Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-26876

This commit is contained in:
LetterJay
2017-05-05 10:26:02 -05:00
45 changed files with 474 additions and 228 deletions
@@ -13,8 +13,6 @@
var/req_dna = 0 //amount of dna needed to use this ability. Changelings always have atleast 1
var/req_human = 0 //if you need to be human to use this ability
var/req_stat = CONSCIOUS // CONSCIOUS, UNCONSCIOUS or DEAD
var/genetic_damage = 0 // genetic damage caused by using the sting. Nothing to do with cloneloss.
var/max_genetic_damage = 100 // hard counter for spamming abilities. Not used/balanced much yet.
var/always_keep = 0 // important for abilities like revive that screw you if you lose them.
var/ignores_fakedeath = FALSE // usable with the FAKEDEATH flag
@@ -39,7 +37,7 @@
if(sting_action(user, target))
SSblackbox.add_details("changeling_powers",name)
sting_feedback(user, target)
take_chemical_cost(c)
c.chem_charges -= chemical_cost
/obj/effect/proc_holder/changeling/proc/sting_action(mob/user, mob/target)
return 0
@@ -47,10 +45,6 @@
/obj/effect/proc_holder/changeling/proc/sting_feedback(mob/user, mob/target)
return 0
/obj/effect/proc_holder/changeling/proc/take_chemical_cost(datum/changeling/changeling)
changeling.chem_charges -= chemical_cost
changeling.geneticdamage += genetic_damage
//Fairly important to remember to return 1 on success >.<
/obj/effect/proc_holder/changeling/proc/can_sting(mob/user, mob/target)
if(!ishuman(user) && !ismonkey(user)) //typecast everything from mob to carbon from this point onwards
@@ -71,9 +65,6 @@
if((user.status_flags & FAKEDEATH) && (!ignores_fakedeath))
to_chat(user, "<span class='warning'>We are incapacitated.</span>")
return 0
if(c.geneticdamage > max_genetic_damage)
to_chat(user, "<span class='warning'>Our genomes are still reassembling. We need time to recover first.</span>")
return 0
return 1
//used in /mob/Stat()
@@ -4,7 +4,6 @@
chemical_cost = 0
dna_cost = 0
req_human = 1
max_genetic_damage = 100
/obj/effect/proc_holder/changeling/absorbDNA/can_sting(mob/living/carbon/user)
if(!..())
@@ -5,9 +5,6 @@
chemical_cost = 30 //High cost to prevent spam
dna_cost = 2
req_human = 1
genetic_damage = 10
max_genetic_damage = 0
/obj/effect/proc_holder/changeling/biodegrade/sting_action(mob/living/carbon/human/user)
var/used = FALSE // only one form of shackles removed per use
@@ -5,9 +5,6 @@
dna_cost = 2
chemical_cost = 25
req_human = 1
genetic_damage = 10
max_genetic_damage = 50
/obj/effect/proc_holder/changeling/chameleon_skin/sting_action(mob/user)
var/mob/living/carbon/human/H = user //SHOULD always be human, because req_human = 1
@@ -5,8 +5,6 @@
dna_cost = 0
req_dna = 1
req_stat = DEAD
max_genetic_damage = 100
//Fake our own death and fully heal. You will appear to be dead but regenerate fully after a short delay.
/obj/effect/proc_holder/changeling/fakedeath/sting_action(mob/living/user)
@@ -2,10 +2,7 @@
name = "Human Form"
desc = "We change into a human."
chemical_cost = 5
genetic_damage = 3
req_dna = 1
max_genetic_damage = 3
//Transform into a human.
/obj/effect/proc_holder/changeling/humanform/sting_action(mob/living/carbon/user)
@@ -3,7 +3,6 @@
desc = "We debase ourselves and become lesser. We become a monkey."
chemical_cost = 5
dna_cost = 1
genetic_damage = 3
req_human = 1
//Transform into a monkey.
