[MIRROR] Manifest Spirit is better for summoning cannon fodder but slightly worse for instantly summoning Nar-Sie (#916)
* Manifest Spirit is better for summoning cannon fodder but slightly worse for instantly summoning Nar-Sie * fixes .rej
This commit is contained in:
committed by
Poojawa
parent
30279b7f55
commit
a317d23a51
@@ -26,6 +26,11 @@
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return
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..()
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/obj/item/weapon/melee/cultblade/ghost
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name = "eldritch sword"
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force = 20
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flags = NODROP|DROPDEL
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/obj/item/weapon/melee/cultblade/pickup(mob/living/user)
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..()
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if(!iscultist(user))
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@@ -100,12 +105,18 @@
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icon_state = "cult_hoodalt"
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item_state = "cult_hoodalt"
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/obj/item/clothing/head/culthood/alt/ghost
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flags = NODROP|DROPDEL
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/obj/item/clothing/suit/cultrobes/alt
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name = "cultist robes"
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desc = "An armored set of robes worn by the followers of Nar-Sie."
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icon_state = "cultrobesalt"
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item_state = "cultrobesalt"
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/obj/item/clothing/suit/cultrobes/alt/ghost
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flags = NODROP|DROPDEL
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/obj/item/clothing/head/magus
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name = "magus helm"
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@@ -481,12 +481,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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if(src)
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color = "#FF0000"
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SSticker.mode.eldergod = FALSE
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deltimer(GLOB.blood_target_reset_timer)
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GLOB.blood_target = new /obj/singularity/narsie/large(T) //Causes Nar-Sie to spawn even if the rune has been removed
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for(var/datum/mind/cult_mind in SSticker.mode.cult)
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if(isliving(cult_mind.current))
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var/mob/living/L = cult_mind.current
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L.narsie_act()
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new /obj/singularity/narsie/large(T) //Causes Nar-Sie to spawn even if the rune has been removed
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/obj/effect/rune/narsie/attackby(obj/I, mob/user, params) //Since the narsie rune takes a long time to make, add logging to removal.
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if((istype(I, /obj/item/weapon/tome) && iscultist(user)))
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@@ -895,9 +890,11 @@ structure_check() searches for nearby cultist structures required for the invoca
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icon_state = "6"
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construct_invoke = 0
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color = "#C80000"
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var/ghost_limit = 5
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var/ghosts = 0
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/obj/effect/rune/manifest/New(loc)
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..()
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/obj/effect/rune/manifest/Initialize()
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. = ..()
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notify_ghosts("Manifest rune created in [get_area(src)].", 'sound/effects/ghost2.ogg', source = src)
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/obj/effect/rune/manifest/can_invoke(mob/living/user)
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@@ -906,6 +903,16 @@ structure_check() searches for nearby cultist structures required for the invoca
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fail_invoke()
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log_game("Manifest rune failed - user not standing on rune")
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return list()
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if(user.has_status_effect(STATUS_EFFECT_SUMMONEDGHOST))
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to_chat(user, "<span class='cultitalic'>Ghosts can't summon more ghosts!</span>")
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fail_invoke()
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log_game("Manifest rune failed - user is a ghost")
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return list()
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if(ghosts >= ghost_limit)
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to_chat(user, "<span class='cultitalic'>You are sustaining too many ghosts to summon more!</span>")
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fail_invoke()
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log_game("Manifest rune failed - too many summoned ghosts")
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return list()
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var/list/ghosts_on_rune = list()
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for(var/mob/dead/observer/O in get_turf(src))
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if(O.client && !jobban_isbanned(O, ROLE_CULTIST))
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@@ -927,8 +934,11 @@ structure_check() searches for nearby cultist structures required for the invoca
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var/mob/living/carbon/human/new_human = new(get_turf(src))
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new_human.real_name = ghost_to_spawn.real_name
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new_human.alpha = 150 //Makes them translucent
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new_human.equipOutfit(/datum/outfit/ghost_cultist) //give them armor
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new_human.apply_status_effect(STATUS_EFFECT_SUMMONEDGHOST) //ghosts can't summon more ghosts
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..()
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visible_message("<span class='warning'>A cloud of red mist forms above [src], and from within steps... a man.</span>")
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ghosts++
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visible_message("<span class='warning'>A cloud of red mist forms above [src], and from within steps... a [new_human.gender == FEMALE ? "wo":""]man.</span>")
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to_chat(user, "<span class='cultitalic'>Your blood begins flowing into [src]. You must remain in place and conscious to maintain the forms of those summoned. This will hurt you slowly but surely...</span>")
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var/turf/T = get_turf(src)
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var/obj/structure/emergency_shield/invoker/N = new(T)
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@@ -937,16 +947,17 @@ structure_check() searches for nearby cultist structures required for the invoca
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SSticker.mode.add_cultist(new_human.mind, 0)
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to_chat(new_human, "<span class='cultitalic'><b>You are a servant of the Geometer. You have been made semi-corporeal by the cult of Nar-Sie, and you are to serve them at all costs.</b></span>")
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while(user in T)
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if(user.stat)
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while(!QDELETED(src) && !QDELETED(user) && !QDELETED(new_human) && (user in T))
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if(user.stat || new_human.InCritical())
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break
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user.apply_damage(0.1, BRUTE)
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sleep(3)
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sleep(1)
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qdel(N)
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ghosts--
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if(new_human)
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new_human.visible_message("<span class='warning'>[new_human] suddenly dissolves into bones and ashes.</span>", \
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"<span class='cultlarge'>Your link to the world fades. Your form breaks apart.</span>")
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for(var/obj/I in new_human)
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new_human.dropItemToGround(I)
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new_human.dropItemToGround(I, TRUE)
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new_human.dust()
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@@ -52,7 +52,7 @@
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update_icon()
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/obj/machinery/computer/narsie_act()
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if(clockwork && clockwork != initial(clockwork)) //if it's clockwork but isn't normally clockwork
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if(clockwork && clockwork != initial(clockwork)) //if it's clockwork but isn't normally clockwork
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clockwork = FALSE
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icon_screen = initial(icon_screen)
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icon_keyboard = initial(icon_keyboard)
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+396
-396
@@ -1,397 +1,397 @@
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/* Holograms!
