Files
Aurora.3/code/modules/holodeck/HolodeckObjects.dm
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +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
AddOverlays(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))
AddOverlays("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_NOTICE("It's a holowindow, you can't unfasten it!")))
else if(attacking_item.iscrowbar() && reinf && state <= 1)
to_chat(user, (SPAN_NOTICE("It's a holowindow, you can't pry it!")))
else if(attacking_item.iswrench() && !anchored && (!state || !reinf))
to_chat(user, (SPAN_NOTICE("It's a holowindow, you can't dismantle it!")))
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_DANGER("[src] was hit by [attacking_item]."))
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_NOTICE("It's a holochair, you can't dismantle it!")))
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 = WEIGHT_CLASS_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_DANGER("\The [user] parries [attack_text] with \the [src]!"))
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 = WEIGHT_CLASS_BULKY
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
to_chat(user, SPAN_NOTICE("[src] is now active."))
else
force = 3
icon_state = "sword0"
w_class = WEIGHT_CLASS_SMALL
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
to_chat(user, SPAN_NOTICE("[src] can now be concealed."))
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 = WEIGHT_CLASS_BULKY //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_WARNING("You need a better grip to do that!"))
return
G.affecting.forceMove(src.loc)
G.affecting.Weaken(5)
visible_message(SPAN_WARNING("[G.assailant] dunks [G.affecting] into the [src]!"), 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_NOTICE("[user] dunks [attacking_item] into the [src]!"), 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/projectile))
return
if(prob(50))
I.forceMove(src.loc)
visible_message(SPAN_NOTICE("Swish! \the [I] lands in \the [src]."), range = 3)
else
visible_message(SPAN_WARNING("\The [I] bounces off of \the [src]'s rim!"), 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_NOTICE("\The [src] fades away!"))
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_NOTICE("\The [src] fades away!"))
qdel(src)
//Holo Animal babies
/mob/living/simple_animal/corgi/puppy/holodeck
icon_gib = null
meat_amount = 0
meat_type = null
light_range = 2
hunger_enabled = FALSE
/mob/living/simple_animal/corgi/puppy/holodeck/can_name(var/mob/living/M)
return FALSE
/mob/living/simple_animal/corgi/puppy/holodeck/gib()
derez() //holograms can't gib
/mob/living/simple_animal/corgi/puppy/holodeck/death()
..()
derez()
/mob/living/simple_animal/corgi/puppy/holodeck/proc/derez()
visible_message(SPAN_NOTICE("\The [src] fades away!"))
qdel(src)
/mob/living/simple_animal/cat/kitten/holodeck
icon_gib = null
meat_amount = 0
meat_type = null
light_range = 2
hunger_enabled = FALSE
/mob/living/simple_animal/cat/kitten/holodeck/can_name(var/mob/living/M)
return FALSE
/mob/living/simple_animal/cat/kitten/holodeck/gib()
derez() //holograms can't gib
/mob/living/simple_animal/cat/kitten/holodeck/death()
..()
derez()
/mob/living/simple_animal/cat/kitten/holodeck/proc/derez()
visible_message(SPAN_NOTICE("\The [src] fades away!"))
qdel(src)