mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-18 13:04:45 +00:00
308 lines
9.2 KiB
Plaintext
308 lines
9.2 KiB
Plaintext
|
|
//holographic signs and barriers
|
|
|
|
/obj/structure/holosign
|
|
name = "holo sign"
|
|
icon = 'icons/effects/holosigns.dmi'
|
|
anchored = TRUE
|
|
max_integrity = 1
|
|
armor_type = /datum/armor/structure_holosign
|
|
// How can you freeze a trick of the light?
|
|
resistance_flags = FREEZE_PROOF
|
|
var/obj/item/holosign_creator/projector
|
|
var/use_vis_overlay = TRUE
|
|
|
|
/datum/armor/structure_holosign
|
|
bullet = 50
|
|
laser = 50
|
|
energy = 50
|
|
fire = 20
|
|
acid = 20
|
|
|
|
/obj/structure/holosign/Initialize(mapload, source_projector)
|
|
. = ..()
|
|
create_vis_overlay()
|
|
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/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(!. && isprojectile(mover)) // Its short enough to be shot over
|
|
return TRUE
|
|
|
|
/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)
|
|
log_combat(user, src, "swatted")
|
|
|
|
/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/proc/create_vis_overlay()
|
|
var/turf/our_turf = get_turf(src)
|
|
if(use_vis_overlay)
|
|
alpha = 0
|
|
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
|
|
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE, our_turf), dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
|
|
|
|
/obj/structure/holosign/wetsign
|
|
name = "wet floor sign"
|
|
desc = "The words flicker as if they mean nothing."
|
|
icon_state = "holosign"
|
|
|
|
/obj/structure/holosign/barrier
|
|
name = "security holobarrier"
|
|
desc = "A strong short security holographic barrier used for crowd control and blocking crime scenes. Can only be passed by walking."
|
|
icon_state = "holosign_sec"
|
|
base_icon_state = "holosign_sec"
|
|
pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
|
|
density = TRUE
|
|
max_integrity = 20
|
|
COOLDOWN_DECLARE(cooldown_open)
|
|
///Can we pass through it on walk intent?
|
|
var/allow_walk = TRUE
|
|
///Can it be temporarily opened with the holosign projector?
|
|
var/openable = TRUE
|
|
///Is it opened?
|
|
var/opened = FALSE
|
|
///What is the icon of opened holobarrier?
|
|
var/pass_icon_state = "holosign_pass"
|
|
|
|
/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
if(opened)
|
|
return TRUE
|
|
|
|
if(iscarbon(mover))
|
|
var/mob/living/carbon/moving_carbon = mover
|
|
if(moving_carbon.stat) // Lets not prevent dragging unconscious/dead people.
|
|
return TRUE
|
|
if(allow_walk && moving_carbon.move_intent == MOVE_INTENT_WALK)
|
|
return TRUE
|
|
|
|
/obj/structure/holosign/barrier/ranged_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
|
|
. = ..()
|
|
if(tool != projector)
|
|
return
|
|
if(openable)
|
|
open(user)
|
|
|
|
/obj/structure/holosign/barrier/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
|
|
. = ..()
|
|
if(tool != projector)
|
|
return
|
|
qdel(src)
|
|
|
|
/obj/structure/holosign/barrier/update_icon_state()
|
|
if(!opened)
|
|
icon_state = base_icon_state
|
|
else
|
|
icon_state = pass_icon_state
|
|
|
|
create_vis_overlay()
|
|
. = ..()
|
|
|
|
/obj/structure/holosign/barrier/proc/open(user)
|
|
if(!openable)
|
|
balloon_alert(user, "unable!")
|
|
return
|
|
|
|
if(!COOLDOWN_FINISHED(src, cooldown_open))
|
|
balloon_alert(user, "on cooldown!")
