/*
Map Template Holodeck
Holodeck finds the location of mapped_start_area and loads offline_program in it on LateInitialize. It then passes its program templates to Holodeck.js in the form of program_cache and emag_programs. when a user selects a program the
ui calls load_program() with the id of the selected program.
load_program() -> map_template/load() on map_template/holodeck.
holodeck map templates:
1. have an update_blacklist that doesnt allow placing on non holofloors (except for engine floors so you can repair it)
2. has should_place_on_top = FALSE, so that the baseturfs list doesnt pull a kilostation oom crash
3. has returns_created = TRUE, so that SSatoms gives the map template a list of spawned atoms
all the fancy flags and shit are added to holodeck objects in finish_spawn()
Easiest way to add new holodeck programs:
1. Define new map template datums in code/modules/holodeck/holodeck_map_templates, make sure they have the access flags
of the holodeck you want them to be able to load, for the onstation holodeck the flag is STATION_HOLODECK.
2. Create the new map templates in _maps/templates (remember theyre 9x10, and make sure they have area/noop or else it will fuck with linked)
all turfs in holodeck programs MUST be of type /turf/open/floor/holofloor, OR /turf/open/floor/engine, or they will block future programs!
Note: if youre looking at holodeck code because you want to see how returns_created is handled so that templates return a list of atoms
created from them: make sure you handle that list correctly! Either copy them by value and delete them or reference it and handle qdel'ing
and clear when youre done! if you dont i will use :newspaper2: on you
*/
#define HOLODECK_CD 2 SECONDS
#define HOLODECK_DMG_CD 5 SECONDS
/obj/machinery/computer/holodeck
name = "holodeck control console"
desc = "A computer used to control a nearby holodeck."
icon_screen = "holocontrol"
idle_power_usage = 10
active_power_usage = 50
//new vars
///what area type this holodeck loads into. linked turns into the nearest instance of this area
var/area/mapped_start_area = /area/holodeck/rec_center
///the currently used map template
var/datum/map_template/holodeck/template
///bottom left corner of the loading room, used for placing
var/turf/bottom_left
///if TRUE the holodeck is busy spawning another simulation and should immediately stop loading the newest one
var/spawning_simulation = FALSE
//old vars
///the area that this holodeck loads templates into, used for power and deleting holo objects that leave it
var/area/holodeck/linked
///what program is loaded right now or is about to be loaded
var/program = "holodeck_offline"
var/last_program
///the default program loaded by this holodeck when spawned and when deactivated
var/offline_program = "holodeck_offline"
///stores all of the unrestricted holodeck map templates that this computer has access to
var/list/program_cache
///stores all of the restricted holodeck map templates that this computer has access to
var/list/emag_programs
///subtypes of this (but not this itself) are loadable programs
var/program_type = /datum/map_template/holodeck
///every holo object created by the holodeck goes in here to track it
var/list/spawned = list()
var/list/effects = list() //like above, but for holo effects
///TRUE if the holodeck is using extra power because of a program, FALSE otherwise
var/active = FALSE
///increases the holodeck cooldown if TRUE, causing the holodeck to take longer to allow loading new programs
var/damaged = FALSE
//creates the timer that determines if another program can be manually loaded
COOLDOWN_DECLARE(holodeck_cooldown)
/obj/machinery/computer/holodeck/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/computer/holodeck/LateInitialize()//from here linked is populated and the program list is generated. its also set to load the offline program
linked = GLOB.areas_by_type[mapped_start_area]
bottom_left = locate(linked.x, linked.y, src.z)
var/area/computer_area = get_area(src)
if(istype(computer_area, /area/holodeck))
log_mapping("Holodeck computer cannot be in a holodeck, This would cause circular power dependency.")
qdel(src)
return
// the following is necessary for power reasons
if(!linked)
log_world("No matching holodeck area found")
qdel(src)
return
else if (!offline_program)
stack_trace("Holodeck console created without an offline program")
qdel(src)
return
else
linked.linked = src
var/area/my_area = get_area(src)
if(my_area)
linked.power_usage = my_area.power_usage
else
linked.power_usage = list(AREA_USAGE_LEN)
COOLDOWN_START(src, holodeck_cooldown, HOLODECK_CD)
generate_program_list()
load_program(offline_program,TRUE)
///adds all programs that this holodeck has access to, and separates the restricted and unrestricted ones
/obj/machinery/computer/holodeck/proc/generate_program_list()
for(var/typekey in subtypesof(program_type))
var/datum/map_template/holodeck/program = typekey
var/list/info_this = list("id" = initial(program.template_id), "name" = initial(program.name))
if(initial(program.restricted))
LAZYADD(emag_programs, list(info_this))
else
LAZYADD(program_cache, list(info_this))
/obj/machinery/computer/holodeck/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Holodeck", name)
ui.open()
/obj/machinery/computer/holodeck/ui_data(mob/user)
var/list/data = list()
data["default_programs"] = program_cache
if(obj_flags & EMAGGED)
data["emagged"] = TRUE
data["emag_programs"] = emag_programs
data["program"] = program
data["can_toggle_safety"] = issilicon(user) || isAdminGhostAI(user)
return data
/obj/machinery/computer/holodeck/ui_act(action, params)
. = ..()
if(.)
