon
impact_type = /obj/effect/projectile/impact/tachyon
/obj/projectile/beam/tesla
name = "tesla bolt"
icon_state = "lightning"
damage = 10
damage_type = DAMAGE_BURN
pass_flags = PASSTABLE | PASSGRILLE | PASSRAILING
range = 40
eyeblur = 0
muzzle_type = /obj/effect/projectile/muzzle/tesla
tracer_type = /obj/effect/projectile/tracer/tesla
impact_type = /obj/effect/projectile/impact/tesla
/obj/projectile/beam/tesla/on_hit(atom/target, blocked, def_zone)
. = ..()
if(isliving(target))
tesla_zap(target, 5, 5000)
/obj/projectile/beam/freezer
name = "freezing ray"
icon_state = "bluelaser"
pass_flags = PASSTABLE | PASSRAILING
damage = 15
damage_type = DAMAGE_BURN
check_armor = ENERGY
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
tracer_type = /obj/effect/projectile/tracer/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
/obj/projectile/beam/freezer/on_hit(atom/target, blocked, def_zone)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.bodytemperature -= 40
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.bodytemperature <= H.species.cold_level_2)
new /obj/structure/closet/statue/ice(H.loc, H)
H.visible_message(SPAN_WARNING("\The [H] freezes!"))
/obj/projectile/beam/stun/skrell
name = "particle stun beam"
icon_state = "beam_omni"
agony = 50
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/projectile/beam/pulse/skrell
name = "particle lethal beam"