@@ -4,7 +4,6 @@
chemical_cost = 0
dna_cost = 0
req_human = 1
max_genetic_damage = 100
/obj/effect/proc_holder/changeling/linglink/can_sting(mob/living/carbon/user)
if(!..())
@@ -16,7 +16,6 @@
helptext = "Yell at Miauw and/or Perakp"
chemical_cost = 1000
dna_cost = -1
genetic_damage = 1000
var/silent = FALSE
var/weapon_type
@@ -67,7 +66,6 @@
helptext = "Yell at Miauw and/or Perakp"
chemical_cost = 1000
dna_cost = -1
genetic_damage = 1000
var/helmet_type = /obj/item
var/suit_type = /obj/item
@@ -89,7 +87,7 @@
return 1
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, suit_type) || istype(H.head, helmet_type))
H.visible_message("<span class='warning'>[H] casts off their [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple][genetic_damage > 0 ? ", temporarily weakening our genomes." : "."]</span>", "<span class='italics'>You hear the organic matter ripping and tearing!</span>")
H.visible_message("<span class='warning'>[H] casts off their [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple].</span>", "<span class='italics'>You hear the organic matter ripping and tearing!</span>")
H.temporarilyRemoveItemFromInventory(H.head, TRUE) //The qdel on dropped() takes care of it
H.temporarilyRemoveItemFromInventory(H.wear_suit, TRUE)
H.update_inv_wear_suit()
@@ -100,7 +98,6 @@
H.add_splatter_floor()
playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds
changeling.geneticdamage += genetic_damage //Casting off a space suit leaves you weak for a few seconds.
changeling.chem_recharge_slowdown -= recharge_slowdown
return 1
@@ -139,9 +136,7 @@
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form."
chemical_cost = 20
dna_cost = 2
genetic_damage = 10
req_human = 1
max_genetic_damage = 20
weapon_type = /obj/item/weapon/melee/arm_blade
weapon_name_simple = "blade"
@@ -217,9 +212,7 @@
and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form."
chemical_cost = 10
dna_cost = 2
genetic_damage = 5
req_human = 1
max_genetic_damage = 10
weapon_type = /obj/item/weapon/gun/magic/tentacle
weapon_name_simple = "tentacle"
silent = TRUE
@@ -381,9 +374,7 @@
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form."
chemical_cost = 20
dna_cost = 1
genetic_damage = 12
req_human = 1
max_genetic_damage = 20
weapon_type = /obj/item/weapon/shield/changeling
weapon_name_simple = "shield"
@@ -430,12 +421,10 @@
/obj/effect/proc_holder/changeling/suit/organic_space_suit
name = "Organic Space Suit"
desc = "We grow an organic suit to protect ourselves from space exposure."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Retreating the suit damages our genomes. Cannot be used in lesser form."
helptext = "We must constantly repair our form to make it space-proof, reducing chemical production while we are protected. Cannot be used in lesser form."
chemical_cost = 20
dna_cost = 2
genetic_damage = 8
req_human = 1
max_genetic_damage = 20
suit_type = /obj/item/clothing/suit/space/changeling
helmet_type = /obj/item/clothing/head/helmet/space/changeling
@@ -477,12 +466,10 @@
/obj/effect/proc_holder/changeling/suit/armor
name = "Chitinous Armor"
desc = "We turn our skin into tough chitin to protect us from damage."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Retreating the armor damages our genomes. Cannot be used in lesser form."
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form."
chemical_cost = 20
dna_cost = 1
genetic_damage = 11
req_human = 1
max_genetic_damage = 20
recharge_slowdown = 0.25
suit_type = /obj/item/clothing/suit/armor/changeling
@@ -40,10 +40,9 @@
return
if(!AStar(user, target.loc, /turf/proc/Distance, user.mind.changeling.sting_range, simulated_only = 0))
return
if(target.mind && target.mind.changeling)
sting_feedback(user,target)
take_chemical_cost(user.mind.changeling)
return
if(target.mind && target.mind.changeling)
sting_feedback(user, target)
user.mind.changeling.chem_charges -= chemical_cost
return 1
/obj/effect/proc_holder/changeling/sting/sting_feedback(mob/user, mob/target)
@@ -62,7 +61,6 @@
sting_icon = "sting_transform"
chemical_cost = 40
dna_cost = 3
genetic_damage = 100
var/datum/changelingprofile/selected_dna = null
/obj/effect/proc_holder/changeling/sting/transformation/Click()
@@ -117,8 +115,6 @@
sting_icon = "sting_armblade"
chemical_cost = 20
dna_cost = 1
genetic_damage = 20
max_genetic_damage = 10
/obj/item/weapon/melee/arm_blade/false
desc = "A grotesque mass of flesh that used to be your arm. Although it looks dangerous at first, you can tell it's actually quite dull and useless."