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* Contains:
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* Holopad
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* Hologram
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* Other stuff
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*/
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/*
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Revised. Original based on space ninja hologram code. Which is also mine. /N
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How it works:
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AI clicks on holopad in camera view. View centers on holopad.
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AI clicks again on the holopad to display a hologram. Hologram stays as long as AI is looking at the pad and it (the hologram) is in range of the pad.
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AI can use the directional keys to move the hologram around, provided the above conditions are met and the AI in question is the holopad's master.
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Any number of AIs can use a holopad. /Lo6
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AI may cancel the hologram at any time by clicking on the holopad once more.
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Possible to do for anyone motivated enough:
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Give an AI variable for different hologram icons.
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Itegrate EMP effect to disable the unit.
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*/
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/*
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* Holopad
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*/
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#define HOLOPAD_PASSIVE_POWER_USAGE 1
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#define HOLOGRAM_POWER_USAGE 2
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GLOBAL_LIST_EMPTY(holopads)
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#define HOLOPAD_MODE RANGE_BASED
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/obj/machinery/holopad
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name = "Holopad"
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desc = "It's a floor-mounted device for projecting holographic images."
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icon_state = "holopad0"
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layer = LOW_OBJ_LAYER
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flags = HEAR
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anchored = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 100
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
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var/list/masters = list()//List of living mobs that use the holopad
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var/last_request = 0 //to prevent request spam. ~Carn
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var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
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var/temp = ""
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var/list/holo_calls //array of /datum/holocalls
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var/datum/holocall/outgoing_call //do not modify the datums only check and call the public procs
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var/static/force_answer_call = FALSE //Calls will be automatically answered after a couple rings, here for debugging
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var/static/list/holopads = list()
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/obj/machinery/holopad/Initialize()
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..()
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/holopad(null)
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B.apply_default_parts(src)
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holopads += src
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/obj/machinery/holopad/Destroy()
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if(outgoing_call)
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LAZYADD(holo_calls, outgoing_call)
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for(var/I in holo_calls)
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var/datum/holocall/HC = I
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HC.ConnectionFailure(src)
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LAZYCLEARLIST(holo_calls)
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for (var/I in masters)
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clear_holo(I)
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holopads -= src
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return ..()
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/obj/machinery/holopad/power_change()
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if (powered())
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stat &= ~NOPOWER
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else
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stat |= ~NOPOWER
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/obj/machinery/holopad/RefreshParts()
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var/holograph_range = 4
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for(var/obj/item/weapon/stock_parts/capacitor/B in component_parts)
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holograph_range += 1 * B.rating
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holo_range = holograph_range
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/obj/machinery/holopad/attackby(obj/item/P, mob/user, params)
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if(default_deconstruction_screwdriver(user, "holopad_open", "holopad0", P))
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return
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if(exchange_parts(user, P))
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return
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if(default_pry_open(P))
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return
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if(default_unfasten_wrench(user, P))
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return
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if(default_deconstruction_crowbar(P))
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return
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return ..()
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/obj/machinery/holopad/proc/CheckCallClose()
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for(var/I in holo_calls)
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var/datum/holocall/HC = I
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if(usr == HC.eye)
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HC.Disconnect(HC.calling_holopad) //disconnect via clicking the called holopad
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return TRUE
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return FALSE
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/obj/machinery/holopad/Click(location,control,params)
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if(!CheckCallClose())
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return ..()
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/obj/machinery/holopad/AltClick(mob/living/carbon/human/user)
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if(!CheckCallClose())
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interact(user)
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/obj/machinery/holopad/interact(mob/living/carbon/human/user) //Carn: Hologram requests.
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if(!istype(user))
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return
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if(outgoing_call || user.incapacitated() || !is_operational())
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return
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user.set_machine(src)
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var/dat
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if(temp)
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dat = temp
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else
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dat = "<a href='?src=\ref[src];AIrequest=1'>Request an AI's presence.</a><br>"
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dat += "<a href='?src=\ref[src];Holocall=1'>Call another holopad.</a><br>"
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if(LAZYLEN(holo_calls))
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dat += "=====================================================<br>"
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var/one_answered_call = FALSE
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var/one_unanswered_call = FALSE
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for(var/I in holo_calls)
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var/datum/holocall/HC = I
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if(HC.connected_holopad != src)
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dat += "<a href='?src=\ref[src];connectcall=\ref[HC]'>Answer call from [get_area(HC.calling_holopad)].</a><br>"
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one_unanswered_call = TRUE
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else
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one_answered_call = TRUE
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if(one_answered_call && one_unanswered_call)
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dat += "=====================================================<br>"
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//we loop twice for formatting
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for(var/I in holo_calls)
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var/datum/holocall/HC = I
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if(HC.connected_holopad == src)
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dat += "<a href='?src=\ref[src];disconnectcall=\ref[HC]'>Disconnect call from [HC.user].</a><br>"
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var/datum/browser/popup = new(user, "holopad", name, 300, 130)
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popup.set_content(dat)
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popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
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popup.open()
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/obj/machinery/holopad/Topic(href, href_list)
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if(..() || isAI(usr))
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return
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add_fingerprint(usr)
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if(!is_operational())
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return
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if (href_list["AIrequest"])
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if(last_request + 200 < world.time)
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last_request = world.time
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temp = "You requested an AI's presence.<BR>"
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temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
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var/area/area = get_area(src)
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for(var/mob/living/silicon/ai/AI in GLOB.silicon_mobs)
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if(!AI.client)
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continue
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to_chat(AI, "<span class='info'>Your presence is requested at <a href='?src=\ref[AI];jumptoholopad=\ref[src]'>\the [area]</a>.</span>")
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else
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temp = "A request for AI presence was already sent recently.<BR>"
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temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
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else if(href_list["Holocall"])
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if(outgoing_call)
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return
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temp = "You must stand on the holopad to make a call!<br>"
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temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
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if(usr.loc == loc)
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var/list/callnames = list()
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for(var/I in holopads)
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var/area/A = get_area(I)
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if(A)
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LAZYADD(callnames[A], I)
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callnames -= get_area(src)
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var/result = input(usr, "Choose an area to call", "Holocall") as null|anything in callnames
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if(QDELETED(usr) || !result || outgoing_call)
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return
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if(usr.loc == loc)
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temp = "Dialing...<br>"
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temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
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new /datum/holocall(usr, src, callnames[result])
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else if(href_list["connectcall"])
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var/datum/holocall/call_to_connect = locate(href_list["connectcall"])
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if(!QDELETED(call_to_connect))
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call_to_connect.Answer(src)
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temp = ""
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else if(href_list["disconnectcall"])
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var/datum/holocall/call_to_disconnect = locate(href_list["disconnectcall"])
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if(!QDELETED(call_to_disconnect))
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call_to_disconnect.Disconnect(src)
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temp = ""
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else if(href_list["mainmenu"])
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temp = ""
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if(outgoing_call)
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outgoing_call.Disconnect()
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updateDialog()
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//do not allow AIs to answer calls or people will use it to meta the AI sattelite
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/obj/machinery/holopad/attack_ai(mob/living/silicon/ai/user)
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if (!istype(user))
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return
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/*There are pretty much only three ways to interact here.
