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Bubberstation/code/modules/holodeck/items.dm
SkyratBot d09940bcac [MIRROR] Adds rollerskates, wheely can do tricks (#751)
* Adds rollerskates, wheely can do tricks (#53497)

This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes

Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously

I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps

* Adds rollerskates, wheely can do tricks

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2020-09-11 23:18:39 +02:00

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/*
Items, Structures, Machines
*/
//
// Items
//
/obj/item/holo
damtype = STAMINA
/obj/item/holo/esword
name = "holographic energy sword"
desc = "May the force be with you. Sorta."
icon = 'icons/obj/transforming_energy.dmi'
icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3.0
throw_speed = 2
throw_range = 5
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
hitsound = "swing_hit"
armour_penetration = 50
var/active = 0
var/saber_color
/obj/item/holo/esword/green/Initialize()
. = ..()
saber_color = "green"
/obj/item/holo/esword/red/Initialize()
. = ..()
saber_color = "red"
/obj/item/holo/esword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
/obj/item/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/holo/esword/Initialize()
. = ..()
saber_color = pick("red","blue","green","purple")
/obj/item/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[saber_color]"
w_class = WEIGHT_CLASS_BULKY
hitsound = 'sound/weapons/blade1.ogg'
playsound(user, 'sound/weapons/saberon.ogg', 20, TRUE)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = 3
icon_state = "sword0"
w_class = WEIGHT_CLASS_SMALL
hitsound = "swing_hit"
playsound(user, 'sound/weapons/saberoff.ogg', 20, TRUE)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
return
//BASKETBALL OBJECTS
/obj/item/toy/beach_ball/holoball
name = "basketball"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "basketball"
inhand_icon_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
/obj/item/toy/beach_ball/holoball/dodgeball
name = "dodgeball"
icon_state = "dodgeball"
inhand_icon_state = "dodgeball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
playsound(src, 'sound/items/dodgeball.ogg', 50, TRUE)
M.apply_damage(10, STAMINA)
if(prob(5))
M.Paralyze(60)
visible_message("<span class='danger'>[M] is knocked right off [M.p_their()] feet!</span>")
//
// Structures
//
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = TRUE
density = TRUE
/obj/structure/holohoop/attackby(obj/item/W as obj, mob/user as mob, params)
if(get_dist(src,user)<2)
if(user.transferItemToLoc(W, drop_location()))
visible_message("<span class='warning'>[user] dunks [W] into \the [src]!</span>")
/obj/structure/holohoop/attack_hand(mob/user)
. = ..()
if(.)
return
if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
var/mob/living/L = user.pulling
if(user.grab_state < GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
L.forceMove(loc)
L.Paralyze(100)
visible_message("<span class='danger'>[user] dunks [L] into \the [src]!</span>")
user.stop_pulling()
else
..()
/obj/structure/holohoop/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if (isitem(AM) && !istype(AM,/obj/projectile))
if(prob(50))
AM.forceMove(get_turf(src))
visible_message("<span class='warning'>Swish! [AM] lands in [src].</span>")
return
else
visible_message("<span class='danger'>[AM] bounces off of [src]'s rim!</span>")
return ..()
else
return ..()
//
// Machines
//
/obj/machinery/readybutton
name = "ready declaration device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = AREA_USAGE_ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
to_chat(user, "<span class='warning'>The station AI is not to interact with these devices!</span>")
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
to_chat(user, "<span class='warning'>You are too primitive to use this device!</span>")
return
/obj/machinery/readybutton/attackby(obj/item/W as obj, mob/user as mob, params)
to_chat(user, "<span class='warning'>The device is a solid button, there's nothing you can do with it!</span>")
/obj/machinery/readybutton/attack_hand(mob/user as mob)
. = ..()
if(.)
return
if(user.stat || machine_stat & (NOPOWER|BROKEN))
to_chat(user, "<span class='warning'>This device is not powered!</span>")
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
to_chat(usr, "<span class='warning'>The event has already begun!</span>")
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon_state()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = TRUE
for(var/obj/structure/window/W in currentarea)
if(W.flags_1&NODECONSTRUCT_1) // Just in case: only holo-windows
qdel(W)
for(var/mob/M in currentarea)
to_chat(M, "<span class='userdanger'>FIGHT!</span>")
/obj/machinery/conveyor/holodeck
/obj/machinery/conveyor/holodeck/attackby(obj/item/I, mob/user, params)
if(!user.transferItemToLoc(I, drop_location()))
return ..()
/obj/item/paper/fluff/holodeck/trek_diploma
name = "paper - Starfleet Academy Diploma"
info = {"<h2>Starfleet Academy</h2></br><p>Official Diploma</p></br>"}
/obj/item/paper/fluff/holodeck/disclaimer
name = "Holodeck Disclaimer"
info = "Bruises sustained in the holodeck can be healed simply by sleeping."
/obj/vehicle/ridden/scooter/skateboard/pro/holodeck
name = "holographic skateboard"
desc = "A holographic copy of the EightO brand professional skateboard."
instability = 6
/obj/vehicle/ridden/scooter/skateboard/pro/holodeck/pick_up_board() //picking up normal skateboards spawned in the holodeck gets rid of the holo flag, now you cant pick them up.
return