Files
Aurora.3/code/modules/holodeck/HolodeckObjects.dm
Cody Brittain c1d241594b Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.

This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.

Relies on #18741

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-04-13 18:07:51 +00:00

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// Holographic Items!
// Holographic tables are in code/modules/tables/presets.dm
// Holographic racks are in code/modules/tables/rack.dm
/turf/simulated/floor/holofloor
thermal_conductivity = 0
/turf/simulated/floor/holofloor/attackby(obj/item/attacking_item, mob/user)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/turf/simulated/floor/holofloor/set_flooring()
return
/turf/simulated/floor/holofloor/carpet
name = "carpet"
icon = 'icons/turf/flooring/carpet.dmi'
icon_state = "carpet"
initial_flooring = /singleton/flooring/carpet
footstep_sound = /singleton/sound_category/carpet_footstep
/turf/simulated/floor/holofloor/carpet/rubber
name = "rubber carpet"
icon = 'icons/turf/flooring/carpet.dmi'
icon_state = "rub_carpet"
initial_flooring = /singleton/flooring/carpet/rubber
/turf/simulated/floor/holofloor/tiled
name = "floor"
icon = 'icons/turf/flooring/tiles.dmi'
icon_state = "tiled_preview"
initial_flooring = /singleton/flooring/tiling
/turf/simulated/floor/holofloor/tiled/ramp
name = "foot ramp"
icon = 'icons/turf/flooring/tiles.dmi'
icon_state = "ramptop"
initial_flooring = /singleton/flooring/reinforced/ramp
/turf/simulated/floor/holofloor/tiled/ramp/bottom
name = "foot ramp"
icon = 'icons/turf/flooring/tiles.dmi'
icon_state = "rampbot"
initial_flooring = /singleton/flooring/reinforced/ramp/bottom
/turf/simulated/floor/holofloor/tiled/dark
name = "dark floor"
icon_state = "dark_preview"
initial_flooring = /singleton/flooring/tiling/dark
/turf/simulated/floor/holofloor/lino
name = "lino"
icon = 'icons/turf/flooring/linoleum.dmi'
icon_state = "lino_diamond"
initial_flooring = /singleton/flooring/linoleum/diamond
color = COLOR_LINOLEUM
/turf/simulated/floor/holofloor/wood
name = "wooden floor"
icon = 'icons/turf/flooring/tiles.dmi'
icon_state = "wood"
initial_flooring = /singleton/flooring/wood
tile_outline = "wood"
tile_outline_blend_process = ICON_ADD
color = WOOD_COLOR_GENERIC
/turf/simulated/floor/holofloor/grass
name = "lush grass"
icon = 'icons/turf/flooring/grass.dmi'
icon_state = "grass0"
initial_flooring = /singleton/flooring/grass
/turf/simulated/floor/holofloor/snow
name = "snow"
base_name = "snow"
icon = 'icons/turf/flooring/snow.dmi'
icon_state = "snow0"
initial_flooring = /singleton/flooring/snow
/turf/simulated/floor/holofloor/reinforced
icon = 'icons/turf/flooring/tiles.dmi'
initial_flooring = /singleton/flooring/reinforced
name = "reinforced holofloor"
icon_state = "reinforced"
footstep_sound = /singleton/sound_category/tiles_footstep
/turf/simulated/floor/holofloor/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "0"
footstep_sound = null
plane = SPACE_PLANE
dynamic_lighting = 0
/turf/simulated/floor/holofloor/space/Initialize()
. = ..()
icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
var/image/I = image('icons/turf/space_parallax1.dmi',"[icon_state]")
I.plane = DUST_PLANE
I.alpha = 80
I.blend_mode = BLEND_ADD
add_overlay(I)
/turf/simulated/floor/holofloor/beach
desc = "Uncomfortably gritty for a hologram."
base_desc = "Uncomfortably gritty for a hologram."
icon = 'icons/misc/beach.dmi'
icon_state = "sand"
base_icon_state = "sand"
base_icon = 'icons/misc/beach.dmi'
initial_flooring = null
footstep_sound = /singleton/sound_category/sand_footstep
/turf/simulated/floor/holofloor/beach/sand
name = "sand"
/turf/simulated/floor/holofloor/beach/coastline
name = "coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
base_icon_state = "sandwater"
footstep_sound = /singleton/sound_category/water_footstep
/turf/simulated/floor/holofloor/beach/water
name = "water"
icon_state = "seashallow"
base_icon_state = "seashallow"
footstep_sound = /singleton/sound_category/water_footstep
/turf/simulated/floor/holofloor/desert
name = "desert sand"
base_name = "desert sand"
desc = "Uncomfortably gritty for a hologram."
