Files
vgstation13/code/game/machinery/computer/HolodeckControl.dm
2016-03-13 18:39:44 +01:00

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/obj/machinery/computer/HolodeckControl
name = "Holodeck Control Computer"
desc = "A computer used to control a nearby holodeck."
icon_state = "holocontrol"
var/area/linkedholodeck = null
var/area/target = null
var/active = 0
var/list/holographic_items = list()
var/damaged = 0
var/last_change = 0
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/HolodeckControl/attack_ai(var/mob/user as mob)
add_hiddenprint(user)
return attack_hand(user)
/obj/machinery/computer/HolodeckControl/attack_paw(var/mob/user as mob)
return
/obj/machinery/computer/HolodeckControl/attack_hand(var/mob/user as mob)
if(..())
return
user.set_machine(src)
var/dat
dat += {"<B>Holodeck Control System</B><BR>
<HR>Current Loaded Programs:<BR>
<A href='?src=\ref[src];emptycourt=1'>((Empty Court)</font>)</A><BR>
<A href='?src=\ref[src];boxingcourt=1'>((Boxing Court)</font>)</A><BR>
<A href='?src=\ref[src];basketball=1'>((Basketball Court)</font>)</A><BR>
<A href='?src=\ref[src];thunderdomecourt=1'>((Thunderdome Court)</font>)</A><BR>
<A href='?src=\ref[src];beach=1'>((Beach)</font>)</A><BR>
<A href='?src=\ref[src];desert=1'>((Desert)</font>)</A><BR>
<A href='?src=\ref[src];space=1'>((Space)</font>)</A><BR>
<A href='?src=\ref[src];picnicarea=1'>((Picnic Area)</font>)</A><BR>
<A href='?src=\ref[src];snowfield=1'>((Snow Field)</font>)</A><BR>
<A href='?src=\ref[src];theatre=1'>((Theatre)</font>)</A><BR>
<A href='?src=\ref[src];meetinghall=1'>((Meeting Hall)</font>)</A><BR>"}
// dat += "<A href='?src=\ref[src];turnoff=1'>((Shutdown System)</font>)</A><BR>"
dat += "Please ensure that only holographic weapons are used in the holodeck if a combat simulation has been loaded.<BR>"
if(emagged)
dat += {"<A href='?src=\ref[src];burntest=1'>(<font color=red>Begin Atmospheric Burn Simulation</font>)</A><BR>
Ensure the holodeck is empty before testing.<BR>
<BR>
<A href='?src=\ref[src];wildlifecarp=1'>(<font color=red>Begin Wildlife Simulation</font>)</A><BR>
Ensure the holodeck is empty before testing.<BR>
<BR>"}
if(issilicon(user))
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=green>Re-Enable Safety Protocols?</font>)</A><BR>"
dat += "Safety Protocols are <font color=red> DISABLED </font><BR>"
else
if(issilicon(user))
dat += "<A href='?src=\ref[src];AIoverride=1'>(<font color=red>Override Safety Protocols?</font>)</A><BR>"
dat += {"<BR>
Safety Protocols are <font color=green> ENABLED </font><BR>"}
user << browse(dat, "window=computer;size=400x500")
onclose(user, "computer")
return
/obj/machinery/computer/HolodeckControl/Topic(href, href_list)
if(..())
return 1
else
usr.set_machine(src)
if(href_list["emptycourt"])
target = locate(/area/holodeck/source_emptycourt)
if(target)
loadProgram(target)
else if(href_list["boxingcourt"])
target = locate(/area/holodeck/source_boxingcourt)
if(target)
loadProgram(target)
else if(href_list["basketball"])
target = locate(/area/holodeck/source_basketball)
if(target)
loadProgram(target)
else if(href_list["thunderdomecourt"])
target = locate(/area/holodeck/source_thunderdomecourt)
if(target)
loadProgram(target)
else if(href_list["beach"])
target = locate(/area/holodeck/source_beach)
if(target)
loadProgram(target)
else if(href_list["desert"])
target = locate(/area/holodeck/source_desert)
if(target)
loadProgram(target)
else if(href_list["space"])
target = locate(/area/holodeck/source_space)
if(target)
loadProgram(target)
else if(href_list["picnicarea"])
target = locate(/area/holodeck/source_picnicarea)
if(target)
loadProgram(target)
else if(href_list["snowfield"])
target = locate(/area/holodeck/source_snowfield)
if(target)
loadProgram(target)
else if(href_list["theatre"])
target = locate(/area/holodeck/source_theatre)
if(target)
loadProgram(target)
else if(href_list["meetinghall"])
target = locate(/area/holodeck/source_meetinghall)
if(target)
loadProgram(target)
else if(href_list["turnoff"])
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
else if(href_list["burntest"])
if(!emagged)
return
target = locate(/area/holodeck/source_burntest)
if(target)
loadProgram(target)
else if(href_list["wildlifecarp"])
if(!emagged)
return
target = locate(/area/holodeck/source_wildlife)
if(target)
loadProgram(target)
else if(href_list["AIoverride"])
if(!issilicon(usr))
return
emagged = !emagged
if(emagged)
message_admins("[key_name_admin(usr)] overrode the holodeck's safeties")
log_game("[key_name(usr)] overrided the holodeck's safeties")
visible_message("<span class='warning'>Warning: Holodeck safeties overriden. Please contact Nanotrasen maintenance and cease all operation if you are not source of that command.</span>")
