Files
Bubberstation/code/game/machinery/computer/HolodeckControl.dm
Jesus Hussein Chris 52339906c4 Attack sounds for all melee weapons
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
2014-01-28 22:46:41 +13:00

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/obj/machinery/computer/HolodeckControl
name = "holodeck control console"
desc = "A computer used to control a nearby holodeck."
icon_state = "holocontrol"
var/area/linkedholodeck = null
var/area/target = null
var/active = 0
var/list/holographic_items = list()
var/damaged = 0
var/last_change = 0
attack_hand(var/mob/user as mob)
if(..())
return
user.set_machine(src)
var/dat = "<h3>Current Loaded Programs</h3>"
dat += "<A href='?src=\ref[src];emptycourt=1'>((Empty Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];boxingcourt=1'>((Dodgeball Arena)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];basketball=1'>((Basketball Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];thunderdomecourt=1'>((Thunderdome Court)</font>)</A><BR>"
dat += "<A href='?src=\ref[src];beach=1'>((Beach)</font>)</A><BR>"
// dat += "<A href='?src=\ref[src];turnoff=1'>((Shutdown System)</font>)</A><BR>"
dat += "<span class='notice'>Please ensure that only holographic weapons are used in the holodeck if a combat simulation has been loaded.</span><BR>"
if(emagged)
dat += "<A href='?src=\ref[src];burntest=1'>(<font color=red>Begin Atmospheric Burn Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
dat += "<A href='?src=\ref[src];wildlifecarp=1'>(<font color=red>Begin Wildlife Simulation</font>)</A><BR>"
dat += "Ensure the holodeck is empty before testing.<BR>"
dat += "<BR>"
if(issilicon(user))
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=green>Re-Enable Safety Protocols?</font>)</A><BR>"
dat += "Safety Protocols are <font class='bad'>DISABLED</font><BR>"
else
if(issilicon(user))
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Override Safety Protocols?</font>)</A><BR>"
dat += "<BR>"
dat += "Safety Protocols are <font class='good'>ENABLED</font><BR>"
//user << browse(dat, "window=computer;size=400x500")
//onclose(user, "computer")
var/datum/browser/popup = new(user, "computer", name, 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
Topic(href, href_list)
if(..())
return
if((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
usr.set_machine(src)
if(href_list["emptycourt"])
target = locate(/area/holodeck/source_emptycourt)
if(target)
loadProgram(target)
else if(href_list["boxingcourt"])
target = locate(/area/holodeck/source_boxingcourt)
if(target)
loadProgram(target)
else if(href_list["basketball"])
target = locate(/area/holodeck/source_basketball)
if(target)
loadProgram(target)
else if(href_list["thunderdomecourt"])
target = locate(/area/holodeck/source_thunderdomecourt)
if(target)
loadProgram(target)
else if(href_list["beach"])
target = locate(/area/holodeck/source_beach)
if(target)
loadProgram(target)
else if(href_list["turnoff"])
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
else if(href_list["burntest"])
if(!emagged) return
target = locate(/area/holodeck/source_burntest)
if(target)
loadProgram(target)
else if(href_list["wildlifecarp"])
if(!emagged) return
target = locate(/area/holodeck/source_wildlife)
if(target)
loadProgram(target)
else if(href_list["AIoverride"])
if(!issilicon(usr)) return
emagged = !emagged
if(emagged)
message_admins("[key_name_admin(usr)] overrode the holodeck's safeties")
log_game("[key_name(usr)] overrided the holodeck's safeties")
else
message_admins("[key_name_admin(usr)] restored the holodeck's safeties")
log_game("[key_name(usr)] restored the holodeck's safeties")
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
if(istype(D, /obj/item/weapon/card/emag) && !emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
emagged = 1
user << "\blue You vastly increase projector power and override the safety and security protocols."
user << "Warning. Automatic shutoff and derezing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator."
log_game("[key_name(usr)] emagged the Holodeck Control Console")
src.updateUsrDialog()
else
..()
return
/obj/machinery/computer/HolodeckControl/New()
..()
linkedholodeck = locate(/area/holodeck/alphadeck)
//if(linkedholodeck)
// target = locate(/area/holodeck/source_emptycourt)
// if(target)
// loadProgram(target)
//This could all be done better, but it works for now.
/obj/machinery/computer/HolodeckControl/Del()
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/meteorhit(var/obj/O as obj)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/emp_act(severity)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/ex_act(severity)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/blob_act()
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/process()
if(!..())
return
if(active)
if(!checkInteg(linkedholodeck))
damaged = 1
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
active = 0
for(var/mob/M in range(10,src))
M.show_message("The holodeck overloads!")
for(var/turf/T in linkedholodeck)
if(prob(30))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
T.ex_act(3)
T.hotspot_expose(1000,500,1)
for(var/item in holographic_items)
if(!(get_turf(item) in linkedholodeck))
derez(item, 0)
/obj/machinery/computer/HolodeckControl/proc/derez(var/obj/obj , var/silent = 1)
holographic_items.Remove(obj)
if(obj == null)
return
if(isobj(obj))
var/mob/M = obj.loc
if(ismob(M))
M.u_equip(obj)
M.update_icons() //so their overlays update
if(!silent)
var/obj/oldobj = obj
visible_message("The [oldobj.name] fades away!")
