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Holograms #233
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Holograms #233
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…telist system for "hardlight
…ologram is deleted upon spawning and crashes as no hologram component is found?
…benefit. There's a grace period upon leaving a projector of one 24th of a second before you get returned.
…he protos, make a temp new tag Light, deleted unused files, renamed HoloData to HoloMind, and made HoloData struct to hold info on the Holo like type and whether it's hardlight. Needs implementing in YAML.
…an interact with light things, and non-Holograms can't.
… work on hologram data in the component (no structs ;-;), and refined the variations of Holograms.
Man I was really smashing rocks together before :P Also I removed the stinky Nyano Holo stuff
The HologramComponent has now been broken up into three Components, soon to be more. All the functions of the HologramSystem are chunked up and completely reconsidered. Prediction is cool.
…ity. Need to decide how the projector selection is done, and how to filter collisions.
…ng new functionality. The AIEye can now function as a camera-bound Hologram (commented out), work still needs to be done on making Hologram disks and servers cool to use, and I need to decide how to determine what a Hologram collides with.
RSI Diff Bot; head commit bc384d3 merging into 4b65cdf Resources/Textures/SimpleStation14/Effects/hologram_projection_beam.rsi
Resources/Textures/SimpleStation14/Mobs/Silicon/scutter.rsi
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Resources/Prototypes/SimpleStation14/Entities/Mobs/Player/stationai.yml
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# North: "0, 0.40" | ||
# East: "-0.15, 0" | ||
# South: "0, -0.20" | ||
# West: "-0.15, 0" |
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I think these are upside down?
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Scutters haven't been updated along with other stuff, and they'll probably want most of a redo in general.
- type: entity | ||
name: holo corgi | ||
description: "A hologramatic projection of a corgi, computed by the SAI and rendered by the station's cameras." | ||
id: MobCorgiHolo |
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Ditto for HoloCorgi as Scutter
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Should probably just have human bodies? I think they might...
@@ -57,3 +57,6 @@ | |||
containers: | |||
board: !type:Container | |||
ents: [] | |||
- type: Tag | |||
tags: | |||
- Hardlight |
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So that Holograms can interact with computers... Really not ideal, though.
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They can't do that!
The sAI can't
@@ -131,5 +131,8 @@ | |||
- type: DynamicPrice | |||
price: 150 | |||
- type: AccessReader | |||
- type: Tag |
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Probably not needed, maybe good to have anyway? I could change collision to be an EntityWhitelist instead of tags and then just use the Component
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<HologramProjectedComponent, ComponentShutdown>(OnProjectedShutdown); | ||
} | ||
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public override void Initialize() | |
{ | |
base.Initialize(); | |
SubscribeLocalEvent<HologramProjectedComponent, ComponentShutdown>(OnProjectedShutdown); | |
} | |
public override void Initialize() | |
{ | |
base.Initialize(); | |
SubscribeLocalEvent<HologramProjectedComponent, ComponentShutdown>(OnProjectedShutdown); | |
} | |
SubscribeLocalEvent<HologramProjectorComponent, SurveillanceCameraChangeStateEvent>((ent, comp, args) => CheckState(ent, comp)); | ||
SubscribeLocalEvent<HologramProjectorComponent, MapInitEvent>((ent, comp, args) => CheckState(ent, comp)); | ||
} | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
SubscribeLocalEvent<HologramServerComponent, EntInsertedIntoContainerMessage>(OnEntInserted); | ||
SubscribeLocalEvent<HologramServerComponent, EntRemovedFromContainerMessage>(OnEntRemoved); | ||
SubscribeLocalEvent<HologramDiskComponent, AfterInteractEvent>(OnAfterInteract); | ||
SubscribeLocalEvent<HologramServerComponent, PowerChangedEvent>(OnPowerChanged); | ||
} | ||
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public override void Initialize() | |
{ | |
base.Initialize(); | |
SubscribeLocalEvent<HologramServerComponent, EntInsertedIntoContainerMessage>(OnEntInserted); | |
SubscribeLocalEvent<HologramServerComponent, EntRemovedFromContainerMessage>(OnEntRemoved); | |
SubscribeLocalEvent<HologramDiskComponent, AfterInteractEvent>(OnAfterInteract); | |
SubscribeLocalEvent<HologramServerComponent, PowerChangedEvent>(OnPowerChanged); | |
} | |
public override void Initialize() | |
{ | |
base.Initialize(); | |
SubscribeLocalEvent<HologramServerComponent, EntInsertedIntoContainerMessage>(OnEntInserted); | |
SubscribeLocalEvent<HologramServerComponent, EntRemovedFromContainerMessage>(OnEntRemoved); | |
SubscribeLocalEvent<HologramDiskComponent, AfterInteractEvent>(OnAfterInteract); | |
SubscribeLocalEvent<HologramServerComponent, PowerChangedEvent>(OnPowerChanged); | |
} | |
Content.Server/SimpleStation14/Holograms/Systems/HologramServerSystem.cs
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Content.Server/SimpleStation14/Holograms/Systems/HologramSystem.cs
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Resources/Prototypes/SimpleStation14/Entities/Effects/hologram_effects.yml
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Resources/Prototypes/SimpleStation14/Entities/Mobs/Player/hologram.yml
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Resources/Textures/SimpleStation14/Effects/hologram_projection_beam.rsi/meta.json
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"license": "", | ||
"copyright": "", |
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!
Resources/Textures/SimpleStation14/Mobs/Silicon/scutter.rsi/meta.json
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Co-authored-by: DEATHB4DEFEAT <[email protected]>
isHardLight: false | ||
collideTags: | ||
- Wall | ||
- Airlock |
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Make it so chairs are interactable but only when anchored.
Requesting a chair be screwed down so you can sit in it is very funny.
A looping, very soft 'vwooom' sound effect that plays on whenever the hologram is currently not colliding with something they otherwise would be? |
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var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(mind.UserId.Value).SelectedCharacter; | ||
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var mob = HoloFetchAndSpawn(pref, coords, "MobHologramProjected"); |
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Very hardcoded :P
Should Holograms collide with windows?
Getting some weird errors with the UI system that makes it not testable, but it works in theory. It's super crummy regardless, but it would work for putting Holograms in game.
system-hologram-phasing-appear-self = You materialize into being! | ||
system-hologram-phasing-appear-others = {$name} materializes into being! | ||
system-hologram-phasing-disappear-others = {$name} dematerializes in a fizz! | ||
system-hologram-phasing-death-self = You faze out of being! |
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system-hologram-phasing-death-self = You faze out of being! | |
system-hologram-phasing-death-self = You phaze out of being! |
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🤓
Description
Adds Holograms, an early game alternative to cloning. Coming back as a Hologram is one part trans humanist nightmare, one part mockery of the very fundamental aspects of life, and 100% not being alive!
Will describe more once features are done.
Soon ™️
Tasks
Media
Changelog
🆑