Files
Bubberstation/code/game/objects/structures/holosign.dm
2024-07-19 17:54:05 -04:00

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//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)