Files
Bubberstation/code/game/objects/items/weapons/holosign_creator.dm
LatD 25827d6ccb [Ready] Tweaks some R&D levels (#18246)
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
2016-06-07 20:18:19 +12:00

260 lines
7.6 KiB
Plaintext

/obj/item/weapon/holosign_creator
name = "holographic sign projector"
desc = "A handy-dandy holographic projector that displays a janitorial sign."
icon = 'icons/obj/device.dmi'
icon_state = "signmaker"
item_state = "electronic"
force = 0
w_class = 2
throwforce = 0
throw_speed = 3
throw_range = 7
origin_tech = "magnets=1;programming=3"
flags = NOBLUDGEON
var/list/signs = list()
var/max_signs = 10
var/creation_time = 0 //time to create a holosign in deciseconds.
var/holosign_type = /obj/effect/overlay/holograph/wetsign
var/holocreator_busy = 0 //to prevent placing multiple holo barriers at once
/obj/item/weapon/holosign_creator/afterattack(atom/target, mob/user, flag)
if(flag)
if(!check_allowed_items(target, 1))
return
var/turf/T = get_turf(target)
var/obj/effect/overlay/holograph/H = locate(holosign_type) in T
if(H)
user << "<span class='notice'>You use [src] to deactivate [H].</span>"
qdel(H)
else
if(!is_blocked_turf(T)) //can't put holograms on a tile that has dense stuff
if(holocreator_busy)
user << "<span class='notice'>[src] is busy creating a hologram.</span>"
return
if(signs.len < max_signs)
playsound(src.loc, 'sound/machines/click.ogg', 20, 1)
if(creation_time)
holocreator_busy = 1
if(!do_after(user, creation_time, target = target))
holocreator_busy = 0
return
holocreator_busy = 0
if(signs.len >= max_signs)
return
if(is_blocked_turf(T)) //don't try to sneak dense stuff on our tile during the wait.
return
H = new holosign_type(get_turf(target), src)
user << "<span class='notice'>You create \a [H] with [src].</span>"
else
user << "<span class='notice'>[src] is projecting at max capacity!</span>"
/obj/item/weapon/holosign_creator/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/weapon/holosign_creator/attack_self(mob/user)
if(signs.len)
for(var/H in signs)
qdel(H)
user << "<span class='notice'>You clear all active holograms.</span>"
/obj/item/weapon/holosign_creator/security
name = "security holobarrier projector"
desc = "A holographic projector that creates holographic security barriers."
icon_state = "signmaker_sec"
holosign_type = /obj/effect/overlay/holograph/barrier
creation_time = 30
max_signs = 6
/obj/item/weapon/holosign_creator/engineering
name = "engineering holobarrier projector"
desc = "A holographic projector that creates holographic engineering barriers."
icon_state = "signmaker_engi"
holosign_type = /obj/effect/overlay/holograph/barrier/engineering
creation_time = 30
max_signs = 6
/obj/item/weapon/holosign_creator/cyborg
name = "Energy Barrier Projector"
desc = "A holographic projector that creates fragile energy fields"
creation_time = 5
max_signs = 9
holosign_type = /obj/effect/overlay/holograph/barrier/cyborg
var/shock = 0
/obj/item/weapon/holosign_creator/cyborg/attack_self(mob/user)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
if(shock)
user <<"<span class='notice'>You clear all active holograms, and reset your projector to normal.</span>"
holosign_type = /obj/effect/overlay/holograph/barrier/cyborg
creation_time = 5
if(signs.len)
for(var/H in signs)
qdel(H)
shock = 0
return
else if(R.emagged&&!shock)
user <<"<span class='warning'>You clear all active holograms, and overload your energy projector!</span>"
holosign_type = /obj/effect/overlay/holograph/barrier/cyborg/hacked
creation_time = 30
if(signs.len)
for(var/H in signs)
qdel(H)
shock = 1
return
else
if(signs.len)
for(var/H in signs)
qdel(H)
user << "<span class='notice'>You clear all active holograms.</span>"
if(signs.len)
for(var/H in signs)
