mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-03 21:42:06 +00:00
* Tram QoL Improvements (#70774) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request - Tram destination sign is expanded, so it can say 'Central' and 'Not In Service', fits in better sprite wise anyways - Engineers now have access to control the tram doors - The tram now has its own set of door icons, matching the rest of the tram. It makes it a titanium windoor instead of the standard windoor icon - Tram doors are now their own subtype, because it was backwards for some reason - Tram doors are now faster opening, because nobody wants to wait 3 seconds for the doors to open. Nice on arrivals, or make your daring escape mid travel! - Tram doors are responsive and let you jump out mid travel, for those daring escapes - The tram now has a coherent visual look of silver and grey - The tram now has a touchscreen display instead of an atmos computer, reflecting the TGUI panel - Adds a new tram floor sprite reflecting the propulsion of the tram - Tram has its own holobarriers instead of using firelocks  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Improving the tram based on feedback from players, and making it look better too. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 LT3 qol: Tram destination sign is expanded and now properly says Central and Not In Service. qol: Tram doors now open faster on arrival and mid travel, so you don't have to wait, and can also make a daring high speed escape from a tram in motion. fix: Improved tram door logic so they don't end up open/closed at the wrong place. fix: Tram doors are now their own subtype, it was backwards for some reason. fix: Tram doors while idle at a station can only be interacted with by Engineering staff. add: Tram controls are now a responsive touchscreen. add: Tram crossings have their own holobarrier instead of using the generic atmos fire barrier. add: Tram now has a new set of doors in shiny titanium glass. add: Tram is now powered by linear induction motors. fix: Deltastation's EVA windoor for magboots are no longer tram doors. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Tram QoL Improvements Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
221 lines
7.1 KiB
Plaintext
221 lines
7.1 KiB
Plaintext
|
|
//holographic signs and barriers
|
|
|
|
/obj/structure/holosign
|
|
name = "holo sign"
|
|
icon = 'icons/effects/effects.dmi'
|
|
anchored = TRUE
|
|
max_integrity = 1
|
|
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, FIRE = 20, ACID = 20)
|
|
var/obj/item/holosign_creator/projector
|
|
var/use_vis_overlay = TRUE
|
|
|
|
/obj/structure/holosign/Initialize(mapload, source_projector)
|
|
. = ..()
|
|
var/turf/our_turf = get_turf(src)
|
|
if(use_vis_overlay)
|
|
alpha = 0
|
|
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE_UPPER, our_turf), dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
|
|
if(source_projector)
|
|
projector = source_projector
|
|
LAZYADD(projector.signs, src)
|
|
|
|
/obj/structure/holosign/Destroy()
|
|
if(projector)
|
|
LAZYREMOVE(projector.signs, src)
|
|
projector = null
|
|
return ..()
|
|
|
|
/obj/structure/holosign/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
attack_holosign(user, modifiers)
|
|
|
|
/obj/structure/holosign/proc/attack_holosign(mob/living/user, list/modifiers)
|
|
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
take_damage(5 , BRUTE, MELEE, 1)
|
|
|
|
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
switch(damage_type)
|
|
if(BRUTE)
|
|
playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
|
|
if(BURN)
|
|
playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
|
|
|
|
/obj/structure/holosign/wetsign
|
|
name = "wet floor sign"
|
|
desc = "The words flicker as if they mean nothing."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "holosign"
|
|
|
|
/obj/structure/holosign/barrier
|
|
name = "holobarrier"
|
|
desc = "A short holographic barrier which can only be passed by walking."
|
|
icon_state = "holosign_sec"
|
|
pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
|
|
density = TRUE
|
|
max_integrity = 20
|
|
var/allow_walk = TRUE //can we pass through it on walk intent
|
|
|
|
/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(iscarbon(mover))
|
|
var/mob/living/carbon/C = mover
|
|
if(C.stat) // Lets not prevent dragging unconscious/dead people.
|
|
return TRUE
|
|
if(allow_walk && C.m_intent == MOVE_INTENT_WALK)
|
|
return TRUE
|
|
|
|
/obj/structure/holosign/barrier/wetsign
|
|
name = "wet floor holobarrier"
|
|
desc = "When it says walk it means walk."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "holosign"
|
|
|
|
/obj/structure/holosign/barrier/wetsign/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(iscarbon(mover))
|
|
var/mob/living/carbon/C = mover
|
|
if(C.stat) // Lets not prevent dragging unconscious/dead people.