@@ -5,7 +5,6 @@
dna_cost = 0
req_dna = 1
req_human = 1
max_genetic_damage = 3
/obj/item/clothing/glasses/changeling
name = "flesh"
+1 -1
View File
@@ -133,7 +133,7 @@ This file contains the arcane tome files.
text += "<font color='red'><b>Talisman of Armaments</b></font><br>The Talisman of Arming will equip the user with armored robes, a backpack, an eldritch longsword, an empowered bola, and a pair of boots. Any items that cannot \
be equipped will not be summoned. Attacking a fellow cultist with it will instead equip them.<br><br>"
text += "<font color='red'><b>Talisman of Horrors</b></font><br>The Talisman of Horror must be applied directly to the victim, it will shatter your victim's mind with visions of the endtimes that may incapitate them.<br><br>"
text += "<font color='red'><b>Talisman of Horrors</b></font><br>The Talisman of Horror, unlike other talismans, can be applied at range, without the victim noticing. It will cause the victim to have severe hallucinations after a short while.<br><br>"
text += "<font color='red'><b>Talisman of Shackling</b></font><br>The Talisman of Shackling must be applied directly to the victim, it has 4 uses and cuffs victims with magic shackles that disappear when removed.<br><br>"
+4 -4
View File
@@ -293,12 +293,12 @@
invocation = "Lo'Nab Na'Dm!"
creation_time = 80
/obj/item/weapon/paper/talisman/horror/attack(mob/living/target, mob/living/user)
if(iscultist(user))
to_chat(user, "<span class='cultitalic'>You disturb [target] with visons of the end!</span>")
/obj/item/weapon/paper/talisman/horror/afterattack(mob/living/target, mob/living/user)
if(iscultist(user) && (get_dist(user, target) < 7))
to_chat(user, "<span class='cultitalic'>You disturb [target] with visions of madness!</span>")
if(iscarbon(target))
var/mob/living/carbon/H = target
H.reagents.add_reagent("mindbreaker", 25)
H.reagents.add_reagent("mindbreaker", 12)
if(is_servant_of_ratvar(target))
to_chat(target, "<span class='userdanger'>You see a brief but horrible vision of Ratvar, rusted and scrapped, being torn apart.</span>")
target.emote("scream")
+2 -1
View File
@@ -13,6 +13,7 @@
var/list/territory = list()
var/list/territory_new = list()
var/list/territory_lost = list()
var/recalls = 1
var/dom_attempts = 2
var/points = 15
var/datum/atom_hud/antag/gang/ganghud
@@ -262,4 +263,4 @@
ganghud = new()
/datum/gang/multiverse/income()
return
return
+4
View File
@@ -168,6 +168,9 @@
if(recalling)
to_chat(usr, "<span class='warning'>Error: Recall already in progress.</span>")
return 0
if(!gang.recalls)
to_chat(usr, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
gang.message_gangtools("[usr] is attempting to recall the emergency shuttle.")
recalling = 1
@@ -209,6 +212,7 @@
userturf = get_turf(user)
if(userturf.z == 1) //Check one more time that they are on station.
if(SSshuttle.cancelEvac(user))
gang.recalls -= 1
return 1
to_chat(loc, "<span class='info'>\icon[src]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
+220 -74
View File
@@ -26,14 +26,13 @@ Possible to do for anyone motivated enough:
#define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2
#define RANGE_BASED 4
#define AREA_BASED 6
GLOBAL_LIST_EMPTY(holopads)
#define HOLOPAD_MODE RANGE_BASED
/obj/machinery/holopad
name = "\improper AI holopad"
desc = "It's a floor-mounted device for projecting holographic images. It is activated remotely."
name = "Holopad"
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
layer = LOW_OBJ_LAYER
flags = HEAR
@@ -44,21 +43,32 @@ Possible to do for anyone motivated enough:
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 AIs that use the holopad
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/New()
/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()
for (var/mob/living/silicon/ai/master in masters)
clear_holo(master)
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 ..()
@@ -91,20 +101,58 @@ Possible to do for anyone motivated enough:
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)
interact(user)
if(!CheckCallClose())
interact(user)
/obj/machinery/holopad/interact(mob/living/carbon/human/user) //Carn: Hologram requests.
