mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Rewrites shield handling to be less hardcoded. Shields now take into account the damage source and direction when blocking. Riot shields no longer block most bullets, but are better at blocking melee and thrown items than they were previously. Energy shields block projectiles with a similar probability as they did before, and block melee and thrown as well as riot shields do. Shields no longer block from directly behind the player. Weapons now only block melee attacks. Cool effects when blocking with an energy shield or energy sword (including holoswords).
470 lines
13 KiB
Plaintext
470 lines
13 KiB
Plaintext
// Holographic Items!
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// Holographic tables are in code/modules/tables/presets.dm
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// Holographic racks are in code/modules/tables/rack.dm
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/turf/simulated/floor/holofloor
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thermal_conductivity = 0
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/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
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return
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// HOLOFLOOR DOES NOT GIVE A FUCK
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/turf/simulated/floor/holofloor/set_flooring()
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return
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/turf/simulated/floor/holofloor/carpet
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name = "carpet"
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icon = 'icons/turf/flooring/carpet.dmi'
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icon_state = "carpet"
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initial_flooring = /decl/flooring/carpet
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/turf/simulated/floor/holofloor/tiled
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name = "floor"
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icon = 'icons/turf/flooring/tiles.dmi'
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icon_state = "steel"
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initial_flooring = /decl/flooring/tiling
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/turf/simulated/floor/holofloor/tiled/dark
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name = "dark floor"
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icon_state = "dark"
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initial_flooring = /decl/flooring/tiling/dark
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/turf/simulated/floor/holofloor/lino
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name = "lino"
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icon = 'icons/turf/flooring/linoleum.dmi'
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icon_state = "lino"
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initial_flooring = /decl/flooring/linoleum
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/turf/simulated/floor/holofloor/wood
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name = "wooden floor"
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icon = 'icons/turf/flooring/wood.dmi'
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icon_state = "wood"
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initial_flooring = /decl/flooring/wood
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/turf/simulated/floor/holofloor/grass
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name = "lush grass"
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icon = 'icons/turf/flooring/grass.dmi'
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icon_state = "grass0"
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initial_flooring = /decl/flooring/grass
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/turf/simulated/floor/holofloor/snow
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name = "snow"
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base_name = "snow"
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icon = 'icons/turf/floors.dmi'
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base_icon = 'icons/turf/floors.dmi'
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icon_state = "snow"
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base_icon_state = "snow"
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/turf/simulated/floor/holofloor/space
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icon = 'icons/turf/space.dmi'
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name = "\proper space"
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icon_state = "0"
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/turf/simulated/floor/holofloor/reinforced
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icon = 'icons/turf/flooring/tiles.dmi'
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initial_flooring = /decl/flooring/reinforced
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name = "reinforced holofloor"
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icon_state = "reinforced"
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/turf/simulated/floor/holofloor/space/New()
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icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
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/turf/simulated/floor/holofloor/beach
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desc = "Uncomfortably gritty for a hologram."
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base_desc = "Uncomfortably gritty for a hologram."
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icon = 'icons/misc/beach.dmi'
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base_icon = 'icons/misc/beach.dmi'
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initial_flooring = null
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/turf/simulated/floor/holofloor/beach/sand
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name = "sand"
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icon_state = "desert"
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base_icon_state = "desert"
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/turf/simulated/floor/holofloor/beach/coastline
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name = "coastline"
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icon = 'icons/misc/beach2.dmi'
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icon_state = "sandwater"
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base_icon_state = "sandwater"
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/turf/simulated/floor/holofloor/beach/water
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name = "water"
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icon_state = "seashallow"
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base_icon_state = "seashallow"
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/turf/simulated/floor/holofloor/desert
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name = "desert sand"
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base_name = "desert sand"
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desc = "Uncomfortably gritty for a hologram."
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base_desc = "Uncomfortably gritty for a hologram."
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icon_state = "asteroid"
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base_icon_state = "asteroid"
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icon = 'icons/turf/flooring/asteroid.dmi'
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base_icon = 'icons/turf/flooring/asteroid.dmi'
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initial_flooring = null
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/turf/simulated/floor/holofloor/desert/New()
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..()
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if(prob(10))
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overlays += "asteroid[rand(0,9)]"
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/obj/structure/holostool
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name = "stool"
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desc = "Apply butt."
