mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-05 22:43:46 +00:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
217 lines
7.0 KiB
Plaintext
217 lines
7.0 KiB
Plaintext
|
|
//holographic signs and barriers
|
|
|
|
/obj/structure/holosign
|
|
name = "holo sign"
|
|
icon = 'icons/effects/effects.dmi'
|
|
anchored = TRUE
|
|
max_integrity = 1
|
|
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, FIRE = 20, ACID = 20)
|
|
var/obj/item/holosign_creator/projector
|
|
var/use_vis_overlay = TRUE
|
|
|
|
/obj/structure/holosign/Initialize(mapload, source_projector)
|
|
. = ..()
|
|
if(use_vis_overlay)
|
|
alpha = 0
|
|
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
|
|
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/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)
|
|
|
|
/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/wetsign
|
|
name = "wet floor sign"
|
|
desc = "The words flicker as if they mean nothing."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "holosign"
|
|
|
|
/obj/structure/holosign/barrier
|
|
name = "holobarrier"
|
|
desc = "A short holographic barrier which can only be passed by walking."
|
|
icon_state = "holosign_sec"
|
|
pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
|
|
density = TRUE
|
|
max_integrity = 20
|
|
var/allow_walk = TRUE //can we pass through it on walk intent
|
|
|
|
/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
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.m_intent == MOVE_INTENT_WALK)
|
|
return TRUE
|
|
|
|
/obj/structure/holosign/barrier/wetsign
|
|
name = "wet floor holobarrier"
|
|
desc = "When it says walk it means walk."
|
|
icon = 'icons/effects/effects.dmi'
|
|
icon_state = "holosign"
|
|
|
|
/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.m_intent != MOVE_INTENT_WALK)
|
|
return FALSE
|
|
|
|
/obj/structure/holosign/barrier/engineering
|
|
icon_state = "holosign_engi"
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
|
|
/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"
|
|
density = FALSE
|
|
anchored = TRUE
|
|
can_atmos_pass = ATMOS_PASS_NO
|
|
alpha = 150
|
|
rad_insulation = RAD_LIGHT_INSULATION
|
|
|
|
/obj/structure/holosign/barrier/atmos/sturdy
|
|
name = "sturdy holofirelock"
|
|
max_integrity = 150
|
|
|
|
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
|
|
. = ..()
|
|
var/turf/local = get_turf(loc)
|
|
ADD_TRAIT(local, TRAIT_FIREDOOR_STOP, TRAIT_GENERIC)
|
|
air_update_turf(TRUE, TRUE)
|
|
|
|
/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()
|
|
var/turf/local = get_turf(loc)
|
|
REMOVE_TRAIT(local, TRAIT_FIREDOOR_STOP, TRAIT_GENERIC)
|
|
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
|
|
|
|
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
|
|
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
|
|
if(istype(P, /obj/projectile/energy/electrode))
|
|
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
|
|
if(istype(P, /obj/projectile/beam/disabler))
|
|
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
|
|
return BULLET_ACT_HIT
|
|
|
|
/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"
|
|
alpha = 125 //lazy :)
|
|
var/force_allaccess = FALSE
|
|
var/buzzcd = 0
|
|
|
|
/obj/structure/holosign/barrier/medical/examine(mob/user)
|
|
. = ..()
|
|
. += span_notice("The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.")
|
|
|
|
/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(force_allaccess)
|
|
return TRUE
|
|
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 = "holo_medical"
|
|
if(ishuman(AM) && !CheckHuman(AM))
|
|
if(buzzcd < world.time)
|
|
playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
|
|
buzzcd = (world.time + 60)
|
|
icon_state = "holo_medical-deny"
|
|
|
|
/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/medical/attack_hand(mob/living/user, list/modifiers)
|
|
if(!user.combat_mode && CanPass(user, get_dir(src, user)))
|
|
force_allaccess = !force_allaccess
|
|
to_chat(user, span_warning("You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.")) //warning spans because you can make the station sick!
|
|
else
|
|
return ..()
|
|
|
|
/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
|
|
var/shockcd = 0
|
|
|
|
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
|
|
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
|
|
return BULLET_ACT_HIT
|
|
|
|
/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/cooldown), 5)
|
|
|
|
/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/cooldown), 5)
|