base_desc = "Uncomfortably gritty for a hologram."
icon_state = "asteroid"
base_icon_state = "asteroid"
icon = 'icons/turf/flooring/asteroid.dmi'
base_icon = 'icons/turf/flooring/asteroid.dmi'
initial_flooring = null
footstep_sound = /singleton/sound_category/sand_footstep
/turf/simulated/floor/holofloor/desert/Initialize()
. = ..()
if(prob(10))
add_overlay("asteroid[rand(0,9)]")
/obj/structure/holostool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/structure/chairs.dmi'
icon_state = "stool_padded_preview"
anchored = 1.0
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
/obj/structure/window/reinforced/holowindow/Destroy()
return ..()
/obj/structure/window/reinforced/holowindow/attackby(obj/item/attacking_item, mob/user)
if(!istype(attacking_item))
return//I really wish I did not need this
if (istype(attacking_item, /obj/item/grab) && get_dist(src,user)<2)
var/obj/item/grab/G = attacking_item
if(istype(G.affecting,/mob/living))
grab_smash_attack(G, DAMAGE_PAIN)
return
if(attacking_item.item_flags & ITEM_FLAG_NO_BLUDGEON) return
if(attacking_item.isscrewdriver())
to_chat(user, ("<span class='notice'>It's a holowindow, you can't unfasten it!</span>"))
else if(attacking_item.iscrowbar() && reinf && state <= 1)
to_chat(user, ("<span class='notice'>It's a holowindow, you can't pry it!</span>"))
else if(attacking_item.iswrench() && !anchored && (!state || !reinf))
to_chat(user, ("<span class='notice'>It's a holowindow, you can't dismantle it!</span>"))
else
if(attacking_item.damtype == DAMAGE_BRUTE || attacking_item.damtype == DAMAGE_BURN)
hit(attacking_item.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
..()
return
/obj/structure/window/reinforced/holowindow/shatter(var/display_message = 1)
playsound(src, /singleton/sound_category/glass_break_sound, 70, 1)
if(display_message)
visible_message("[src] fades away as it shatters!")
qdel(src)
return
/obj/structure/window/reinforced/holowindow/disappearing/Destroy()
return ..()
/obj/machinery/door/window/holowindoor/Destroy()
return ..()
/obj/machinery/door/window/holowindoor/attackby(obj/item/attacking_item, mob/user)
if (src.operating == 1)
return
if(src.density && istype(attacking_item, /obj/item) && !istype(attacking_item, /obj/item/card))
var/aforce = attacking_item.force
playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
visible_message("<span class='danger'>[src] was hit by [attacking_item].</span>")
if(attacking_item.damtype == DAMAGE_BRUTE || attacking_item.damtype == DAMAGE_BURN)
take_damage(aforce)
return
src.add_fingerprint(user)
if (!src.requiresID())
user = null
if (src.allowed(user))
if (src.density)
open()
else
close()
else if (src.density)
flick(text("[]deny", src.base_state), src)
return
/obj/machinery/door/window/holowindoor/shatter(var/display_message = 1)
src.density = 0
playsound(src, /singleton/sound_category/glass_break_sound, 70, 1)
if(display_message)
visible_message("[src] fades away as it shatters!")
qdel(src)
/obj/structure/bed/stool/chair/holochair
held_item = null
/obj/structure/bed/stool/chair/holochair/Destroy()
return ..()
/obj/structure/bed/stool/chair/holochair/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.iswrench())
to_chat(user, ("<span class='notice'>It's a holochair, you can't dismantle it!</span>"))
return
/obj/item/holo
damtype = DAMAGE_PAIN
no_attack_log = 1
/obj/item/holo/esword
name = "energy sword"
desc = "May the force be within you. Sorta."