else
message_admins("[key_name_admin(usr)] restored the holodeck's safeties")
log_game("[key_name(usr)] restored the holodeck's safeties")
visible_message("<span class='notice'>Holodeck safeties have been restored. Simulation programs are now safe to use again.</span>")
src.add_fingerprint(usr)
src.updateUsrDialog()
return
/obj/machinery/computer/HolodeckControl/attackby(var/obj/item/weapon/D as obj, var/mob/user as mob)
..() //This still allows items to unrez even if the computer is deconstructed
return
/obj/machinery/computer/HolodeckControl/emag(mob/user as mob)
playsound(get_turf(src), 'sound/effects/sparks4.ogg', 75, 1)
if(emagged)
return //No spamming
emagged = 1
visible_message("<span class='warning'>[user] swipes a card into the holodeck reader.</span>","<span class='notice'>You swipe the electromagnetic card into the holocard reader.</span>")
visible_message("<span class='warning'>Warning: Power surge detected. Automatic shutoff and derezing protocols have been corrupted. Please contact Nanotrasen maintenance and cease all operation immediately.</span>")
log_game("[key_name(usr)] emagged the Holodeck Control Computer")
src.updateUsrDialog()
/obj/machinery/computer/HolodeckControl/New()
..()
linkedholodeck = locate(/area/holodeck/alphadeck)
//This could all be done better, but it works for now.
/obj/machinery/computer/HolodeckControl/Destroy()
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/emp_act(severity)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/ex_act(severity)
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/blob_act()
emergencyShutdown()
..()
/obj/machinery/computer/HolodeckControl/process()
//Note : This was moved BEFORE the process() parent that deals with power and co. to avoid item cheesing from cutting off equipment power !
for(var/item in holographic_items)
if(!(get_turf(item) in linkedholodeck))
derez(item, 0)
if(!..())
return
if(active)
if(!checkInteg(linkedholodeck))
damaged = 1
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
active = 0
for(var/mob/M in range(10,src))
M.show_message("The holodeck overloads!")
for(var/turf/T in linkedholodeck)
if(prob(30))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
T.ex_act(3)
T.hotspot_expose(1000,500,1,surfaces=1)
/obj/machinery/computer/HolodeckControl/proc/derez(var/obj/obj , var/silent = 1)
holographic_items.Remove(obj)
if(obj == null)
return
if(isobj(obj))
var/mob/M = obj.loc
if(ismob(M))
M.u_equip(obj, 0)
M.update_icons() //so their overlays update
if(!silent)
var/obj/oldobj = obj
visible_message("The [oldobj.name] fades away!")
qdel(obj)
/obj/machinery/computer/HolodeckControl/proc/checkInteg(var/area/A)
for(var/turf/T in A)
if(istype(T, /turf/space))
return 0
return 1
/obj/machinery/computer/HolodeckControl/proc/togglePower(var/toggleOn = 0)
if(toggleOn)
var/area/targetsource = locate(/area/holodeck/source_emptycourt)
holographic_items = targetsource.copy_contents_to(linkedholodeck)
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1,surfaces=1)
active = 1
else
for(var/item in holographic_items)
derez(item)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
/obj/machinery/computer/HolodeckControl/proc/loadProgram(var/area/A)
if(world.time < (last_change + 25))
if(world.time < (last_change + 15))//To prevent super-spam clicking, reduced process size and annoyance -Sieve
return
for(var/mob/M in range(3,src))
M.show_message("<B>ERROR. Recalibrating projetion apparatus.</B>")
last_change = world.time
return
last_change = world.time
active = 1
for(var/item in holographic_items)
derez(item)
for(var/obj/effect/decal/cleanable/blood/B in linkedholodeck)
returnToPool(B)
for(var/mob/living/simple_animal/hostile/carp/holocarp/holocarp in linkedholodeck)
qdel(holocarp)
holographic_items = A.copy_contents_to(linkedholodeck , 1)
if(emagged)
for(var/obj/item/weapon/holo/esword/H in linkedholodeck)
H.damtype = BRUTE
spawn(30)
for(var/obj/effect/landmark/L in linkedholodeck)
if(L.name=="Atmospheric Test Start")
spawn(20)
var/turf/T = get_turf(L)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(2, 1, T)
s.start()
if(T)
T.temperature = 5000
T.hotspot_expose(50000,50000,1,surfaces=1)
if(L.name=="Holocarp Spawn")
new /mob/living/simple_animal/hostile/carp/holocarp(L.loc)
/obj/machinery/computer/HolodeckControl/proc/emergencyShutdown()
//Get rid of any items
for(var/item in holographic_items)
derez(item)
//Turn it back to the regular non-holographic room
target = locate(/area/holodeck/source_plating)
if(target)
loadProgram(target)
var/area/targetsource = locate(/area/holodeck/source_plating)
targetsource.copy_contents_to(linkedholodeck , 1)
active = 0
// Holographic Items!
