Files
CHOMPStation2/code/modules/holodeck/HolodeckObjects.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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// Holographic Items!
// Holographic tables are in code/modules/tables/presets.dm
// Holographic racks are in code/modules/tables/rack.dm
/turf/simulated/floor/holofloor
thermal_conductivity = 0
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/turf/simulated/floor/holofloor/set_flooring()
return
/turf/simulated/floor/holofloor/carpet
name = "carpet"
icon = 'icons/turf/flooring/carpet.dmi'
icon_state = "carpet"
initial_flooring = /decl/flooring/carpet
/turf/simulated/floor/holofloor/tiled
name = "floor"
icon = 'icons/turf/flooring/tiles.dmi'
icon_state = "steel"
initial_flooring = /decl/flooring/tiling
/turf/simulated/floor/holofloor/tiled/dark
name = "dark floor"
icon_state = "dark"
initial_flooring = /decl/flooring/tiling/dark
/turf/simulated/floor/holofloor/lino
name = "lino"
icon = 'icons/turf/flooring/linoleum.dmi'
icon_state = "lino"
initial_flooring = /decl/flooring/linoleum
/turf/simulated/floor/holofloor/wood
name = "wooden floor"
icon = 'icons/turf/flooring/wood.dmi'
icon_state = "wood"
initial_flooring = /decl/flooring/wood
/turf/simulated/floor/holofloor/grass
name = "lush grass"
icon = 'icons/turf/flooring/grass.dmi'
icon_state = "grass0"
initial_flooring = /decl/flooring/grass
/turf/simulated/floor/holofloor/snow
name = "snow"
base_name = "snow"
icon = 'icons/turf/floors.dmi'
base_icon = 'icons/turf/floors.dmi'
icon_state = "snow"
base_icon_state = "snow"
/turf/simulated/floor/holofloor/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "0"
/turf/simulated/floor/holofloor/reinforced
icon = 'icons/turf/flooring/tiles.dmi'
initial_flooring = /decl/flooring/reinforced
name = "reinforced holofloor"
icon_state = "reinforced"
/turf/simulated/floor/holofloor/space/New()
icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
/turf/simulated/floor/holofloor/beach
desc = "Uncomfortably gritty for a hologram."
base_desc = "Uncomfortably gritty for a hologram."
icon = 'icons/misc/beach.dmi'
base_icon = 'icons/misc/beach.dmi'
initial_flooring = null
/turf/simulated/floor/holofloor/beach/sand
name = "sand"
icon_state = "desert"
base_icon_state = "desert"
/turf/simulated/floor/holofloor/beach/coastline
name = "coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
base_icon_state = "sandwater"
/turf/simulated/floor/holofloor/beach/water
name = "water"
icon_state = "seashallow"
base_icon_state = "seashallow"
/turf/simulated/floor/holofloor/desert
name = "desert sand"
base_name = "desert sand"
desc = "Uncomfortably gritty for a hologram."
base_desc = "Uncomfortably gritty for a hologram."
icon_state = "asteroid"
base_icon_state = "asteroid"
icon = 'icons/turf/flooring/asteroid.dmi'
base_icon = 'icons/turf/flooring/asteroid.dmi'
initial_flooring = null
/turf/simulated/floor/holofloor/desert/New()
..()
if(prob(10))
overlays += "asteroid[rand(0,9)]"
/obj/structure/holostool
name = "stool"
desc = "Apply butt."
icon = 'icons/obj/furniture.dmi'
icon_state = "stool_padded_preview"
anchored = 1.0
pressure_resistance = 15
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_gloves.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_gloves.dmi',
)
item_state = "boxing"
/obj/structure/window/reinforced/holowindow/Destroy()
..()
/obj/structure/window/reinforced/holowindow/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(istype(G.affecting,/mob/living))
var/mob/living/M = G.affecting
var/state = G.state
qdel(W) //gotta delete it here because if window breaks, it won't get deleted
switch (state)
if(1)
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
M.apply_damage(7)
hit(10)
if(2)
M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
if (prob(50))
M.Weaken(1)
M.apply_damage(10)
hit(25)
if(3)
M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
M.Weaken(5)
M.apply_damage(20)
hit(50)
return
if(W.flags & NOBLUDGEON) return
if(istype(W, /obj/item/weapon/screwdriver))
user << ("<span class='notice'>It's a holowindow, you can't unfasten it!</span>")
else if(istype(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
user << ("<span class='notice'>It's a holowindow, you can't pry it!</span>")
else if(istype(W, /obj/item/weapon/wrench) && !anchored && (!state || !reinf))
user << ("<span class='notice'>It's a holowindow, you can't dismantle it!</span>")
else
if(W.damtype == BRUTE || W.damtype == BURN)
hit(W.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/reinforced/holowindow/shatter(var/display_message = 1)
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] fades away as it shatters!")