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I don't need to check for client since they're clicking on an object.
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This may change in the future but for now will suffice.*/
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if(user.eyeobj.loc != src.loc)//Set client eye on the object if it's not already.
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user.eyeobj.setLoc(get_turf(src))
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else if(!masters[user])//If there is no hologram, possibly make one.
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activate_holo(user)
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else//If there is a hologram, remove it.
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clear_holo(user)
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/obj/machinery/holopad/process()
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for(var/I in masters)
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var/mob/living/master = I
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var/mob/living/silicon/ai/AI = master
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if(!istype(AI))
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AI = null
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if(!QDELETED(master) && !master.incapacitated() && master.client && (!AI || AI.eyeobj))//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
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if(is_operational())//If the machine has power.
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if(AI) //ais are range based
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if(get_dist(AI.eyeobj, src) <= holo_range)
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continue
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else
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var/obj/machinery/holopad/pad_close = get_closest_atom(/obj/machinery/holopad, holopads, AI.eyeobj)
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if(get_dist(pad_close, AI.eyeobj) <= holo_range)
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var/obj/effect/overlay/holo_pad_hologram/h = masters[master]
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unset_holo(master)
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pad_close.set_holo(master, h)
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continue
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else
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continue
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clear_holo(master)//If not, we want to get rid of the hologram.
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if(outgoing_call)
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outgoing_call.Check()
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for(var/I in holo_calls)
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var/datum/holocall/HC = I
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if(HC.connected_holopad != src)
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if(force_answer_call && world.time > (HC.call_start_time + (HOLOPAD_MAX_DIAL_TIME / 2)))
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HC.Answer(src)
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break
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if(outgoing_call)
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HC.Disconnect(src)//can't answer calls while calling
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else
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playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
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/obj/machinery/holopad/proc/activate_holo(mob/living/user)
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var/mob/living/silicon/ai/AI = user
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if(!istype(AI))
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AI = null
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if(is_operational() && (!AI || AI.eyeobj.loc == loc))//If the projector has power and client eye is on it
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if (AI && istype(AI.current, /obj/machinery/holopad))
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to_chat(user, "<span class='danger'>ERROR:</span> \black Image feed in progress.")
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return
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var/obj/effect/overlay/holo_pad_hologram/Hologram = new(loc)//Spawn a blank effect at the location.
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if(AI)
|
||||
Hologram.icon = AI.holo_icon
|
||||
else //make it like real life
|
||||
Hologram.icon = user.icon
|
||||
Hologram.icon_state = user.icon_state
|
||||
Hologram.copy_overlays(user, TRUE)
|
||||
//codersprite some holo effects here
|
||||
Hologram.alpha = 100
|
||||
Hologram.add_atom_colour("#77abff", FIXED_COLOUR_PRIORITY)
|
||||
Hologram.Impersonation = user
|
||||
|
||||
|
||||
Hologram.language_holder = user.get_language_holder()
|
||||
|
||||
Hologram.mouse_opacity = 0//So you can't click on it.
|
||||
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
|
||||
Hologram.anchored = 1//So space wind cannot drag it.
|
||||
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
|
||||
Hologram.set_light(2) //hologram lighting
|
||||
|
||||
set_holo(user, Hologram)
|
||||
visible_message("A holographic image of [user] flicks to life right before your eyes!")
|
||||
|
||||
return Hologram
|
||||
else
|
||||
to_chat(user, "<span class='danger'>ERROR:</span> \black Unable to project hologram.")
|
||||
|
||||
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
|
||||
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
|
||||
if(speaker && masters.len && !radio_freq)//Master is mostly a safety in case lag hits or something. Radio_freq so AIs dont hear holopad stuff through radios.
