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* Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. (#75543) ## About The Pull Request The engineering, janitor and medical holosign projectors can project their holosigns in 1 second. The holosign integrity has been reduced to 1. Engineering max capacity increased to 12, medical to 6. ## Why It's Good For The Game The long time to project made these projectors, especially the engineering ones, impractical to use during an emergency that warrents their usage. Medical capacity increase allows them to block off a typical hallway, which could be used if there's a biohazard (60 gibbed monkeys, or botanist). Engineering capacity increase is warrented due to the nature of breaches and how large they can get. The integrity reduction should help prevent them from being used to Fortnite people. ## Changelog 🆑 balance: Engineering, janitor and medical holosign projector projection time reduced to 1 second. balance: Engineering, janitor, and medical holosign integrity reduced to 1. balance: Engineering holosign projector max capacity increased to 12. balance: Medical holosign projector max capacity increased to 6. /🆑 * Engineering, janitor and medical holosign projector changes. Much faster, more capacity, less integrity. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
233 lines
7.3 KiB
Plaintext
233 lines
7.3 KiB
Plaintext
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//holographic signs and barriers
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/obj/structure/holosign
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name = "holo sign"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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max_integrity = 1
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armor_type = /datum/armor/structure_holosign
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// How can you freeze a trick of the light?
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resistance_flags = FREEZE_PROOF
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var/obj/item/holosign_creator/projector
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var/use_vis_overlay = TRUE
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/datum/armor/structure_holosign
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bullet = 50
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laser = 50
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energy = 50
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fire = 20
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acid = 20
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/obj/structure/holosign/Initialize(mapload, source_projector)
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. = ..()
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var/turf/our_turf = get_turf(src)
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if(use_vis_overlay)
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alpha = 0
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SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE_UPPER, our_turf), dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
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if(source_projector)
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projector = source_projector
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LAZYADD(projector.signs, src)
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/obj/structure/holosign/Destroy()
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if(projector)
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LAZYREMOVE(projector.signs, src)
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projector = null
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return ..()
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/obj/structure/holosign/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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attack_holosign(user, modifiers)
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/obj/structure/holosign/proc/attack_holosign(mob/living/user, list/modifiers)
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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user.changeNext_move(CLICK_CD_MELEE)
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take_damage(5 , BRUTE, MELEE, 1)
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/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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if(BURN)
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playsound(loc, 'sound/weapons/egloves.ogg', 80, TRUE)
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/obj/structure/holosign/wetsign
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name = "wet floor sign"
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desc = "The words flicker as if they mean nothing."
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icon = 'icons/effects/effects.dmi'
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icon_state = "holosign"
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/obj/structure/holosign/barrier
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name = "holobarrier"
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desc = "A short holographic barrier which can only be passed by walking."
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icon_state = "holosign_sec"
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pass_flags_self = PASSTABLE | PASSGRILLE | PASSGLASS | LETPASSTHROW
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density = TRUE
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max_integrity = 20
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var/allow_walk = TRUE //can we pass through it on walk intent
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/obj/structure/holosign/barrier/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.stat) // Lets not prevent dragging unconscious/dead people.
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return TRUE
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if(allow_walk && C.m_intent == MOVE_INTENT_WALK)
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return TRUE
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/obj/structure/holosign/barrier/wetsign
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name = "wet floor holobarrier"
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desc = "When it says walk it means walk."
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icon = 'icons/effects/effects.dmi'
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icon_state = "holosign"
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max_integrity = 1
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/obj/structure/holosign/barrier/wetsign/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(iscarbon(mover))
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var/mob/living/carbon/C = mover
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if(C.stat) // Lets not prevent dragging unconscious/dead people.