if(!istype(user))
return
if(user.stat || !is_operational())
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>"
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)
@@ -112,7 +160,10 @@ Possible to do for anyone motivated enough:
popup.open()
/obj/machinery/holopad/Topic(href, href_list)
if(..() || !is_operational())
if(..() || isAI(usr))
return
add_fingerprint(usr)
if(!is_operational())
return
if (href_list["AIrequest"])
if(last_request + 200 < world.time)
@@ -120,7 +171,7 @@ Possible to do for anyone motivated enough:
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.living_mob_list)
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>")
@@ -128,12 +179,49 @@ Possible to do for anyone motivated enough:
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["mainmenu"])
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 = ""
updateDialog()
add_fingerprint(usr)
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
@@ -148,39 +236,75 @@ Possible to do for anyone motivated enough:
clear_holo(user)
/obj/machinery/holopad/process()
if(masters.len)//If there is a hologram.
for (var/mob/living/silicon/ai/master in masters)
if(master && !master.stat && master.client && master.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(!(stat & NOPOWER))//If the machine has power.
if(HOLOPAD_MODE == RANGE_BASED)
if(get_dist(master.eyeobj, src) <= holo_range)
return TRUE
else
var/obj/machinery/holopad/pad_close = get_closest_atom(/obj/machinery/holopad, holopads, master.eyeobj)
if(get_dist(pad_close, master.eyeobj) <= holo_range)
var/obj/effect/overlay/holo_pad_hologram/h = masters[master]
unset_holo(master)
pad_close.set_holo(master, h)
return TRUE
for(var/I in masters)
var/mob/living/master = I
var/mob/living/silicon/ai/AI = master
if(!istype(AI))
AI = null
else if (HOLOPAD_MODE == AREA_BASED)
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.
var/area/holo_area = get_area(src)
var/area/eye_area = get_area(master.eyeobj)
if(outgoing_call)
outgoing_call.Check()
if(eye_area in holo_area.related)
return TRUE
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!
clear_holo(master)//If not, we want to get rid of the hologram.
return TRUE
/obj/machinery/holopad/proc/activate_holo(mob/living/user)
var/mob/living/silicon/ai/AI = user
if(!istype(AI))
AI = null
/obj/machinery/holopad/proc/activate_holo(mob/living/silicon/ai/user)
if(!(stat & NOPOWER) && user.eyeobj.loc == src.loc)//If the projector has power and client eye is on it
if (istype(user.current, /obj/machinery/holopad))
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
create_holo(user)//Create one.
src.visible_message("A holographic image of [user] flicks to life right before your eyes!")
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.languages = user.languages
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.")
@@ -192,58 +316,80 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
if(masters[master] && speaker != master)
master.relay_speech(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
/obj/machinery/holopad/proc/create_holo(mob/living/silicon/ai/A, turf/T = loc)
var/obj/effect/overlay/holo_pad_hologram/h = new(T)//Spawn a blank effect at the location.
h.icon = A.holo_icon
h.mouse_opacity = 0//So you can't click on it.
h.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
h.anchored = 1//So space wind cannot drag it.
h.name = "[A.name] (Hologram)"//If someone decides to right click.
h.set_light(2) //hologram lighting
set_holo(A, h)
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/set_holo(mob/living/silicon/ai/A, var/obj/effect/overlay/holo_pad_hologram/h)
masters[A] = h
set_light(2) // pad lighting
icon_state = "holopad1"
A.current = src
use_power += HOLOGRAM_POWER_USAGE
return TRUE
/obj/machinery/holopad/proc/clear_holo(mob/living/silicon/ai/user)
/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/silicon/ai/user)
if(user.current == src)
user.current = null
/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
use_power = max(HOLOPAD_PASSIVE_POWER_USAGE, use_power - HOLOGRAM_POWER_USAGE)//Reduce power usage
if (!masters.len) // If no users left
set_light(0) // pad lighting (hologram lighting will be handled automatically since its owner was deleted)
icon_state = "holopad0"
use_power = HOLOPAD_PASSIVE_POWER_USAGE
SetLightsAndPower()
return TRUE
/obj/machinery/holopad/proc/move_hologram(mob/living/silicon/ai/user)
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf)
if(masters[user])
step_to(masters[user], user.eyeobj)
var/obj/effect/overlay/holo_pad_hologram/H = masters[user]
H.loc = get_turf(user.eyeobj)
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 RANGE_BASED
#undef AREA_BASED
#undef HOLOPAD_PASSIVE_POWER_USAGE
#undef HOLOGRAM_POWER_USAGE
#undef HOLOGRAM_POWER_USAGE