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icon = 'icons/obj/furniture.dmi'
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icon_state = "stool_padded_preview"
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anchored = 1.0
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pressure_resistance = 15
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/obj/item/clothing/gloves/boxing/hologlove
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name = "boxing gloves"
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desc = "Because you really needed another excuse to punch your crewmates."
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icon_state = "boxing"
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item_state = "boxing"
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/obj/structure/window/reinforced/holowindow/Destroy()
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..()
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/obj/structure/window/reinforced/holowindow/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(W)) return//I really wish I did not need this
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if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if(istype(G.affecting,/mob/living))
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var/mob/living/M = G.affecting
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var/state = G.state
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qdel(W) //gotta delete it here because if window breaks, it won't get deleted
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switch (state)
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if(1)
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M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
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M.apply_damage(7)
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hit(10)
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if(2)
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M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
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if (prob(50))
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M.Weaken(1)
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M.apply_damage(10)
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hit(25)
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if(3)
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M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
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M.Weaken(5)
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M.apply_damage(20)
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hit(50)
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return
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if(W.flags & NOBLUDGEON) return
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if(istype(W, /obj/item/weapon/screwdriver))
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user << ("<span class='notice'>It's a holowindow, you can't unfasten it!</span>")
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else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
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user << ("<span class='notice'>It's a holowindow, you can't pry it!</span>")
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else if(istype(W, /obj/item/weapon/wrench) && !anchored && (!state || !reinf))
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user << ("<span class='notice'>It's a holowindow, you can't dismantle it!</span>")
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else
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if(W.damtype == BRUTE || W.damtype == BURN)
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hit(W.force)
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if(health <= 7)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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return
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/obj/structure/window/reinforced/holowindow/shatter(var/display_message = 1)
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message("[src] fades away as it shatters!")
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qdel(src)
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return
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/obj/structure/window/reinforced/holowindow/disappearing/Destroy()
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..()
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/obj/machinery/door/window/holowindoor/Destroy()
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..()
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/obj/machinery/door/window/holowindoor/attackby(obj/item/weapon/I as obj, mob/user as mob)
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if (src.operating == 1)
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return
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if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
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var/aforce = I.force
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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visible_message("\red <B>[src] was hit by [I].</B>")
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if(I.damtype == BRUTE || I.damtype == BURN)
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take_damage(aforce)
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return
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src.add_fingerprint(user)
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if (!src.requiresID())
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user = null
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if (src.allowed(user))
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if (src.density)
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open()
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else
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close()
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else if (src.density)
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flick(text("[]deny", src.base_state), src)
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return
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/obj/machinery/door/window/holowindoor/shatter(var/display_message = 1)
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src.density = 0
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message("[src] fades away as it shatters!")
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qdel(src)
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/obj/structure/bed/chair/holochair/Destroy()
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..()
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/obj/structure/bed/chair/holochair/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench))
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user << ("<span class='notice'>It's a holochair, you can't dismantle it!</span>")
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return
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/obj/item/weapon/holo
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damtype = HALLOSS
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no_attack_log = 1
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/obj/item/weapon/holo/esword
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desc = "May the force be within you. Sorta."
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icon_state = "sword0"
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force = 3.0
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throw_speed = 1
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throw_range = 5
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throwforce = 0
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w_class = 2.0
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flags = NOBLOODY
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var/active = 0
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var/item_color
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/obj/item/weapon/holo/esword/green
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New()
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item_color = "green"
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/obj/item/weapon/holo/esword/red
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New()
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item_color = "red"
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/obj/item/weapon/holo/esword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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if(!active)
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return 0
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//parry only melee holo attacks
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if(!istype(damage_source, /obj/item/weapon/holo) || (attacker && get_dist(user, attacker) > 1))
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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if(prob(50))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, user.loc)
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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return 1
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return 0
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/obj/item/weapon/holo/esword/attack(target as mob, mob/user as mob)
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..()
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/obj/item/weapon/holo/esword/New()
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item_color = pick("red","blue","green","purple")
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/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
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active = !active
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if (active)
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force = 30
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icon_state = "sword[item_color]"
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "<span class='notice'>[src] is now active.</span>"
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else
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force = 3
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icon_state = "sword0"
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w_class = 2
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "<span class='notice'>[src] can now be concealed.</span>"
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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return
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//BASKETBALL OBJECTS
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/obj/item/weapon/beach_ball/holoball
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icon = 'icons/obj/basketball.dmi'
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icon_state = "basketball"
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name = "basketball"
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item_state = "basketball"
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desc = "Here's your chance, do your dance at the Space Jam."