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return TRUE
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if(allow_walk && C.m_intent != MOVE_INTENT_WALK)
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return FALSE
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/obj/structure/holosign/barrier/engineering
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icon_state = "holosign_engi"
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rad_insulation = RAD_LIGHT_INSULATION
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max_integrity = 1
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/obj/structure/holosign/barrier/atmos
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name = "holofirelock"
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desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
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icon_state = "holo_firelock"
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density = FALSE
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anchored = TRUE
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can_atmos_pass = ATMOS_PASS_NO
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alpha = 150
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rad_insulation = RAD_LIGHT_INSULATION
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resistance_flags = FIRE_PROOF | FREEZE_PROOF
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/obj/structure/holosign/barrier/atmos/sturdy
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name = "sturdy holofirelock"
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max_integrity = 150
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/obj/structure/holosign/barrier/atmos/tram
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name = "tram atmos barrier"
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max_integrity = 150
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icon_state = "holo_tram"
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/obj/structure/holosign/barrier/atmos/Initialize(mapload)
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. = ..()
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air_update_turf(TRUE, TRUE)
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AddElement(/datum/element/trait_loc, TRAIT_FIREDOOR_STOP)
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/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.
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return TRUE
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/obj/structure/holosign/barrier/atmos/Destroy()
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air_update_turf(TRUE, FALSE)
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return ..()
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/obj/structure/holosign/barrier/cyborg
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name = "Energy Field"
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desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
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density = TRUE
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max_integrity = 10
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allow_walk = FALSE
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/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
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take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
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if(istype(P, /obj/projectile/energy/electrode))
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take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
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if(istype(P, /obj/projectile/beam/disabler))
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take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/medical
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name = "\improper PENLITE holobarrier"
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desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
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icon_state = "holo_medical"
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alpha = 125 //lazy :)
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max_integrity = 1
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var/force_allaccess = FALSE
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var/buzzcd = 0
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/obj/structure/holosign/barrier/medical/examine(mob/user)
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. = ..()
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. += span_notice("The biometric scanners are <b>[force_allaccess ? "off" : "on"]</b>.")
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/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(force_allaccess)
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return TRUE
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if(istype(mover, /obj/vehicle/ridden))
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for(var/M in mover.buckled_mobs)
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if(ishuman(M))
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if(!CheckHuman(M))
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return FALSE
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if(ishuman(mover))
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return CheckHuman(mover)
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return TRUE
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/obj/structure/holosign/barrier/medical/Bumped(atom/movable/AM)
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. = ..()
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icon_state = "holo_medical"
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if(ishuman(AM) && !CheckHuman(AM))
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if(buzzcd < world.time)
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playsound(get_turf(src),'sound/machines/buzz-sigh.ogg',65,TRUE,4)
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buzzcd = (world.time + 60)
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icon_state = "holo_medical-deny"
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/obj/structure/holosign/barrier/medical/proc/CheckHuman(mob/living/carbon/human/sickboi)
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var/threat = sickboi.check_virus()
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if(get_disease_severity_value(threat) > get_disease_severity_value(DISEASE_SEVERITY_MINOR))
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return FALSE
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return TRUE
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/obj/structure/holosign/barrier/medical/attack_hand(mob/living/user, list/modifiers)
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if(!user.combat_mode && CanPass(user, get_dir(src, user)))
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force_allaccess = !force_allaccess
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to_chat(user, span_warning("You [force_allaccess ? "deactivate" : "activate"] the biometric scanners.")) //warning spans because you can make the station sick!
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else
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return ..()
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/obj/structure/holosign/barrier/cyborg/hacked
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name = "Charged Energy Field"
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desc = "A powerful energy field that blocks movement. Energy arcs off it."
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max_integrity = 20
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var/shockcd = 0
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/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
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take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
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return BULLET_ACT_HIT
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/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
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shockcd = FALSE
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/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!shockcd)
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if(ismob(user))
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var/mob/living/M = user
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M.electrocute_act(15,"Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
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/obj/structure/holosign/barrier/cyborg/hacked/Bumped(atom/movable/AM)
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if(shockcd)
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return
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if(!ismob(AM))
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return
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var/mob/living/M = AM
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M.electrocute_act(15,"Energy Barrier")
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shockcd = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
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