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Holodeck (#253)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
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src/SUMMARY.md

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- [Machine Upgrading Rework](en/space-station-14/departments/engineering/proposals/machine-upgrading-rework.md)
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- [Power Generation Rework](en/space-station-14/departments/engineering/proposals/power-generation.md)
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- [Signaller Rework](en/space-station-14/departments/engineering/proposals/signaller-rework.md)
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- [Holodeck](en/space-station-14/departments/engineering/proposals/holodeck.md)
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- [Medical](en/space-station-14/departments/medical.md)
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- [Medical Workgroup](en/space-station-14/departments/medical/medical-workgroup.md)
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# The Holodeck or the Holography Laboratory
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| Designers | Implemented | GitHub Links |
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|------------|-------------|--------------|
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| CptJeanLuc | :x: No | TBD |
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## Overview
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Imagine a room on a station or shuttle which, upon interacting with a computer console you can have instantly remapped into one of many pre-programmed, or in-round assembled structures.
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## Background
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Currently we have various systems which generate dungeons, place entities into a paused map with the ability to return them, and replace station and planet tiles at whim.
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These are the core functionalities required for a holodeck.
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## Gafaw! but how!?
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The base principle, is that special holodeck walls and floor tiles can be placed and linked to from a holodeck computer console.
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The holodeck should be required to be enclosed by special walls, airlocks, and floor tiles. Should the enclosure break it should cease functioning.
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The computer console can select from a list of (a) premapped dungeon-like layouts, or (b) saved layouts that were constructed in round on the holodeck.
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When the console selects a premapped layout, it builds the holodeck room, walls, tiles, and entities within. It also marks all of these with a relevant HoloDeckWallComponent, HoloDeckFloorComponent, or HoloDeckEntityComponent.
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When the computer console is set to an empty state, the holodeck room should be returned to the state it was initially, comprised of the initial special walls and floors.
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When walls/tiles/entities are removed from the holodeck, they should be moved and placed on a paused map, or easier retrieval, and continuity.
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After the first time a premapped layout is selected, it should remain persistent via this method of moving the relevant entities to a paused map and back.
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If for any reason the holodeck is rendered non-functional, either by power loss, selecting an empty state on the console, or breaking the enclosure, the holodeck should return to the initial state.
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Entities with the HoloDeckEntityComponent should cease existing if they are removed from on top of a tile with an active HoloDeckFloorComponent.
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The console should not function, thereby preventing remapping, while a player is on top of a tile with a HoloDeckFloorComponent, active or not.
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Preventing damage to players while on top of a tile with an active HoloDeckFloorComponent, unless the console is emagged, would be quite funny. Thats a stretch goal though.
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Somehow allowing players to ask for items in local chat and have them spawn in the holodeck, marked with the HoloDeckEntityComponent. This is a stretch goal.
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Either prevent construction within the holodeck, or make constructions made with any components having the HoloDeckEntityComponent also be marked with that component.
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How to make it non-euclidean is left as an exercise for the reader. (joke)

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