|
|
return TRUE
|
|
if(allow_walk && C.m_intent != MOVE_INTENT_WALK)
|
|
return FALSE
|
|
|
|
/obj/structure/holosign/barrier/engineering
|
|
icon_state = "holosign_engi"
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
|
|
/obj/structure/holosign/barrier/atmos
|
|
name = "holofirelock"
|
|
desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
|
|
icon_state = "holo_firelock"
|
|
density = FALSE
|
|
anchored = TRUE
|
|
can_atmos_pass = ATMOS_PASS_NO
|
|
alpha = 150
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
resistance_flags = FIRE_PROOF
|
|
|
|
/obj/structure/holosign/barrier/atmos/sturdy
|
|
name = "sturdy holofirelock"
|
|
max_integrity = 150
|
|
|
|
/obj/structure/holosign/barrier/atmos/tram
|
|
name = "tram atmos barrier"
|
|
max_integrity = 150
|
|
icon_state = "holo_tram"
|
|
|
|
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
|
|
. = ..()
|
|
air_update_turf(TRUE, TRUE)
|
|
AddElement(/datum/element/trait_loc, TRAIT_FIREDOOR_STOP)
|
|
|
|
/obj/structure/holosign/barrier/atmos/block_superconductivity() //Didn't used to do this, but it's "normal", and will help ease heat flow transitions with the players.
|
|
return TRUE
|
|
|
|
/obj/structure/holosign/barrier/atmos/Destroy()
|
|
air_update_turf(TRUE, FALSE)
|
|
return ..()
|
|
|
|
/obj/structure/holosign/barrier/cyborg
|
|
name = "Energy Field"
|
|
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
|
|
density = TRUE
|
|
max_integrity = 10
|
|
allow_walk = FALSE
|
|
|
|
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
|
|
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
|
|
if(istype(P, /obj/projectile/energy/electrode))
|
|
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
|
|
if(istype(P, /obj/projectile/beam/disabler))
|
|
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
|
|
return BULLET_ACT_HIT
|
|
|
|
/obj/structure/holosign/barrier/medical
|
|
name = "\improper PENLITE holobarrier"
|
|
desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
|
|
icon_state = "holo_medical"
|
|
alpha = 125 //lazy :)
|
|
var/force_allaccess = FALSE
|
|
var/buzzcd = 0
|
|
|
|
/obj/structure/holosign/barrier/medical/examine(mob/user)
|
|
. = ..()
|
|
. += span_notice("The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.")
|
|
|
|
/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(force_allaccess)
|
|
return TRUE
|
|
if(istype(mover, /obj/vehicle/ridden))
|
|
for(var/M in mover.buckled_mobs)
|
|
if(ishuman(M))
|
|
if(!CheckHuman(M))
|
|
return FALSE
|
|
if(ishuman(mover))
|
|
return CheckHuman(mover)
|
|
return TRUE
|
|
|
|
/obj/structure/holosign/barrier/medical/Bumped(atom/movable/AM)
|
|
. = ..()
|
|
icon_state = "holo_medical"
|
|
if(ishuman(AM) && !CheckHuman(AM))
|
|
if(buzzcd < world.time)
|
|
playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
|
|
buzzcd = (world.time + 60)
|
|
icon_state = "holo_medical-deny"
|
|
|
|
/obj/structure/holosign/barrier/medical/proc/CheckHuman(mob/living/carbon/human/sickboi)
|
|
var/threat = sickboi.check_virus()
|
|
if(get_disease_severity_value(threat) > get_disease_severity_value(DISEASE_SEVERITY_MINOR))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/structure/holosign/barrier/medical/attack_hand(mob/living/user, list/modifiers)
|
|
if(!user.combat_mode && CanPass(user, get_dir(src, user)))
|
|
force_allaccess = !force_allaccess
|
|
to_chat(user, span_warning("You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.")) //warning spans because you can make the station sick!
|
|
else
|
|
return ..()
|
|
|
|
/obj/structure/holosign/barrier/cyborg/hacked
|
|
name = "Charged Energy Field"
|
|
desc = "A powerful energy field that blocks movement. Energy arcs off it."
|
|
max_integrity = 20
|
|
var/shockcd = 0
|
|
|
|
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
|
|
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
|
|
return BULLET_ACT_HIT
|
|
|
|
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
|
|
shockcd = FALSE
|
|
|
|
/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(!shockcd)
|
|
if(ismob(user))
|
|
var/mob/living/M = user
|
|
M.electrocute_act(15,"Energy Barrier")
|
|
shockcd = TRUE
|
|
addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
|
|
|
|
/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
|
|
if(shockcd)
|
|
return
|
|
|
|
if(!ismob(AM))
|
|
return
|
|
|
|
var/mob/living/M = AM
|
|
M.electrocute_act(15,"Energy Barrier")
|
|
shockcd = TRUE
|
|
addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
|