del(obj)
/obj/machinery/computer/HolodeckControl/proc/checkInteg(var/area/A)
for(var/turf/T in A)
if(istype(T, /turf/space))
return 0
return 1
/obj/machinery/computer/HolodeckControl/power_change()
..()
if(stat & NOPOWER)
emergencyShutdown()
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/area/A)
if(world.time < (last_change + 25))
if(world.time < (last_change + 15))//To prevent super-spam clicking, reduced process size and annoyance -Sieve
return
for(var/mob/M in range(3,src))
M.show_message("\b ERROR. Recalibrating projection apparatus.")
last_change = world.time
return
last_change = world.time
active = 1
for(var/item in holographic_items)
derez(item)
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
del(B)
for(var/mob/living/simple_animal/hostile/carp/C in linkedholodeck)
del(C)
holographic_items = A.copy_contents_to(linkedholodeck , 1)
if(emagged)
for(var/obj/item/weapon/holo/esword/H in linkedholodeck)
H.damtype = BRUTE
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
if(istype(target,/area/holodeck/source_burntest))
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1)
if(L.name=="Holocarp Spawn")
new /mob/living/simple_animal/hostile/carp/holocarp(L.loc)
/obj/machinery/computer/HolodeckControl/proc/emergencyShutdown()
if(!istype(target,/area/holodeck/source_plating))
//Get rid of any items
for(var/item in holographic_items)
derez(item)
//Turn it back to the regular non-holographic room
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
// Holographic Items!
/turf/simulated/floor/holofloor/
thermal_conductivity = 0
/turf/simulated/floor/holofloor/grass
gender = PLURAL
name = "lush grass"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/table/holotable
name = "table"
/obj/structure/table/holotable/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/table/holotable/attack_alien(mob/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_animal(mob/living/simple_animal/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_hand(mob/user as mob)
return // HOLOTABLE DOES NOT GIVE A FUCK
/obj/structure/table/holotable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state < GRAB_AGGRESSIVE)
user << "\red You need a better grip to do that!"
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("\red [G.assailant] puts [G.affecting] on the table.")
del(W)
return
if (istype(W, /obj/item/weapon/wrench))
user << "It's a holotable! There are no bolts!"
return
if(isrobot(user))
return
/obj/structure/holowindow
name = "reinforced window"
icon = 'icons/obj/structures.dmi'
icon_state = "rwindow"
desc = "A window."
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/holowindow/Del()
..()
/obj/item/weapon/holo
damtype = HALLOSS
/obj/item/weapon/holo/esword
desc = "May the force be with you. Sorta"
icon_state = "sword0"
force = 3.0
throw_speed = 1
throw_range = 5
throwforce = 0
w_class = 2.0
flags = NOSHIELD
var/active = 0
/obj/item/weapon/holo/esword/green
New()
item_color = "green"
/obj/item/weapon/holo/esword/red
New()
item_color = "red"
/obj/item/weapon/holo/esword/IsShield()
if(active)
return 1
return 0
/obj/item/weapon/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/holo/esword/New()
item_color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[item_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
user << "\blue [src] is now active."
else
force = 3
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
user << "\blue [src] can now be concealed."
add_fingerprint(user)
return
//BASKETBALL OBJECTS
/obj/item/weapon/beach_ball/holoball
name = "basketball"
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
item_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = 4 //Stops people from hiding it in their bags/pockets
/obj/item/weapon/beach_ball/holoball/dodgeball
name = "dodgeball"
icon_state = "dodgeball"
item_state = "dodgeball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/weapon/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom)
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
playsound(src, 'sound/items/dodgeball.ogg', 50, 1)
M.apply_damage(10, HALLOSS)
if(prob(5))
M.Weaken(3)
visible_message("\red [M] is knocked right off \his feet!", 3)
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
throwpass = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state < GRAB_AGGRESSIVE)
user << "\red You need a better grip to do that!"
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("\red [G.assailant] dunks [G.affecting] into the [src]!", 3)
del(W)
return
else if (istype(W, /obj/item) && get_dist(src,user)<2)
user.drop_item(src)
visible_message("\blue [user] dunks [W] into the [src]!", 3)
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
if(prob(50))
I.loc = src.loc
visible_message("\blue Swish! \the [I] lands in \the [src].", 3)
else
visible_message("\red \the [I] bounces off of \the [src]'s rim!", 3)
return 0
else
return ..(mover, target, height, air_group)
/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 = 0
anchored = 1.0
use_power = 1
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
user << "The station AI is not to interact with these devices"
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
user << "You are too primitive to use this device"
return
/obj/machinery/readybutton/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
user << "The device is a solid button, there's nothing you can do with it!"
/obj/machinery/readybutton/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))
user << "This device is not powered."
return
currentarea = get_area(src.loc)
if(!currentarea)
del(src)
if(eventstarted)
usr << "The event has already begun!"
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()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = 1
for(var/obj/structure/holowindow/W in currentarea)
del(W)
for(var/mob/M in currentarea)
M << "FIGHT!"