|
||||
for(var/mob/living/silicon/ai/master in masters)
|
||||
if(masters[master] && speaker != master)
|
||||
master.relay_speech(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
|
||||
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(HC.connected_holopad == src && speaker != HC.hologram)
|
||||
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans)
|
||||
|
||||
if(outgoing_call && speaker == outgoing_call.user)
|
||||
outgoing_call.hologram.say(raw_message)
|
||||
|
||||
/obj/machinery/holopad/proc/SetLightsAndPower()
|
||||
var/total_users = masters.len + LAZYLEN(holo_calls)
|
||||
use_power = HOLOPAD_PASSIVE_POWER_USAGE + HOLOGRAM_POWER_USAGE * total_users
|
||||
if(total_users)
|
||||
set_light(2)
|
||||
icon_state = "holopad1"
|
||||
else
|
||||
set_light(0)
|
||||
icon_state = "holopad0"
|
||||
|
||||
/obj/machinery/holopad/proc/set_holo(mob/living/user, var/obj/effect/overlay/holo_pad_hologram/h)
|
||||
masters[user] = h
|
||||
var/mob/living/silicon/ai/AI = user
|
||||
if(istype(AI))
|
||||
AI.current = src
|
||||
SetLightsAndPower()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/holopad/proc/clear_holo(mob/living/user)
|
||||
qdel(masters[user]) // Get rid of user's hologram
|
||||
unset_holo(user)
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/holopad/proc/unset_holo(mob/living/user)
|
||||
var/mob/living/silicon/ai/AI = user
|
||||
if(istype(AI) && AI.current == src)
|
||||
AI.current = null
|
||||
masters -= user // Discard AI from the list of those who use holopad
|
||||
SetLightsAndPower()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf)
|
||||
if(masters[user])
|
||||
var/obj/effect/overlay/holo_pad_hologram/H = masters[user]
|
||||
step_to(H, new_turf)
|
||||
H.loc = new_turf
|
||||
var/area/holo_area = get_area(src)
|
||||
var/area/eye_area = new_turf.loc
|
||||
|
||||
if(!(eye_area in holo_area.related))
|
||||
clear_holo(user)
|
||||
return TRUE
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram
|
||||
var/mob/living/Impersonation
|
||||
var/datum/holocall/HC
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/Destroy()
|
||||
Impersonation = null
|
||||
if(HC)
|
||||
HC.Disconnect(HC.calling_holopad)
|
||||
return ..()
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/Process_Spacemove(movement_dir = 0)
|
||||
return 1
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/examine(mob/user)
|
||||
if(Impersonation)
|
||||
return Impersonation.examine(user)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/circuitboard/machine/holopad
|
||||
name = "AI Holopad (Machine Board)"
|
||||
build_path = /obj/machinery/holopad
|
||||
origin_tech = "programming=1"
|
||||
req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
|
||||
|
||||
#undef HOLOPAD_PASSIVE_POWER_USAGE
|
||||
/* Holograms!
|
||||
* Contains:
|
||||
* Holopad
|
||||
* Hologram
|
||||
* Other stuff
|
||||
*/
|
||||
|
||||
/*
|
||||
Revised. Original based on space ninja hologram code. Which is also mine. /N
|
||||
How it works:
|
||||
AI clicks on holopad in camera view. View centers on holopad.
|
||||
AI clicks again on the holopad to display a hologram. Hologram stays as long as AI is looking at the pad and it (the hologram) is in range of the pad.
|
||||
AI can use the directional keys to move the hologram around, provided the above conditions are met and the AI in question is the holopad's master.
|
||||
Any number of AIs can use a holopad. /Lo6
|
||||
AI may cancel the hologram at any time by clicking on the holopad once more.
|
||||
|
||||
Possible to do for anyone motivated enough:
|
||||
Give an AI variable for different hologram icons.
|
||||
Itegrate EMP effect to disable the unit.
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
* Holopad
|
||||
*/
|
||||
|
||||
#define HOLOPAD_PASSIVE_POWER_USAGE 1
|
||||
#define HOLOGRAM_POWER_USAGE 2
|
||||
|
||||
GLOBAL_LIST_EMPTY(holopads)
|
||||
#define HOLOPAD_MODE RANGE_BASED
|
||||
|
||||
/obj/machinery/holopad
|
||||
name = "Holopad"
|
||||
desc = "It's a floor-mounted device for projecting holographic images."
|
||||
icon_state = "holopad0"
|
||||
layer = LOW_OBJ_LAYER
|
||||
flags = HEAR
|
||||
anchored = 1
|
||||
use_power = 1
|
||||
idle_power_usage = 5
|
||||
active_power_usage = 100
|
||||
obj_integrity = 300
|
||||
max_integrity = 300
|
||||
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
|
||||
var/list/masters = list()//List of living mobs that use the holopad
|
||||
var/last_request = 0 //to prevent request spam. ~Carn
|
||||
var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
|
||||
var/temp = ""
|
||||
var/list/holo_calls //array of /datum/holocalls
|
||||
var/datum/holocall/outgoing_call //do not modify the datums only check and call the public procs
|
||||
var/static/force_answer_call = FALSE //Calls will be automatically answered after a couple rings, here for debugging
|
||||
var/static/list/holopads = list()
|
||||
|
||||
/obj/machinery/holopad/Initialize()
|
||||
..()
|
||||
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/holopad(null)
|
||||
B.apply_default_parts(src)
|
||||
holopads += src
|
||||
|
||||
/obj/machinery/holopad/Destroy()
|
||||
if(outgoing_call)
|
||||
LAZYADD(holo_calls, outgoing_call)
|
||||
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
HC.ConnectionFailure(src)
|
||||
LAZYCLEARLIST(holo_calls)
|
||||
|
||||
for (var/I in masters)
|
||||
clear_holo(I)
|
||||
holopads -= src
|
||||
return ..()
|
||||
|
||||
/obj/machinery/holopad/power_change()
|
||||
if (powered())
|
||||
stat &= ~NOPOWER
|
||||
else
|
||||
stat |= ~NOPOWER
|
||||
|
||||
/obj/machinery/holopad/RefreshParts()
|
||||
var/holograph_range = 4
|
||||
for(var/obj/item/weapon/stock_parts/capacitor/B in component_parts)
|
||||
holograph_range += 1 * B.rating
|
||||
holo_range = holograph_range
|
||||
|
||||
/obj/machinery/holopad/attackby(obj/item/P, mob/user, params)
|
||||
if(default_deconstruction_screwdriver(user, "holopad_open", "holopad0", P))
|
||||
return
|
||||
|
||||
if(exchange_parts(user, P))
|
||||
return
|
||||
|
||||
if(default_pry_open(P))
|
||||
return
|
||||
|
||||
if(default_unfasten_wrench(user, P))
|
||||
return
|
||||
|
||||
if(default_deconstruction_crowbar(P))
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/machinery/holopad/proc/CheckCallClose()
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(usr == HC.eye)
|
||||
HC.Disconnect(HC.calling_holopad) //disconnect via clicking the called holopad
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/machinery/holopad/Click(location,control,params)
|
||||
if(!CheckCallClose())
|
||||
return ..()
|
||||
|
||||
/obj/machinery/holopad/AltClick(mob/living/carbon/human/user)
|
||||
if(!CheckCallClose())
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/holopad/interact(mob/living/carbon/human/user) //Carn: Hologram requests.