/turf/simulated/floor/holofloor/
thermal_conductivity = 0
/turf/simulated/floor/holofloor/grass
name = "Lush Grass"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/holofloor/attackby(obj/item/weapon/W as obj, mob/user as mob)
return
// HOLOFLOOR DOES NOT GIVE A FUCK
/obj/structure/table/holotable
name = "table"
desc = "A square piece of metal standing on four metal legs. It can not move."
icon = 'icons/obj/structures.dmi'
icon_state = "table"
density = 1
anchored = 1.0
layer = 2.8
throwpass = 1 //You can throw objects over this, despite it's density.
/obj/structure/table/holotable/attack_paw(mob/user as mob)
return attack_hand(user)
/obj/structure/table/holotable/attack_alien(mob/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_animal(mob/living/simple_animal/user as mob) //Removed code for larva since it doesn't work. Previous code is now a larva ability. /N
return attack_hand(user)
/obj/structure/table/holotable/attack_hand(mob/user as mob)
return // HOLOTABLE DOES NOT GIVE A FUCK
/obj/structure/table/holotable/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<GRAB_AGGRESSIVE)
to_chat(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] puts [G.affecting] on the table.</span>")
qdel(W)
return
if(iswrench(W))
to_chat(user, "It's a holotable! There are no bolts!")
return
if(isrobot(user))
return
/obj/structure/table/holotable/wood
name = "table"
desc = "A square piece of wood standing on four wooden legs. It can not move."
icon = 'icons/obj/structures.dmi'
icon_state = "woodtable"
/obj/item/clothing/gloves/boxing/hologlove
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
/obj/structure/holowindow
name = "reinforced window"
icon = 'icons/obj/structures.dmi'
icon_state = "rwindow"
desc = "A window."
density = 1
layer = 3.2//Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
/obj/structure/holowindow/Destroy()
..()
/obj/item/weapon/holo
damtype = HALLOSS
/obj/item/weapon/holo/esword
desc = "May the force be within you. Sorta"
icon_state = "sword0"
force = 3.0
throw_speed = 1
throw_range = 5
throwforce = 0
w_class = 2.0
flags = FPRINT
var/active = 0
/obj/item/weapon/holo/esword/green
New()
..()
_color = "green"
/obj/item/weapon/holo/esword/red
New()
..()
_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()
AddToProfiler()
_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[_color]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = 3
icon_state = "sword0"
w_class = 2
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
add_fingerprint(user)
return
//BASKETBALL OBJECTS
/obj/item/weapon/beach_ball/holoball
icon = 'icons/obj/basketball.dmi'
icon_state = "basketball"
name = "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/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<GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
G.affecting.forceMove(src.loc)
G.affecting.Weaken(5)
visible_message("<span class='warning'>[G.assailant] dunks [G.affecting] into the [src]!</span>")
qdel(W)
return
else if (istype(W, /obj/item) && get_dist(src,user)<2)
if(user.drop_item(W, src.loc))
visible_message("<span class='notice'>[user] dunks [W] into the [src]!</span>")
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile))
return
if(prob(50))
I.forceMove(src.loc)
visible_message("<span class='notice'>Swish! \the [I] lands in \the [src].</span>")
else
visible_message("<span class='warning'>\The [I] bounces off of \the [src]'s rim!</span>")
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)
to_chat(user, "The station AI is not to interact with these devices")
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
to_chat(user, "You are too primitive to use this device")
return
/obj/machinery/readybutton/New()
..()
/obj/machinery/readybutton/attackby(obj/item/weapon/W as obj, mob/user as mob)
to_chat(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))
to_chat(user, "This device is not powered.")
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
to_chat(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/holowindow/W in currentarea)
qdel(W)
for(var/mob/M in currentarea)
to_chat(M, "FIGHT!")