qdel(src)
return
/obj/structure/window/reinforced/holowindow/disappearing/Destroy()
..()
/obj/machinery/door/window/holowindoor/Destroy()
..()
/obj/machinery/door/window/holowindoor/attackby(obj/item/weapon/I as obj, mob/user as mob)
if (src.operating == 1)
return
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("\red <B>[src] was hit by [I].</B>")
if(I.damtype == BRUTE || I.damtype == BURN)
take_damage(aforce)
return
src.add_fingerprint(user)
if (!src.requiresID())
user = null
if (src.allowed(user))
if (src.density)
open()
else
close()
else if (src.density)
flick(text("[]deny", src.base_state), src)
return
/obj/machinery/door/window/holowindoor/shatter(var/display_message = 1)
src.density = 0
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] fades away as it shatters!")
qdel(src)
/obj/structure/bed/chair/holochair/Destroy()
..()
/obj/structure/bed/chair/holochair/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
user << ("<span class='notice'>It's a holochair, you can't dismantle it!</span>")
return
/obj/item/weapon/holo
damtype = HALLOSS
no_attack_log = 1
/obj/item/weapon/holo/esword
desc = "May the force be within you. Sorta."
icon_state = "sword0"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_melee.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_melee.dmi',
)
force = 3.0
throw_speed = 1
throw_range = 5
throwforce = 0
w_class = ITEMSIZE_SMALL
flags = NOBLOODY
var/active = 0
var/item_color
/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/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(active && default_parry_check(user, attacker, damage_source) && prob(50))
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
return 1
return 0
/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 = ITEMSIZE_LARGE
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>[src] is now active.</span>"
else
force = 3
icon_state = "sword0"
w_class = ITEMSIZE_SMALL
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>[src] can now be concealed.</span>"
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
//BASKETBALL OBJECTS
/obj/item/weapon/beach_ball/holoball
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
name = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = ITEMSIZE_LARGE //Stops people from hiding it in their bags/pockets
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, Shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = 1
density = 1
throwpass = 1
/obj/structure/holohoop/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(G.state<2)
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='warning'>[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.loc)
visible_message("<span class='notice'>[user] dunks [W] into the [src]!</span>", 3)
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0, air_group=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='notice'>Swish! \the [I] lands in \the [src].</span>", 3)
else
visible_message("<span class='warning'>\The [I] bounces off of \the [src]'s rim!</span>", 3)
return 0
else
return ..(mover, target, height, air_group)
/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/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
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 << "This device is not powered."
return
if(!user.IsAdvancedToolUser())
return 0
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
usr << "The event has already begun!"
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/reinforced/holowindow/disappearing/W in currentarea)
qdel(W)
for(var/mob/M in currentarea)
M << "FIGHT!"
//Holocarp
/mob/living/simple_animal/hostile/carp/holodeck
icon = 'icons/mob/AI.dmi'
icon_state = "holo4"
icon_living = "holo4"
icon_dead = "holo4"
alpha = 127
icon_gib = null
meat_amount = 0
meat_type = null
/mob/living/simple_animal/hostile/carp/holodeck/New()
..()
set_light(2) //hologram lighting
/mob/living/simple_animal/hostile/carp/holodeck/proc/set_safety(var/safe)
if (safe)
faction = "neutral"
melee_damage_lower = 0
melee_damage_upper = 0
environment_smash = 0
destroy_surroundings = 0
else
faction = "carp"
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
environment_smash = initial(environment_smash)
destroy_surroundings = initial(destroy_surroundings)
/mob/living/simple_animal/hostile/carp/holodeck/gib()
derez() //holograms can't gib
/mob/living/simple_animal/hostile/carp/holodeck/death()
..()
derez()
/mob/living/simple_animal/hostile/carp/holodeck/proc/derez()
visible_message("<span class='notice'>\The [src] fades away!</span>")
qdel(src)