return
. = TRUE
switch(action)
if("load_program")
var/program_to_load = params["id"]
var/list/checked = program_cache.Copy()
if (obj_flags & EMAGGED)
checked |= emag_programs
var/valid = FALSE //dont tell security about this
for (var/prog in checked)//checks if program_to_load is any one of the loadable programs, if it isnt then it rejects it
var/list/check_list = prog
if (check_list["id"] == program_to_load)
valid = TRUE
break
if (!valid)
return FALSE
//load the map_template that program_to_load represents
if(program_to_load)
load_program(program_to_load)
if("safety")
if((obj_flags & EMAGGED) && program)
emergency_shutdown()
nerf(obj_flags & EMAGGED,FALSE)
obj_flags ^= EMAGGED
say("Safeties reset. Restarting...")
log_game("[key_name(usr)] disabled Holodeck safeties.")
///this is what makes the holodeck not spawn anything on broken tiles (space and non engine plating / non holofloors)
/datum/map_template/holodeck/update_blacklist(turf/placement, list/input_blacklist)
for (var/_turf in get_affected_turfs(placement))
var/turf/possible_blacklist = _turf
if (possible_blacklist.holodeck_compatible)
continue
input_blacklist += possible_blacklist
///loads the template whose id string it was given ("offline_program" loads datum/map_template/holodeck/offline)
/obj/machinery/computer/holodeck/proc/load_program(map_id, force = FALSE, add_delay = TRUE)
if (program == map_id)
return
if (!is_operational)//load_program is called once with a timer (in toggle_power) we dont want this to load anything if its off
map_id = offline_program
force = TRUE
if (!force && (!COOLDOWN_FINISHED(src, holodeck_cooldown) || spawning_simulation))
say("ERROR. Recalibrating projection apparatus.")
return
if(spawning_simulation)
return
if (add_delay)
COOLDOWN_START(src, holodeck_cooldown, (damaged ? HOLODECK_CD + HOLODECK_DMG_CD : HOLODECK_CD))
if (damaged && floorcheck())
damaged = FALSE
spawning_simulation = TRUE
active = (map_id != offline_program)
use_power = active + IDLE_POWER_USE
program = map_id
//clear the items from the previous program
for (var/_item in spawned)
var/obj/holo_item = _item
derez(holo_item)
for (var/_effect in effects)
var/obj/effect/holodeck_effect/holo_effect = _effect
effects -= holo_effect
holo_effect.deactivate(src)
//makes sure that any time a holoturf is inside a baseturf list (e.g. if someone put a wall over it) its set to the OFFLINE turf
//so that you cant bring turfs from previous programs into other ones (like putting the plasma burn turf into lounge for example)
for (var/turf/closed/holo_turf in linked)
for (var/_baseturf in holo_turf.baseturfs)
if (ispath(_baseturf, /turf/open/floor/holofloor))
holo_turf.baseturfs -= _baseturf
holo_turf.baseturfs += /turf/open/floor/holofloor/plating
template = SSmapping.holodeck_templates[map_id]
template.load(bottom_left) //this is what actually loads the holodeck simulation into the map
if(template.restricted)
log_game("[key_name(usr)] loaded a restricted Holodeck program: [program].")
message_admins("[ADMIN_LOOKUPFLW(usr)] loaded a restricted Holodeck program: [program].")
spawned = template.created_atoms //populate the spawned list with the atoms belonging to the holodeck
if(istype(template, /datum/map_template/holodeck/thunderdome1218) && !SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM])
say("Special note from \"1218 AD\" developer: I see you too are interested in the REAL dark ages of humanity! I've made this program also unlock some interesting shuttle designs on any communication console around. Have fun!")
SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM] = TRUE
nerf(!(obj_flags & EMAGGED))
finish_spawn()
///finalizes objects in the spawned list
/obj/machinery/computer/holodeck/proc/finish_spawn()
//this is used for holodeck effects (like spawners). otherwise they dont do shit
//holo effects are taken out of the spawned list and added to the effects list
//turfs and overlay objects are taken out of the spawned list
//objects get resistance flags added to them
for (var/atom/atoms in spawned)
RegisterSignal(atoms, COMSIG_PARENT_PREQDELETED, .proc/remove_from_holo_lists)
atoms.flags_1 |= HOLOGRAM_1
if (isholoeffect(atoms))//activates holo effects and transfers them from the spawned list into the effects list
var/obj/effect/holodeck_effect/holo_effect = atoms
effects += holo_effect
spawned -= holo_effect
var/atom/active_effect = holo_effect.activate(src)
if(istype(active_effect) || islist(active_effect))
spawned += active_effect // we want mobs or objects spawned via holoeffects to be tracked as objects
continue
if (isobj(atoms))
var/obj/holo_object = atoms
holo_object.resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
if (isstructure(holo_object))
holo_object.flags_1 |= NODECONSTRUCT_1
continue
if (ismachinery(holo_object))
var/obj/machinery/machines = holo_object
machines.flags_1 |= NODECONSTRUCT_1
machines.power_change()
if(istype(machines, /obj/machinery/button))
var/obj/machinery/button/buttons = machines
buttons.setup_device()
spawning_simulation = FALSE
///this qdels holoitems that should no longer exist for whatever reason
/obj/machinery/computer/holodeck/proc/derez(obj/object, silent = TRUE, forced = FALSE)
spawned -= object
if(!object)
return
UnregisterSignal(object, COMSIG_PARENT_PREQDELETED)
var/turf/target_turf = get_turf(object)
for(var/c in object) //make sure that things inside of a holoitem are moved outside before destroying it
var/atom/movable/object_contents = c
object_contents.forceMove(target_turf)
if(!silent)
visible_message("[object] fades away!")