qdel(H)
user << "<span class='notice'>You clear all active holograms.</span>"
/obj/effect/overlay/holograph
icon = 'icons/effects/effects.dmi'
anchored = 1
var/holo_integrity = 1
var/obj/item/weapon/holosign_creator/projector
/obj/effect/overlay/holograph/New(loc, source_projector)
if(source_projector)
projector = source_projector
projector.signs += src
..()
/obj/effect/overlay/holograph/Destroy()
if(projector)
projector.signs -= src
projector = null
return ..()
/obj/effect/overlay/holograph/attacked_by(obj/item/I, mob/user)
..()
take_damage(I.force * 0.5, I.damtype)
/obj/effect/overlay/holograph/blob_act(obj/effect/blob/B)
qdel(src)
/obj/effect/overlay/holograph/attack_animal(mob/living/simple_animal/M)
if(!M.melee_damage_upper)
return
attack_generic(5, M)
/obj/effect/overlay/holograph/attack_alien(mob/living/carbon/alien/A)
attack_generic(5, A)
/obj/effect/overlay/holograph/attack_hand(mob/living/user)
attack_generic(1, user)
/obj/effect/overlay/holograph/mech_melee_attack(obj/mecha/M)
M.do_attack_animation(src)
playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
visible_message("<span class='danger'>[M.name] has hit [src].</span>")
qdel(src)
/obj/effect/overlay/holograph/attack_slime(mob/living/simple_animal/slime/S)
if(S.is_adult)
attack_generic(5, S)
else
attack_generic(2, S)
/obj/effect/overlay/holograph/proc/attack_generic(damage_amount, mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user.visible_message("<span class='danger'>[user] hits [src].</span>", \
"<span class='danger'>You hit [src].</span>" )
take_damage(damage_amount)
/obj/effect/overlay/holograph/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(damage && sound_effect)
playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
if(BURN)
if(damage && sound_effect)
playsound(loc, 'sound/weapons/Egloves.ogg', 80, 1)
else
return
holo_integrity -= damage
if(holo_integrity <= 0)
qdel(src)
/obj/effect/overlay/holograph/hitby(atom/movable/AM)
..()
var/tforce = 1
if(ismob(AM))
tforce = 5
else if(isobj(AM))
var/obj/item/I = AM
tforce = max(1, I.throwforce * 0.2)
take_damage(tforce)
/obj/effect/overlay/holograph/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage * 0.5, P.damage_type)
/obj/effect/overlay/holograph/wetsign
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon_state = "holosign"
/obj/effect/overlay/holograph/barrier
name = "holo barrier"
desc = "A short holographic barrier which can only be passed by walking."
icon_state = "holosign_sec"
pass_flags = LETPASSTHROW
density = 1
holo_integrity = 4
/obj/effect/overlay/holograph/barrier/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!density)
return 1
if(air_group || (height==0))
return 1
if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE))
return 1
if(iscarbon(mover))
var/mob/living/carbon/C = mover
if(C.m_intent == "walk")
return 1
/obj/effect/overlay/holograph/barrier/engineering
icon_state = "holosign_engi"
/obj/effect/overlay/holograph/barrier/cyborg
name = "Energy Field"
desc = "A fragile energy field that blocks movement"
density = 1
holo_integrity = 1
/obj/effect/overlay/holograph/barrier/CanPass()
return 0
/obj/effect/overlay/holograph/barrier/cyborg/hacked
name = "Charged Energy Field"
desc = "A powerful energy field that blocks movement. Energy arcs off it"
holo_integrity = 3
var/shockcd = 0
/obj/effect/overlay/holograph/barrier/cyborg/hacked/attack_hand(mob/living/user)
if(!shockcd)
if(ismob(user))
var/mob/living/M = user
M.electrocute_act(15,"Energy Barrier", safety=1)
shockcd = 1
spawn(10)
shockcd = 0
/obj/effect/overlay/holograph/barrier/cyborg/hacked/Bumped(atom/user)
if(!shockcd)
if(ismob(user))
var/mob/living/M = user
M.electrocute_act(15,"Energy Barrier", safety=1)
shockcd = 1
spawn(10)
shockcd = 0