|
||||
if(!istype(user))
|
||||
return
|
||||
|
||||
if(outgoing_call || user.incapacitated() || !is_operational())
|
||||
return
|
||||
|
||||
user.set_machine(src)
|
||||
var/dat
|
||||
if(temp)
|
||||
dat = temp
|
||||
else
|
||||
dat = "<a href='?src=\ref[src];AIrequest=1'>Request an AI's presence.</a><br>"
|
||||
dat += "<a href='?src=\ref[src];Holocall=1'>Call another holopad.</a><br>"
|
||||
|
||||
if(LAZYLEN(holo_calls))
|
||||
dat += "=====================================================<br>"
|
||||
|
||||
var/one_answered_call = FALSE
|
||||
var/one_unanswered_call = FALSE
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(HC.connected_holopad != src)
|
||||
dat += "<a href='?src=\ref[src];connectcall=\ref[HC]'>Answer call from [get_area(HC.calling_holopad)].</a><br>"
|
||||
one_unanswered_call = TRUE
|
||||
else
|
||||
one_answered_call = TRUE
|
||||
|
||||
if(one_answered_call && one_unanswered_call)
|
||||
dat += "=====================================================<br>"
|
||||
//we loop twice for formatting
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(HC.connected_holopad == src)
|
||||
dat += "<a href='?src=\ref[src];disconnectcall=\ref[HC]'>Disconnect call from [HC.user].</a><br>"
|
||||
|
||||
|
||||
var/datum/browser/popup = new(user, "holopad", name, 300, 130)
|
||||
popup.set_content(dat)
|
||||
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
|
||||
popup.open()
|
||||
|
||||
/obj/machinery/holopad/Topic(href, href_list)
|
||||
if(..() || isAI(usr))
|
||||
return
|
||||
add_fingerprint(usr)
|
||||
if(!is_operational())
|
||||
return
|
||||
if (href_list["AIrequest"])
|
||||
if(last_request + 200 < world.time)
|
||||
last_request = world.time
|
||||
temp = "You requested an AI's presence.<BR>"
|
||||
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
|
||||
var/area/area = get_area(src)
|
||||
for(var/mob/living/silicon/ai/AI in GLOB.silicon_mobs)
|
||||
if(!AI.client)
|
||||
continue
|
||||
to_chat(AI, "<span class='info'>Your presence is requested at <a href='?src=\ref[AI];jumptoholopad=\ref[src]'>\the [area]</a>.</span>")
|
||||
else
|
||||
temp = "A request for AI presence was already sent recently.<BR>"
|
||||
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
|
||||
|
||||
else if(href_list["Holocall"])
|
||||
if(outgoing_call)
|
||||
return
|
||||
|
||||
temp = "You must stand on the holopad to make a call!<br>"
|
||||
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
|
||||
if(usr.loc == loc)
|
||||
var/list/callnames = list()
|
||||
for(var/I in holopads)
|
||||
var/area/A = get_area(I)
|
||||
if(A)
|
||||
LAZYADD(callnames[A], I)
|
||||
callnames -= get_area(src)
|
||||
|
||||
var/result = input(usr, "Choose an area to call", "Holocall") as null|anything in callnames
|
||||
if(QDELETED(usr) || !result || outgoing_call)
|
||||
return
|
||||
|
||||
if(usr.loc == loc)
|
||||
temp = "Dialing...<br>"
|
||||
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
|
||||
new /datum/holocall(usr, src, callnames[result])
|
||||
|
||||
else if(href_list["connectcall"])
|
||||
var/datum/holocall/call_to_connect = locate(href_list["connectcall"])
|
||||
if(!QDELETED(call_to_connect))
|
||||
call_to_connect.Answer(src)
|
||||
temp = ""
|
||||
|
||||
else if(href_list["disconnectcall"])
|
||||
var/datum/holocall/call_to_disconnect = locate(href_list["disconnectcall"])
|
||||
if(!QDELETED(call_to_disconnect))
|
||||
call_to_disconnect.Disconnect(src)
|
||||
temp = ""
|
||||
|
||||
else if(href_list["mainmenu"])
|
||||
temp = ""
|
||||
if(outgoing_call)
|
||||
outgoing_call.Disconnect()
|
||||
|
||||
updateDialog()
|
||||
|
||||
//do not allow AIs to answer calls or people will use it to meta the AI sattelite
|
||||
/obj/machinery/holopad/attack_ai(mob/living/silicon/ai/user)
|
||||
if (!istype(user))
|
||||
return
|
||||
/*There are pretty much only three ways to interact here.
|
||||
I don't need to check for client since they're clicking on an object.
|
||||
This may change in the future but for now will suffice.*/
|
||||
if(user.eyeobj.loc != src.loc)//Set client eye on the object if it's not already.
|
||||
user.eyeobj.setLoc(get_turf(src))
|
||||
else if(!masters[user])//If there is no hologram, possibly make one.
|
||||
activate_holo(user)
|
||||
else//If there is a hologram, remove it.
|
||||
clear_holo(user)
|
||||
|
||||
/obj/machinery/holopad/process()
|
||||
for(var/I in masters)
|
||||
var/mob/living/master = I
|
||||
var/mob/living/silicon/ai/AI = master
|
||||
if(!istype(AI))
|
||||
AI = null
|
||||
|
||||
if(!QDELETED(master) && !master.incapacitated() && master.client && (!AI || AI.eyeobj))//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
|
||||
if(is_operational())//If the machine has power.
|
||||
if(AI) //ais are range based
|
||||
if(get_dist(AI.eyeobj, src) <= holo_range)
|
||||
continue
|
||||
else
|
||||
var/obj/machinery/holopad/pad_close = get_closest_atom(/obj/machinery/holopad, holopads, AI.eyeobj)
|
||||
if(get_dist(pad_close, AI.eyeobj) <= holo_range)
|
||||
var/obj/effect/overlay/holo_pad_hologram/h = masters[master]
|
||||
unset_holo(master)
|
||||
pad_close.set_holo(master, h)
|
||||
continue
|
||||
else
|
||||
continue
|
||||
clear_holo(master)//If not, we want to get rid of the hologram.