|
|
return
|
|
|
|
if(!opened)
|
|
density = FALSE
|
|
opened = TRUE
|
|
playsound(src, 'sound/machines/door_open.ogg', 50, TRUE)
|
|
else
|
|
density = TRUE
|
|
opened = FALSE
|
|
playsound(src, 'sound/machines/door_close.ogg', 50, TRUE)
|
|
|
|
update_icon_state()
|
|
COOLDOWN_START(src, cooldown_open, 1 SECONDS)
|
|
|
|
/obj/structure/holosign/barrier/wetsign
|
|
name = "wet floor holobarrier"
|
|
desc = "When it says walk it means <b>WALK!</b>"
|
|
icon_state = "holosign_dense"
|
|
max_integrity = 1
|
|
openable = FALSE
|
|
|
|
/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.move_intent != MOVE_INTENT_WALK)
|
|
return FALSE
|
|
|
|
/obj/structure/holosign/barrier/engineering
|
|
name = "engineering holobarrier"
|
|
desc = "A short engineering holographic barrier used for designating hazardous zones, slightly blocks radiation. Can only be passed by walking."
|
|
icon_state = "holosign_engi"
|
|
base_icon_state = "holosign_engi"
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
max_integrity = 1
|
|
|
|
/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"
|
|
openable = FALSE
|
|
density = FALSE
|
|
anchored = TRUE
|
|
can_atmos_pass = ATMOS_PASS_NO
|
|
alpha = 150
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
resistance_flags = FIRE_PROOF | FREEZE_PROOF
|
|
|
|
/obj/structure/holosign/barrier/atmos/proc/clearview_transparency()
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
alpha = 25
|
|
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
|
|
var/turf/our_turf = get_turf(src)
|
|
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE, our_turf), dir)
|
|
|
|
/obj/structure/holosign/barrier/atmos/proc/reset_transparency()
|
|
mouse_opacity = initial(mouse_opacity)
|
|
alpha = initial(alpha)
|
|
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
|
|
var/turf/our_turf = get_turf(src)
|
|
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE, our_turf), dir, add_appearance_flags = RESET_ALPHA)
|
|
|
|
/obj/structure/holosign/barrier/atmos/sturdy
|
|
name = "sturdy holofirelock"
|
|
max_integrity = 150
|
|
openable = FALSE
|
|
|
|
/obj/structure/holosign/barrier/atmos/tram
|
|
name = "tram atmos barrier"
|
|
max_integrity = 150
|
|
icon_state = "holo_tram"
|
|
openable = FALSE
|
|
|
|
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
|
|
. = ..()
|
|
air_update_turf(TRUE, TRUE)
|
|
var/static/list/turf_traits = list(TRAIT_FIREDOOR_STOP)
|
|
AddElement(/datum/element/give_turf_traits, turf_traits)
|
|
|
|
/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
|
|
armor_type = /datum/armor/structure_holosign/cyborg_barrier // Gets a special armor subtype which is extra good at defense.
|
|
|
|
/datum/armor/structure_holosign/cyborg_barrier
|
|
bullet = 80
|
|
laser = 80
|
|
energy = 80
|
|
melee = 20
|
|
|
|
/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"
|
|
base_icon_state = "holo_medical"
|
|
max_integrity = 1
|
|
openable = FALSE
|
|
COOLDOWN_DECLARE(virus_detected)
|
|
|
|
/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
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 = base_icon_state
|
|
update_icon_state()
|
|
if(!ishuman(AM) && CheckHuman(AM))
|
|
return
|
|
|
|
if(!COOLDOWN_FINISHED(src, virus_detected))
|
|
return
|
|
|
|
playsound(get_turf(src),'sound/machines/buzz-sigh.ogg', 65, TRUE, 4)
|
|
COOLDOWN_START(src, virus_detected, 1 SECONDS)
|
|
icon_state = "holo_medical-deny"
|
|
update_icon_state()
|
|
|
|
/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/cyborg/hacked
|
|
name = "Charged Energy Field"
|
|
desc = "A powerful energy field that blocks movement. Energy arcs off it."
|
|
max_integrity = 20
|
|
armor_type = /datum/armor/structure_holosign //Yeah no this doesn't get projectile resistance.
|
|
var/shockcd = 0
|
|
|
|
/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)), 0.5 SECONDS)
|
|
|
|
/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)), 0.5 SECONDS)
|