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