|
||||
|
||||
if(outgoing_call)
|
||||
outgoing_call.Check()
|
||||
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(HC.connected_holopad != src)
|
||||
if(force_answer_call && world.time > (HC.call_start_time + (HOLOPAD_MAX_DIAL_TIME / 2)))
|
||||
HC.Answer(src)
|
||||
break
|
||||
if(outgoing_call)
|
||||
HC.Disconnect(src)//can't answer calls while calling
|
||||
else
|
||||
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
|
||||
|
||||
/obj/machinery/holopad/proc/activate_holo(mob/living/user)
|
||||
var/mob/living/silicon/ai/AI = user
|
||||
if(!istype(AI))
|
||||
AI = null
|
||||
|
||||
if(is_operational() && (!AI || AI.eyeobj.loc == loc))//If the projector has power and client eye is on it
|
||||
if (AI && istype(AI.current, /obj/machinery/holopad))
|
||||
to_chat(user, "<span class='danger'>ERROR:</span> \black Image feed in progress.")
|
||||
return
|
||||
|
||||
var/obj/effect/overlay/holo_pad_hologram/Hologram = new(loc)//Spawn a blank effect at the location.
|
||||
if(AI)
|
||||
Hologram.icon = AI.holo_icon
|
||||
else //make it like real life
|
||||
Hologram.icon = user.icon
|
||||
Hologram.icon_state = user.icon_state
|
||||
Hologram.copy_overlays(user, TRUE)
|
||||
//codersprite some holo effects here
|
||||
Hologram.alpha = 100
|
||||
Hologram.add_atom_colour("#77abff", FIXED_COLOUR_PRIORITY)
|
||||
Hologram.Impersonation = user
|
||||
|
||||
|
||||
Hologram.language_holder = user.get_language_holder()
|
||||
|
||||
Hologram.mouse_opacity = 0//So you can't click on it.
|
||||
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
|
||||
Hologram.anchored = 1//So space wind cannot drag it.
|
||||
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
|
||||
Hologram.set_light(2) //hologram lighting
|
||||
|
||||
set_holo(user, Hologram)
|
||||
visible_message("A holographic image of [user] flicks to life right before your eyes!")
|
||||
|
||||
return Hologram
|
||||
else
|
||||
to_chat(user, "<span class='danger'>ERROR:</span> \black Unable to project hologram.")
|
||||
|
||||
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
|
||||
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
|
||||
if(speaker && masters.len && !radio_freq)//Master is mostly a safety in case lag hits or something. Radio_freq so AIs dont hear holopad stuff through radios.
|
||||
for(var/mob/living/silicon/ai/master in masters)
|
||||
if(masters[master] && speaker != master)
|
||||
master.relay_speech(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
|
||||
|
||||
for(var/I in holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(HC.connected_holopad == src && speaker != HC.hologram)
|
||||
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans)
|
||||
|
||||
if(outgoing_call && speaker == outgoing_call.user)
|
||||
outgoing_call.hologram.say(raw_message)
|
||||
|
||||
/obj/machinery/holopad/proc/SetLightsAndPower()
|
||||
var/total_users = masters.len + LAZYLEN(holo_calls)
|
||||
use_power = HOLOPAD_PASSIVE_POWER_USAGE + HOLOGRAM_POWER_USAGE * total_users
|
||||
if(total_users)
|
||||
set_light(2)
|
||||
icon_state = "holopad1"
|
||||
else
|
||||
set_light(0)
|
||||
icon_state = "holopad0"
|
||||
|
||||
/obj/machinery/holopad/proc/set_holo(mob/living/user, var/obj/effect/overlay/holo_pad_hologram/h)
|
||||
masters[user] = h
|
||||
var/mob/living/silicon/ai/AI = user
|
||||
if(istype(AI))
|
||||
AI.current = src
|
||||
SetLightsAndPower()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/holopad/proc/clear_holo(mob/living/user)
|
||||
qdel(masters[user]) // Get rid of user's hologram
|
||||
unset_holo(user)
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/holopad/proc/unset_holo(mob/living/user)
|
||||
var/mob/living/silicon/ai/AI = user
|
||||
if(istype(AI) && AI.current == src)
|
||||
AI.current = null
|
||||
masters -= user // Discard AI from the list of those who use holopad
|
||||
SetLightsAndPower()
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf)
|
||||
if(masters[user])
|
||||
var/obj/effect/overlay/holo_pad_hologram/H = masters[user]
|
||||
step_to(H, new_turf)
|
||||
H.loc = new_turf
|
||||
var/area/holo_area = get_area(src)
|
||||
var/area/eye_area = new_turf.loc
|
||||
|
||||
if(!(eye_area in holo_area.related))
|
||||
clear_holo(user)
|
||||
return TRUE
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram
|
||||
var/mob/living/Impersonation
|
||||
var/datum/holocall/HC
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/Destroy()
|
||||
Impersonation = null
|
||||
if(HC)
|
||||
HC.Disconnect(HC.calling_holopad)
|
||||
return ..()
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/Process_Spacemove(movement_dir = 0)
|
||||
return 1
|
||||
|
||||
/obj/effect/overlay/holo_pad_hologram/examine(mob/user)
|
||||
if(Impersonation)
|
||||
return Impersonation.examine(user)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/circuitboard/machine/holopad
|
||||
name = "AI Holopad (Machine Board)"
|
||||
build_path = /obj/machinery/holopad
|
||||
origin_tech = "programming=1"
|
||||
req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
|
||||
|
||||
#undef HOLOPAD_PASSIVE_POWER_USAGE
|
||||
#undef HOLOGRAM_POWER_USAGE
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,259 +1,259 @@
|
||||
/obj/item/weapon/melee/energy
|
||||
var/active = 0
|
||||
var/force_on = 30 //force when active
|
||||
var/throwforce_on = 20
|
||||
var/icon_state_on = "axe1"
|
||||
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/list/possible_colors
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
var/w_class_on = WEIGHT_CLASS_BULKY
|
||||
heat = 3500
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 3
|
||||
|
||||
/obj/item/weapon/melee/energy/Initialize()
|
||||
. = ..()
|
||||
if(LAZYLEN(possible_colors))
|
||||
item_color = pick(possible_colors)
|
||||
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
|
||||
if("red")
|
||||
light_color = LIGHT_COLOR_RED
|
||||
if("green")
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
if("blue")
|
||||
light_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
if("purple")
|
||||
light_color = LIGHT_COLOR_LAVENDER
|
||||
if(active)
|
||||
set_light(brightness_on)
|
||||
|
||||
/obj/item/weapon/melee/energy/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/is_sharp()
|
||||
return active * sharpness
|
||||
|
||||
/obj/item/weapon/melee/energy/axe
|
||||
name = "energy axe"
|
||||
desc = "An energized battle axe."
