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Bubberstation/code/modules/holodeck/items.dm
Vincent faf5ddaceb Holodeck refactor and Enchancements
Moves holodeck code to modules/holodeck.  Repaths holodeck structures a little.  Cleans holodeck code and prepares for additional features (multiple holodecks, etc).  Should fix #4828.

Necessary map bugfixen for Asteroid, Disc, Dream, Meta, and TG.
Adds Lounge, Emergency Medical, pet center, and holdout room to the rec holodeck.

All items spawned by the holodeck will do only stamina damage, except when emagged.  This allows emergency medical to be staffed with scalpels and bonesaws and such.  Emergency medical has some functioning equipment but the only drugs available are in the sleeper.
2015-11-15 20:23:23 -05:00

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/*
Items, Structures, Machines
*/
//
// Items
//
/obj/item/weapon/holo
damtype = STAMINA
/obj/item/weapon/holo/esword
name = "holographic energy sword"
desc = "May the force be with you. Sorta"
icon_state = "sword0"
force = 3.0
throw_speed = 2
throw_range = 5
throwforce = 0
w_class = 2.0
hitsound = "swing_hit"
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
hitsound = 'sound/weapons/blade1.ogg'
playsound(user, 'sound/weapons/saberon.ogg', 20, 1)
user << "<span class='warning'>[src] is now active.</span>"
else
force = 3
icon_state = "sword0"
w_class = 2
hitsound = "swing_hit"
playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
user << "<span class='warning'>[src] can now be concealed.</span>"
return
//BASKETBALL OBJECTS
/obj/item/toy/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/toy/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/toy/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, STAMINA)
if(prob(5))
M.Weaken(3)
visible_message("<span class='danger'>[M] is knocked right off \his feet!</span>", 3)
//
// Structures
//
/obj/structure/stool/bed/chair/holo/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/wrench))
user << "It's holographic! There's no taking it apart."
return
..()
/obj/structure/stool/bed/chair/holo/comfy
name = "comfy chair"
desc = "It looks comfy."
icon_state = "comfychair"
color = rgb(255,113,0)
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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 << "<span class='warning'>You need a better grip to do that!</span>"
return
G.affecting.loc = src.loc
G.affecting.Weaken(5)
visible_message("<span class='danger'>[G.assailant] dunks [G.affecting] into \the [src]!</span>", 3)
qdel(W)
return
else if (istype(W, /obj/item) && get_dist(src,user)<2)
user.drop_item(src)
visible_message("<span class='warning'> [user] dunks [W] into \the [src]!</span>", 3)
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=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("<span class='warning'> Swish! \the [I] lands in \the [src].</span>", 3)
else
visible_message("<span class='danger'> \the [I] bounces off of \the [src]'s rim!</span>", 3)
return 0
else
return ..(mover, target, height)
//
// Machines
//
/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 << "<span class='warning'>You are too primitive to use this device!</span>"
return
/obj/machinery/readybutton/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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 << "<span class='warning'>This device is not powered!</span>"
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
usr << "<span class='warning'>The event has already begun!</span>"
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/window/holo/W in currentarea)
qdel(W)
for(var/mob/M in currentarea)
M << "FIGHT!"