icon = 'icons/obj/weapons.dmi'
icon_state = "sword0"
force = 3
throw_speed = 1
throw_range = 5
throwforce = 0
w_class = ITEMSIZE_SMALL
atom_flags = ATOM_FLAG_NO_BLOOD
item_icons = list(
slot_l_hand_str = 'icons/mob/items/weapons/lefthand_energy.dmi',
slot_r_hand_str = 'icons/mob/items/weapons/righthand_energy.dmi'
)
var/active = 0
var/item_color
/obj/item/holo/esword/green
item_color = "green"
/obj/item/holo/esword/red
item_color = "red"
/obj/item/holo/esword/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(active && default_parry_check(user, attacker, damage_source) && prob(50))
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
spark(user.loc, 5)
playsound(user.loc, 'sound/weapons/blade.ogg', 50, 1)
return PROJECTILE_STOPPED
return FALSE
/obj/item/holo/esword/New()
if(!item_color)
item_color = pick("red","blue","green","purple")
/obj/item/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 33
icon_state = "sword[item_color]"
w_class = ITEMSIZE_LARGE
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = 3
icon_state = "sword0"
w_class = ITEMSIZE_SMALL
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
//BASKETBALL OBJECTS
/obj/item/beach_ball/holoball
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
name = "basketball"
item_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = ITEMSIZE_LARGE //Stops people from hiding it in their bags/pockets
drop_sound = 'sound/items/drop/basketball.ogg'
pickup_sound = 'sound/items/pickup/basketball.ogg'
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, Shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
throwpass = 1
/obj/structure/holohoop/attackby(obj/item/attacking_item, mob/user)
if (istype(attacking_item, /obj/item/grab) && get_dist(src,user)<2)
var/obj/item/grab/G = attacking_item
if(G.state<2)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
G.affecting.forceMove(src.loc)
G.affecting.Weaken(5)
visible_message("<span class='warning'>[G.assailant] dunks [G.affecting] into the [src]!</span>", range = 3)
qdel(attacking_item)
return
else if (istype(attacking_item, /obj/item) && get_dist(src,user)<2)
user.drop_from_inventory(attacking_item, get_turf(src))
visible_message("<span class='notice'>[user] dunks [attacking_item] into the [src]!</span>", range = 3)
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(50))
I.forceMove(src.loc)
visible_message("<span class='notice'>Swish! \the [I] lands in \the [src].</span>", range = 3)
else
visible_message("<span class='warning'>\The [I] bounces off of \the [src]'s rim!</span>", range = 3)
return 0
else
return ..(mover, target, height, air_group)
/obj/machinery/readybutton
name = "Ready Declaration Device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = 0
anchored = 1.0
use_power = POWER_USE_OFF // reason is because the holodeck already takes power so this can be powered as a result.
/obj/machinery/readybutton/attack_ai(mob/user as mob)
to_chat(user, "The station AI is not to interact with these devices!")
return
/obj/machinery/readybutton/attackby(obj/item/attacking_item, mob/user)
to_chat(user, "The device is a solid button, there's nothing you can do with it!")
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
to_chat(user, "This device is not powered.")
return
if(!user.IsAdvancedToolUser())
return 0
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
to_chat(usr, "The event has already begun!")
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/window/reinforced/holowindow/disappearing/W in currentarea)
qdel(W)
for(var/mob/M in currentarea)
to_chat(M, "FIGHT!")
//Holocarp
/mob/living/simple_animal/hostile/carp/holodeck
icon = 'icons/mob/AI.dmi'
icon_state = "carp"
icon_living = "carp"
icon_dead = "carp"
alpha = 127
icon_gib = null
meat_amount = 0
meat_type = null
light_range = 2
/mob/living/simple_animal/hostile/carp/holodeck/proc/set_safety(var/safe)
if (safe)
faction = "neutral"
melee_damage_lower = 0
melee_damage_upper = 0
environment_smash = 0
destroy_surroundings = 0
else
faction = "carp"
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
environment_smash = initial(environment_smash)
destroy_surroundings = initial(destroy_surroundings)
/mob/living/simple_animal/hostile/carp/holodeck/gib()
derez() //holograms can't gib
/mob/living/simple_animal/hostile/carp/holodeck/death()
..()
derez()
/mob/living/simple_animal/hostile/carp/holodeck/proc/derez()
visible_message("<span class='notice'>\The [src] fades away!</span>")
qdel(src)
//Holo-penguin
/mob/living/simple_animal/penguin/holodeck
icon = 'icons/mob/npc/penguins.dmi'
icon_state = "penguin"
icon_living = "penguin"
icon_dead = "penguin_dead"
icon_gib = null
meat_amount = 0
meat_type = null
light_range = 2
hunger_enabled = FALSE
/mob/living/simple_animal/penguin/holodeck/can_name(var/mob/living/M)
return FALSE
/mob/living/simple_animal/penguin/holodeck/baby
name = "baby penguin"
desc = "Can't fly and barely waddles, yet the prince of all chicks."
icon_state = "penguin_baby"
icon_living = "penguin_baby"
icon_dead = "penguin_baby_dead"
/mob/living/simple_animal/penguin/holodeck/emperor
name = "emperor penguin"
desc = "Emperor of all he surveys."
/mob/living/simple_animal/penguin/holodeck/gib()
derez() //holograms can't gib
/mob/living/simple_animal/penguin/holodeck/death()
..()
derez()
/mob/living/simple_animal/penguin/holodeck/proc/derez()
visible_message("<span class='notice'>\The [src] fades away!</span>")
qdel(src)