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w_class = 4 //Stops people from hiding it in their bags/pockets
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/obj/structure/holohoop
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name = "basketball hoop"
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desc = "Boom, Shakalaka!"
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icon = 'icons/obj/basketball.dmi'
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icon_state = "hoop"
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anchored = 1
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density = 1
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throwpass = 1
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/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if(G.state<2)
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user << "<span class='warning'>You need a better grip to do that!</span>"
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return
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G.affecting.loc = src.loc
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G.affecting.Weaken(5)
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visible_message("<span class='warning'>[G.assailant] dunks [G.affecting] into the [src]!</span>", 3)
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qdel(W)
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return
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else if (istype(W, /obj/item) && get_dist(src,user)<2)
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user.drop_item(src.loc)
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visible_message("<span class='notice'>[user] dunks [W] into the [src]!</span>", 3)
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return
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/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (istype(mover,/obj/item) && mover.throwing)
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var/obj/item/I = mover
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if(istype(I, /obj/item/projectile))
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return
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if(prob(50))
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I.loc = src.loc
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visible_message("<span class='notice'>Swish! \the [I] lands in \the [src].</span>", 3)
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else
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visible_message("<span class='warning'>\The [I] bounces off of \the [src]'s rim!</span>", 3)
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return 0
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else
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return ..(mover, target, height, air_group)
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/obj/machinery/readybutton
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name = "Ready Declaration Device"
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desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
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icon = 'icons/obj/monitors.dmi'
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icon_state = "auth_off"
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var/ready = 0
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var/area/currentarea = null
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var/eventstarted = 0
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anchored = 1.0
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use_power = 1
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idle_power_usage = 2
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active_power_usage = 6
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power_channel = ENVIRON
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/obj/machinery/readybutton/attack_ai(mob/user as mob)
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user << "The station AI is not to interact with these devices!"
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return
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/obj/machinery/readybutton/New()
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..()
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/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
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user << "The device is a solid button, there's nothing you can do with it!"
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/obj/machinery/readybutton/attack_hand(mob/user as mob)
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if(user.stat || stat & (NOPOWER|BROKEN))
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user << "This device is not powered."
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return
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if(!user.IsAdvancedToolUser())
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return 0
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currentarea = get_area(src.loc)
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if(!currentarea)
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qdel(src)
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if(eventstarted)
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usr << "The event has already begun!"
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return
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ready = !ready
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update_icon()
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var/numbuttons = 0
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var/numready = 0
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for(var/obj/machinery/readybutton/button in currentarea)
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numbuttons++
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if (button.ready)
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numready++
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if(numbuttons == numready)
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begin_event()
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/obj/machinery/readybutton/update_icon()
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if(ready)
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icon_state = "auth_on"
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else
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icon_state = "auth_off"
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/obj/machinery/readybutton/proc/begin_event()
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eventstarted = 1
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for(var/obj/structure/window/reinforced/holowindow/disappearing/W in currentarea)
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qdel(W)
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for(var/mob/M in currentarea)
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M << "FIGHT!"
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//Holocarp
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/mob/living/simple_animal/hostile/carp/holodeck
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icon = 'icons/mob/AI.dmi'
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icon_state = "holo4"
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icon_living = "holo4"
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icon_dead = "holo4"
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alpha = 127
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icon_gib = null
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meat_amount = 0
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meat_type = null
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/mob/living/simple_animal/hostile/carp/holodeck/New()
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..()
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set_light(2) //hologram lighting
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/mob/living/simple_animal/hostile/carp/holodeck/proc/set_safety(var/safe)
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if (safe)
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faction = "neutral"
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melee_damage_lower = 0
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melee_damage_upper = 0
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environment_smash = 0
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destroy_surroundings = 0
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else
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faction = "carp"
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melee_damage_lower = initial(melee_damage_lower)
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melee_damage_upper = initial(melee_damage_upper)
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environment_smash = initial(environment_smash)
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destroy_surroundings = initial(destroy_surroundings)
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/mob/living/simple_animal/hostile/carp/holodeck/gib()
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derez() //holograms can't gib
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/mob/living/simple_animal/hostile/carp/holodeck/death()
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..()
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derez()
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/mob/living/simple_animal/hostile/carp/holodeck/proc/derez()
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visible_message("<span class='notice'>\The [src] fades away!</span>")
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qdel(src)
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