|
||||
icon_state = "axe0"
|
||||
force = 40
|
||||
force_on = 150
|
||||
throwforce = 25
|
||||
throwforce_on = 30
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
w_class_on = WEIGHT_CLASS_HUGE
|
||||
flags = CONDUCT
|
||||
armour_penetration = 100
|
||||
origin_tech = "combat=4;magnets=3"
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
attack_verb_on = list()
|
||||
light_color = "#40ceff"
|
||||
|
||||
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
name = "energy sword"
|
||||
desc = "May the force be within you."
|
||||
icon_state = "sword0"
|
||||
force = 3
|
||||
throwforce = 5
|
||||
hitsound = "swing_hit" //it starts deactivated
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
sharpness = IS_SHARP
|
||||
embed_chance = 75
|
||||
embedded_impact_pain_multiplier = 10
|
||||
armour_penetration = 35
|
||||
origin_tech = "combat=3;magnets=4;syndicate=4"
|
||||
block_chance = 50
|
||||
possible_colors = list("red", "blue", "green", "purple")
|
||||
var/hacked = 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/process()
|
||||
if(active)
|
||||
if(hacked)
|
||||
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
|
||||
open_flame()
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
if(active)
|
||||
return ..()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
|
||||
if(user.disabilities & CLUMSY && prob(50))
|
||||
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
|
||||
user.take_bodypart_damage(5,5)
|
||||
active = !active
|
||||
if (active)
|
||||
force = force_on
|
||||
throwforce = throwforce_on
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
throw_speed = 4
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = attack_verb_on
|
||||
if(!item_color)
|
||||
icon_state = icon_state_on
|
||||
else
|
||||
icon_state = "sword[item_color]"
|
||||
w_class = w_class_on
|
||||
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] is now active.</span>")
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
force = initial(force)
|
||||
throwforce = initial(throwforce)
|
||||
hitsound = initial(hitsound)
|
||||
throw_speed = initial(throw_speed)
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = list()
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/is_hot()
|
||||
return active * heat
|
||||
|
||||
/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
|
||||
if(!active)
|
||||
return ""
|
||||
|
||||
var/in_mouth = ""
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
if(C.wear_mask == src)
|
||||
in_mouth = ", barely missing their nose"
|
||||
. = "<span class='warning'>[user] swings their \
|
||||
[src][in_mouth]. They light [A] in the process.</span>"
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg
|
||||
var/hitcost = 50
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
|
||||
if(R.cell)
|
||||
var/obj/item/weapon/stock_parts/cell/C = R.cell
|
||||
if(active && !(C.use(hitcost)))
|
||||
attack_self(R)
|
||||
to_chat(R, "<span class='notice'>It's out of charge!</span>")
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
|
||||
name = "energy saw"
|
||||
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
|
||||
icon_state = "esaw"
|
||||
force_on = 30
|
||||
force = 18 //About as much as a spear
|
||||
hitsound = 'sound/weapons/circsawhit.ogg'
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "esaw_0"
|
||||
icon_state_on = "esaw_1"
|
||||
hitcost = 75 //Costs more than a standard cyborg esword
|
||||
item_color = null
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
sharpness = IS_SHARP
|
||||
light_color = "#40ceff"
|
||||
possible_colors = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/Initialize()
|
||||
. = ..()
|
||||
icon_state = "esaw_0"
|
||||
item_color = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/blue
|
||||
possible_colors = list("blue")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/purple
|
||||
possible_colors = list("purple")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/green
|
||||
possible_colors = list("green")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/red
|
||||
possible_colors = list("red")
|
||||
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
|
||||
if(istype(W, /obj/item/device/multitool))
|
||||
if(!hacked)
|
||||
hacked = TRUE
|
||||
item_color = "rainbow"
|
||||
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
|
||||
|
||||
if(active)
|
||||
icon_state = "swordrainbow"
|
||||
user.update_inv_hands()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/pirate
|
||||
name = "energy cutlass"
|
||||
desc = "Arrrr matey."
|
||||
icon_state = "cutlass0"
|
||||
icon_state_on = "cutlass1"
|
||||
light_color = "#ff0000"
|
||||
|
||||
/obj/item/weapon/melee/energy/blade
|
||||
name = "energy blade"
|
||||
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
|
||||
icon_state = "blade"
|
||||
force = 30 //Normal attacks deal esword damage
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
active = 1
|
||||
throwforce = 1//Throwing or dropping the item deletes it.
|
||||
throw_speed = 3
|
||||
throw_range = 1
|
||||
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
|
||||
var/datum/effect_system/spark_spread/spark_system
|
||||
sharpness = IS_SHARP
|
||||
|
||||
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
|
||||
/obj/item/weapon/melee/energy/blade/Initialize()
|
||||
. = ..()
|
||||
spark_system = new /datum/effect_system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/hardlight
|
||||
name = "hardlight blade"
|
||||
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
|
||||
icon_state = "lightblade"
|
||||
item_state = "lightblade"
|
||||
/obj/item/weapon/melee/energy
|
||||
var/active = 0
|
||||
var/force_on = 30 //force when active
|
||||
var/throwforce_on = 20
|
||||
var/icon_state_on = "axe1"
|
||||
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
var/list/possible_colors
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
sharpness = IS_SHARP
|
||||
var/w_class_on = WEIGHT_CLASS_BULKY
|
||||
heat = 3500
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 3
|
||||
|
||||
/obj/item/weapon/melee/energy/Initialize()
|
||||
. = ..()
|
||||
if(LAZYLEN(possible_colors))
|
||||
item_color = pick(possible_colors)
|
||||
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
|
||||
if("red")
|
||||
light_color = LIGHT_COLOR_RED
|
||||
if("green")
|
||||
light_color = LIGHT_COLOR_GREEN
|
||||
if("blue")
|
||||
light_color = LIGHT_COLOR_LIGHT_CYAN
|
||||
if("purple")
|
||||
light_color = LIGHT_COLOR_LAVENDER
|
||||
if(active)
|
||||
set_light(brightness_on)
|
||||
|
||||
/obj/item/weapon/melee/energy/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/is_sharp()
|
||||
return active * sharpness
|
||||
|
||||
/obj/item/weapon/melee/energy/axe
|
||||
name = "energy axe"
|
||||
desc = "An energized battle axe."