qdel(object)
/obj/machinery/computer/holodeck/proc/remove_from_holo_lists(datum/to_remove, _forced)
spawned -= to_remove
UnregisterSignal(to_remove, COMSIG_PARENT_PREQDELETED)
/obj/machinery/computer/holodeck/process(delta_time)
if(damaged && DT_PROB(5, delta_time))
for(var/turf/holo_turf in linked)
if(DT_PROB(2.5, delta_time))
do_sparks(2, 1, holo_turf)
return
. = ..()
if(!. || program == offline_program)//we dont need to scan the holodeck if the holodeck is offline
return
if(!floorcheck()) //if any turfs in the floor of the holodeck are broken
emergency_shutdown()
damaged = TRUE
visible_message("The holodeck overloads!")
for(var/turf/holo_turf in linked)
if(prob(30))
do_sparks(2, 1, holo_turf)
SSexplosions.lowturf += holo_turf
holo_turf.hotspot_expose(1000,500,1)
if(!(obj_flags & EMAGGED))
for(var/item in spawned)
if(!(get_turf(item) in linked))
derez(item)
for(var/_effect in effects)
var/obj/effect/holodeck_effect/holo_effect = _effect
holo_effect.tick()
active_power_usage = 50 + spawned.len * 3 + effects.len * 5
/obj/machinery/computer/holodeck/proc/toggle_power(toggleOn = FALSE)
if(active == toggleOn)
return
if(toggleOn)
if(last_program && (last_program != offline_program))
addtimer(CALLBACK(src,.proc/load_program, last_program, TRUE), 25)
active = TRUE
else
last_program = program
load_program(offline_program, TRUE)
active = FALSE
/obj/machinery/computer/holodeck/power_change()
. = ..()
INVOKE_ASYNC(src, .proc/toggle_power, !machine_stat)
///shuts down the holodeck and force loads the offline_program
/obj/machinery/computer/holodeck/proc/emergency_shutdown()
last_program = program
active = FALSE
load_program(offline_program, TRUE)
///returns TRUE if the entire floor of the holodeck is intact, returns FALSE if any are broken
/obj/machinery/computer/holodeck/proc/floorcheck()
for(var/turf/holo_floor in linked)
if(isspaceturf(holo_floor))
return FALSE
if(!holo_floor.intact)
return FALSE
return TRUE
///changes all weapons in the holodeck to do stamina damage if set
/obj/machinery/computer/holodeck/proc/nerf(nerf_this, is_loading = TRUE)
if (!nerf_this && is_loading)
return
for(var/obj/item/to_be_nerfed in spawned)
to_be_nerfed.damtype = nerf_this ? STAMINA : initial(to_be_nerfed.damtype)
for(var/to_be_nerfed in effects)
var/obj/effect/holodeck_effect/holo_effect = to_be_nerfed
holo_effect.safety(nerf_this)
/obj/machinery/computer/holodeck/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
if(!LAZYLEN(emag_programs))
to_chat(user, "[src] does not seem to have a card swipe port. It must be an inferior model.")
return
playsound(src, "sparks", 75, TRUE)
obj_flags |= EMAGGED
to_chat(user, "You vastly increase projector power and override the safety and security protocols.")
say("Warning. Automatic shutoff and derezzing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator.")
log_game("[key_name(user)] emagged the Holodeck Control Console")
nerf(!(obj_flags & EMAGGED),FALSE)
/obj/machinery/computer/holodeck/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
emergency_shutdown()
/obj/machinery/computer/holodeck/ex_act(severity, target)
emergency_shutdown()
return ..()
/obj/machinery/computer/holodeck/Destroy()
emergency_shutdown()
if(linked)
linked.linked = null
linked.power_usage = list(AREA_USAGE_LEN)
return ..()
/obj/machinery/computer/holodeck/blob_act(obj/structure/blob/B)
emergency_shutdown()
return ..()
#undef HOLODECK_CD
#undef HOLODECK_DMG_CD