Files
Paradise/code/game/objects/structures/holosigns.dm
warriorstar-orion 79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

156 lines
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//holographic signs and barriers
/obj/structure/holosign
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
if(source_projector)
projector = source_projector
projector.signs += src
/obj/structure/holosign/Destroy()
if(projector)
projector.signs -= src
projector = null
return ..()
/obj/structure/holosign/attack_hand(mob/living/user)
. = ..()
if(.)
return
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
take_damage(5 , BRUTE, MELEE, 1)
/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_state = "holosign"
/obj/structure/holosign/wetsign/proc/wet_timer_start(obj/item/holosign_creator/HS_C)
addtimer(CALLBACK(src, PROC_REF(wet_timer_finish), HS_C), 82 SECONDS, TIMER_UNIQUE)
/obj/structure/holosign/wetsign/proc/wet_timer_finish(obj/item/holosign_creator/HS_C)
playsound(HS_C.loc, 'sound/machines/chime.ogg', 20, 1)
qdel(src)
/obj/structure/holosign/barrier
name = "holo barrier"
desc = "A short holographic barrier which can only be passed by walking."
icon_state = "holosign_sec"
pass_flags_self = LETPASSTHROW | PASSTAKE
density = TRUE
max_integrity = 20
var/allow_walk = TRUE //can we pass through it on walk intent
/obj/structure/holosign/barrier/CanPass(atom/movable/mover, border_dir)
if(!density)
return TRUE
if(mover.pass_flags & (PASSGLASS|PASSTABLE|PASSGRILLE))
return TRUE
if(isliving(mover))
var/mob/living/walker = mover
if(allow_walk && (walker.m_intent == MOVE_INTENT_WALK || (walker.pulledby && walker.pulledby.m_intent == MOVE_INTENT_WALK)))
return TRUE
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos
name = "holo firelock"
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
layer = ABOVE_MOB_LAYER
anchored = TRUE
alpha = 150
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos/Initialize(mapload)
. = ..()
recalculate_atmos_connectivity()
// Airtight.
/obj/structure/holosign/barrier/atmos/CanAtmosPass(direction)
return FALSE
// Heatproof.
/obj/structure/holosign/barrier/atmos/get_superconductivity(direction)
return 0
/obj/structure/holosign/barrier/atmos/Destroy()
var/turf/T = get_turf(src)
. = ..()
T.recalculate_atmos_connectivity()
/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
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/item/projectile/energy/electrode))
take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
if(istype(P, /obj/item/projectile/beam/disabler))
take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
/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
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
shockcd = FALSE
/obj/structure/holosign/barrier/cyborg/hacked/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(!shockcd)
if(isliving(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(!isliving(AM))
return
var/mob/living/M = AM
M.electrocute_act(15, "Energy Barrier")
shockcd = TRUE
addtimer(CALLBACK(src, PROC_REF(cooldown)), 5)
/obj/structure/holosign/barrier/cyborg/hacked/detective
name = "investigation barrier"
desc = "An authoritive holographic barrier proclaiming a crime scene. Energy arcs off of it."
icon_state = "holosign_det"