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## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑
126 lines
4.0 KiB
Plaintext
126 lines
4.0 KiB
Plaintext
/*
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The holodeck activates these shortly after the program loads,
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and deactivates them immediately before changing or disabling the holodeck.
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These remove snowflake code for special holodeck functions.
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*/
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/obj/effect/holodeck_effect
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icon = 'icons/hud/screen_gen.dmi'
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icon_state = "x2"
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invisibility = INVISIBILITY_ABSTRACT
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/obj/effect/holodeck_effect/proc/activate(obj/machinery/computer/holodeck/HC)
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return
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/obj/effect/holodeck_effect/proc/deactivate(obj/machinery/computer/holodeck/HC)
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qdel(src)
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return
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// Called by the holodeck computer as long as the program is running
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/obj/effect/holodeck_effect/proc/tick(obj/machinery/computer/holodeck/HC)
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return
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/obj/effect/holodeck_effect/proc/safety(active)
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return
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// Generates a holodeck-tracked card deck
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/obj/effect/holodeck_effect/cards
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icon = 'icons/obj/toys/playing_cards.dmi'
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icon_state = "deck_syndicate_full"
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/obj/effect/holodeck_effect/cards/activate(obj/machinery/computer/holodeck/holodeck)
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var/obj/item/toy/cards/deck/syndicate/holographic/deck = new(loc, holodeck)
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deck.flags_1 |= HOLOGRAM_1
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return deck
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/obj/effect/holodeck_effect/sparks/activate(obj/machinery/computer/holodeck/HC)
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var/turf/T = get_turf(src)
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if(T)
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var/datum/effect_system/spark_spread/s = new
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s.set_up(3, 1, T)
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s.start()
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T.temperature = 5000 //Why? not quite sure to be honest with you
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T.hotspot_expose(50000,50000,1)
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/obj/effect/holodeck_effect/random_book
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/obj/effect/holodeck_effect/random_book/activate(obj/machinery/computer/holodeck/father_holodeck)
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var/static/banned_books = list(/obj/item/book/manual/random, /obj/item/book/manual/nuclear, /obj/item/book/manual/wiki)
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var/newtype = pick(subtypesof(/obj/item/book/manual) - banned_books)
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var/obj/item/book/manual/to_spawn = new newtype(loc)
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to_spawn.flags_1 |= HOLOGRAM_1
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to_spawn.obj_flags |= NO_DEBRIS_AFTER_DECONSTRUCTION
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return to_spawn
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/obj/effect/holodeck_effect/mobspawner
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var/mobtype = /mob/living/basic/carp/holographic
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var/mob/our_mob = null
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/obj/effect/holodeck_effect/mobspawner/activate(obj/machinery/computer/holodeck/HC)
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if(islist(mobtype))
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mobtype = pick(mobtype)
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our_mob = new mobtype(loc)
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our_mob.flags_1 |= HOLOGRAM_1
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// these vars are not really standardized but all would theoretically create stuff on death
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our_mob.add_traits(list(TRAIT_PERMANENTLY_MORTAL, TRAIT_NO_BLOOD_OVERLAY, TRAIT_NOBLOOD, TRAIT_NOHUNGER), INNATE_TRAIT)
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RegisterSignal(our_mob, COMSIG_QDELETING, PROC_REF(handle_mob_delete))
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return our_mob
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/obj/effect/holodeck_effect/mobspawner/deactivate(obj/machinery/computer/holodeck/HC)
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if(our_mob)
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HC.derez(our_mob)
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qdel(src)
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/obj/effect/holodeck_effect/mobspawner/proc/handle_mob_delete(datum/source)
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SIGNAL_HANDLER
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our_mob = null
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/obj/effect/holodeck_effect/mobspawner/pet
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/obj/effect/holodeck_effect/mobspawner/pet/Initialize(mapload)
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. = ..()
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mobtype = list(
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/mob/living/basic/butterfly,
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/mob/living/basic/chick/permanent,
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/mob/living/basic/pet/fox/docile,
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/mob/living/basic/rabbit,
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)
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mobtype += pick(
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/mob/living/basic/pet/dog/corgi,
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/mob/living/basic/pet/dog/corgi/puppy,
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/mob/living/basic/pet/dog/pug,
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)
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mobtype += pick(
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/mob/living/basic/pet/cat,
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/mob/living/basic/pet/cat/kitten,
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)
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/obj/effect/holodeck_effect/mobspawner/bee
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mobtype = /mob/living/basic/bee/toxin
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/obj/effect/holodeck_effect/mobspawner/monkey
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mobtype = /mob/living/carbon/human/species/monkey
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/obj/effect/holodeck_effect/mobspawner/monkey/activate(obj/machinery/computer/holodeck/computer)
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var/mob/living/carbon/human/monkey = ..()
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. = list() + monkey
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for(var/atom/atom as anything in monkey.contents + monkey.organs)
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. += atom
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/obj/effect/holodeck_effect/mobspawner/penguin
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mobtype = /mob/living/basic/pet/penguin/emperor/neuter
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/obj/effect/holodeck_effect/mobspawner/penguin/Initialize(mapload)
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if(prob(1))
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mobtype = /mob/living/basic/pet/penguin/emperor/shamebrero/neuter
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return ..()
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/obj/effect/holodeck_effect/mobspawner/penguin_baby
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mobtype = /mob/living/basic/pet/penguin/baby/permanent
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/obj/effect/holodeck_effect/mobspawner/crab/jon
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mobtype = /mob/living/basic/crab/jon
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