/*
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"
armour_penetration = 50
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/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
if(active)
return ..()
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 << "[src] is now active."
else
force = 3
icon_state = "sword0"
w_class = 2
hitsound = "swing_hit"
playsound(user, 'sound/weapons/saberoff.ogg', 20, 1)
user << "[src] can now be concealed."
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("[M] is knocked right off \his feet!")
//
// Structures
//
/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(get_dist(src,user)<2)
if(user.drop_item(src))
visible_message(" [user] dunks [W] into \the [src]!")
/obj/structure/holohoop/attack_hand(mob/user)
if(user.pulling && user.a_intent == "grab" && isliving(user.pulling))
var/mob/living/L = user.pulling
if(user.grab_state < GRAB_AGGRESSIVE)
user << "You need a better grip to do that!"
return
L.loc = src.loc
L.Weaken(5)
visible_message("[user] dunks [L] into \the [src]!")
user.stop_pulling()
else
..()
/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(" Swish! \the [I] lands in \the [src].")
else
visible_message(" \the [I] bounces off of \the [src]'s rim!")
return 0
else
return ..()
//
// 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 << "You are too primitive to use this device!"
return
/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 << "This device is not powered!"
return
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/W in currentarea)
if(W.flags&NODECONSTRUCT) // Just in case: only holo-windows
qdel(W)
for(var/mob/M in currentarea)
M << "FIGHT!"