|
||||
icon_state = "axe0"
|
||||
force = 40
|
||||
force_on = 150
|
||||
throwforce = 25
|
||||
throwforce_on = 30
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
w_class_on = WEIGHT_CLASS_HUGE
|
||||
flags = CONDUCT
|
||||
armour_penetration = 100
|
||||
origin_tech = "combat=4;magnets=3"
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
attack_verb_on = list()
|
||||
light_color = "#40ceff"
|
||||
|
||||
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
name = "energy sword"
|
||||
desc = "May the force be within you."
|
||||
icon_state = "sword0"
|
||||
force = 3
|
||||
throwforce = 5
|
||||
hitsound = "swing_hit" //it starts deactivated
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
sharpness = IS_SHARP
|
||||
embed_chance = 75
|
||||
embedded_impact_pain_multiplier = 10
|
||||
armour_penetration = 35
|
||||
origin_tech = "combat=3;magnets=4;syndicate=4"
|
||||
block_chance = 50
|
||||
possible_colors = list("red", "blue", "green", "purple")
|
||||
var/hacked = 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/process()
|
||||
if(active)
|
||||
if(hacked)
|
||||
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
|
||||
open_flame()
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
|
||||
if(active)
|
||||
return ..()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
|
||||
if(user.disabilities & CLUMSY && prob(50))
|
||||
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
|
||||
user.take_bodypart_damage(5,5)
|
||||
active = !active
|
||||
if (active)
|
||||
force = force_on
|
||||
throwforce = throwforce_on
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
throw_speed = 4
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = attack_verb_on
|
||||
if(!item_color)
|
||||
icon_state = icon_state_on
|
||||
else
|
||||
icon_state = "sword[item_color]"
|
||||
w_class = w_class_on
|
||||
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] is now active.</span>")
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
else
|
||||
force = initial(force)
|
||||
throwforce = initial(throwforce)
|
||||
hitsound = initial(hitsound)
|
||||
throw_speed = initial(throw_speed)
|
||||
if(attack_verb_on.len)
|
||||
attack_verb = list()
|
||||
icon_state = initial(icon_state)
|
||||
w_class = initial(w_class)
|
||||
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
|
||||
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/is_hot()
|
||||
return active * heat
|
||||
|
||||
/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
|
||||
if(!active)
|
||||
return ""
|
||||
|
||||
var/in_mouth = ""
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
if(C.wear_mask == src)
|
||||
in_mouth = ", barely missing their nose"
|
||||
. = "<span class='warning'>[user] swings their \
|
||||
[src][in_mouth]. They light [A] in the process.</span>"
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg
|
||||
var/hitcost = 50
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
|
||||
if(R.cell)
|
||||
var/obj/item/weapon/stock_parts/cell/C = R.cell
|
||||
if(active && !(C.use(hitcost)))
|
||||
attack_self(R)
|
||||
to_chat(R, "<span class='notice'>It's out of charge!</span>")
|
||||
return
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
|
||||
name = "energy saw"
|
||||
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
|
||||
icon_state = "esaw"
|
||||
force_on = 30
|
||||
force = 18 //About as much as a spear
|
||||
hitsound = 'sound/weapons/circsawhit.ogg'
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "esaw_0"
|
||||
icon_state_on = "esaw_1"
|
||||
hitcost = 75 //Costs more than a standard cyborg esword
|
||||
item_color = null
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
sharpness = IS_SHARP
|
||||
light_color = "#40ceff"
|
||||
possible_colors = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/Initialize()
|
||||
. = ..()
|
||||
icon_state = "esaw_0"
|
||||
item_color = null
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/blue
|
||||
possible_colors = list("blue")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/purple
|
||||
possible_colors = list("purple")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/green
|
||||
possible_colors = list("green")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/red
|
||||
possible_colors = list("red")
|
||||
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
|
||||
if(istype(W, /obj/item/device/multitool))
|
||||
if(!hacked)
|
||||
hacked = TRUE
|
||||
item_color = "rainbow"
|
||||
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
|
||||
|
||||
if(active)
|
||||
icon_state = "swordrainbow"
|
||||
user.update_inv_hands()
|
||||
else
|
||||
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/pirate
|
||||
name = "energy cutlass"
|
||||
desc = "Arrrr matey."
|
||||
icon_state = "cutlass0"
|
||||
icon_state_on = "cutlass1"
|
||||
light_color = "#ff0000"
|
||||
|
||||
/obj/item/weapon/melee/energy/blade
|
||||
name = "energy blade"
|
||||
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
|
||||
icon_state = "blade"
|
||||
force = 30 //Normal attacks deal esword damage
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
active = 1
|
||||
throwforce = 1//Throwing or dropping the item deletes it.
|
||||
throw_speed = 3
|
||||
throw_range = 1
|
||||
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
|
||||
var/datum/effect_system/spark_spread/spark_system
|
||||
sharpness = IS_SHARP
|
||||
|
||||
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
|
||||
/obj/item/weapon/melee/energy/blade/Initialize()
|
||||
. = ..()
|
||||
spark_system = new /datum/effect_system/spark_spread()
|
||||
spark_system.set_up(5, 0, src)
|
||||
spark_system.attach(src)
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/melee/energy/blade/hardlight
|
||||
name = "hardlight blade"
|
||||
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
|
||||
icon_state = "lightblade"
|
||||
item_state = "lightblade"
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
queue_smooth_neighbors(src)
|
||||
|
||||
/obj/structure/table/narsie_act()
|
||||
new /obj/structure/table/wood(src.loc)
|
||||
new /obj/structure/table/wood(src.loc)
|
||||
|
||||
/obj/structure/table/ratvar_act()
|
||||
new /obj/structure/table/reinforced/brass(src.loc)
|
||||
|
||||
Reference in New Issue
Block a user