Files
Bubberstation/code/game/objects/structures/holosign.dm
SkyratBot 427b465e5c [MIRROR] Logs holosign swatting. (#26690)
* Logs holosign swatting. (#81733)

Logs holosign swatting.
## About The Pull Request
Logs holosign swatting.
## Why It's Good For The Game
Closes #81729
## Changelog
🆑
admin: Logs holosign swatting.
/🆑

* Logs holosign swatting.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-02-29 22:59:08 +01:00

231 lines
7.2 KiB
Plaintext

//holographic signs and barriers
/obj/structure/holosign
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor_type = /datum/armor/structure_holosign
// How can you freeze a trick of the light?
resistance_flags = FREEZE_PROOF
var/obj/item/holosign_creator/projector
var/use_vis_overlay = TRUE
/datum/armor/structure_holosign
bullet = 50
laser = 50
energy = 50
fire = 20
acid = 20
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
var/turf/our_turf = get_turf(src)
if(use_vis_overlay)
alpha = 0
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE, our_turf), 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)
log_combat(user, src, "swatted")
/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.move_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"
max_integrity = 1
/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.move_intent != MOVE_INTENT_WALK)
return FALSE
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
rad_insulation = RAD_LIGHT_INSULATION
max_integrity = 1
/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
resistance_flags = FIRE_PROOF | FREEZE_PROOF
/obj/structure/holosign/barrier/atmos/proc/clearview_transparency()
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 25
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
var/turf/our_turf = get_turf(src)
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE, our_turf), dir)
/obj/structure/holosign/barrier/atmos/proc/reset_transparency()
mouse_opacity = initial(mouse_opacity)
alpha = initial(alpha)
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
var/turf/our_turf = get_turf(src)
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, MUTATE_PLANE(GAME_PLANE, our_turf), dir, add_appearance_flags = RESET_ALPHA)
/obj/structure/holosign/barrier/atmos/sturdy
name = "sturdy holofirelock"
max_integrity = 150
/obj/structure/holosign/barrier/atmos/tram
name = "tram atmos barrier"
max_integrity = 150
icon_state = "holo_tram"
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
. = ..()
air_update_turf(TRUE, TRUE)
var/static/list/turf_traits = list(TRAIT_FIREDOOR_STOP)
AddElement(/datum/element/give_turf_traits, turf_traits)
/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()
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
armor_type = /datum/armor/structure_holosign/cyborg_barrier // Gets a special armor subtype which is extra good at defense.
/datum/armor/structure_holosign/cyborg_barrier
bullet = 80
laser = 80
energy = 80
melee = 20
/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 :)
max_integrity = 1
var/buzzcd = 0
/obj/structure/holosign/barrier/medical/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
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/cyborg/hacked
name = "Charged Energy Field"
desc = "A powerful energy field that blocks movement. Energy arcs off it."
max_integrity = 20
armor_type = /datum/armor/structure_holosign //Yeah no this doesn't get projectile resistance.
var/shockcd = 0
/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_REF(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_REF(cooldown)), 5)