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2015-01-31 14:45:47 +00:00

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/turf/simulated/wall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/rotting = 0
var/damage = 0
var/damage_cap = 100 //Wall will break down to girders if damage reaches this point
var/damage_overlay
var/global/damage_overlays[8]
var/max_temperature = 1800 //K, walls will take damage if they're next to a fire hotter than this
opacity = 1
density = 1
blocks_air = 1
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/walltype = "metal"
/turf/simulated/wall/Del()
for(var/obj/effect/E in src) if(E.name == "Wallrot") del E
..()
/turf/simulated/wall/ChangeTurf(var/newtype)
for(var/obj/effect/E in src) if(E.name == "Wallrot") del E
..(newtype)
//Appearance
/turf/simulated/wall/examine()
. = ..()
if(!damage)
usr << "<span class='notice'>It looks fully intact.</span>"
else
var/dam = damage / damage_cap
if(dam <= 0.3)
usr << "<span class='warning'>It looks slightly damaged.</span>"
else if(dam <= 0.6)
usr << "<span class='warning'>It looks moderately damaged.</span>"
else
usr << "<span class='danger'>It looks heavily damaged.</span>"
if(rotting)
usr << "<span class='warning'>There is fungus growing on [src].</span>"
/turf/simulated/wall/proc/update_icon()
if(!damage_overlays[1]) //list hasn't been populated
generate_overlays()
if(!damage)
overlays.Cut()
return
var/overlay = round(damage / damage_cap * damage_overlays.len) + 1
if(overlay > damage_overlays.len)
overlay = damage_overlays.len
if(damage_overlay && overlay == damage_overlay) //No need to update.
return
overlays.Cut()
overlays += damage_overlays[overlay]
damage_overlay = overlay
return
/turf/simulated/wall/proc/generate_overlays()
var/alpha_inc = 256 / damage_overlays.len
for(var/i = 1; i <= damage_overlays.len; i++)
var/image/img = image(icon = 'icons/turf/walls.dmi', icon_state = "overlay_damage")
img.blend_mode = BLEND_MULTIPLY
img.alpha = (i * alpha_inc) - 1
damage_overlays[i] = img
//Damage
/turf/simulated/wall/proc/take_damage(dam)
if(dam)
damage = max(0, damage + dam)
update_damage()
return
/turf/simulated/wall/proc/update_damage()
var/cap = damage_cap
if(rotting)
cap = cap / 10
if(damage >= cap)
dismantle_wall()
else
update_icon()
return
/turf/simulated/wall/adjacent_fire_act(turf/simulated/floor/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume)
if(adj_temp > max_temperature)
take_damage(rand(10, 20) * (adj_temp / max_temperature))
return ..()
/turf/simulated/wall/proc/dismantle_wall(devastated=0, explode=0)
if(istype(src,/turf/simulated/wall/r_wall))
if(!devastated)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
new /obj/structure/girder/reinforced(src)
new /obj/item/stack/sheet/plasteel( src )
else
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/plasteel( src )
else if(istype(src,/turf/simulated/wall/cult))
if(!devastated)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
new /obj/effect/decal/cleanable/blood(src)
new /obj/structure/cultgirder(src)
else
new /obj/effect/decal/cleanable/blood(src)
new /obj/effect/decal/remains/human(src)
else
if(!devastated)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
new /obj/structure/girder(src)
if (mineral == "metal")
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
else
var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new M( src )
new M( src )
else
if (mineral == "metal")
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
else
var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new M( src )
new M( src )
new /obj/item/stack/sheet/metal( src )
for(var/obj/O in src.contents) //Eject contents!
if(istype(O,/obj/structure/sign/poster))
var/obj/structure/sign/poster/P = O
P.roll_and_drop(src)
else
O.loc = src
ChangeTurf(/turf/simulated/floor/plating)
/turf/simulated/wall/ex_act(severity)
switch(severity)
if(1.0)
src.ChangeTurf(/turf/space)
return
if(2.0)
if(prob(75))
take_damage(rand(150, 250))
else
dismantle_wall(1,1)
if(3.0)
take_damage(rand(0, 250))
else
return
/turf/simulated/wall/blob_act()
take_damage(rand(75, 125))
return
// Wall-rot effect, a nasty fungus that destroys walls.
/turf/simulated/wall/proc/rot()
if(!rotting)
rotting = 1
var/number_rots = rand(2,3)
for(var/i=0, i<number_rots, i++)
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Wallrot"
O.desc = "Ick..."
O.icon = 'icons/effects/wallrot.dmi'
O.pixel_x += rand(-10, 10)
O.pixel_y += rand(-10, 10)
O.anchored = 1
O.density = 1
O.layer = 5
O.mouse_opacity = 0
/turf/simulated/wall/proc/thermitemelt(mob/user as mob)
if(mineral == "diamond")
return
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.density = 1
O.layer = 5
src.ChangeTurf(/turf/simulated/floor/plating)
var/turf/simulated/floor/F = src
F.burn_tile()
F.icon_state = "wall_thermite"
user << "<span class='warning'>The thermite starts melting through the wall.</span>"
spawn(100)
if(O) del(O)
// F.sd_LumReset() //TODO: ~Carn
return
/turf/simulated/wall/meteorhit(obj/M as obj)
if (prob(15) && !rotting)
dismantle_wall()
else if(prob(70) && !rotting)
ChangeTurf(/turf/simulated/floor/plating)
else
ReplaceWithLattice()
return 0
//Interactions
/turf/simulated/wall/attack_paw(mob/user as mob)
if ((HULK in user.mutations))
if (prob(40))
usr << text("\blue You smash through the wall.")
usr.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
take_damage(rand(25, 75))
return
return src.attack_hand(user)
/turf/simulated/wall/attack_animal(mob/living/simple_animal/M as mob)
if(M.wall_smash)
if (istype(src, /turf/simulated/wall/r_wall) && !rotting)
M << text("\blue This wall is far too strong for you to destroy.")
return
else
if (prob(40) || rotting)
M << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
M << text("\blue You smash against the wall.")
take_damage(rand(25, 75))
return
M << "\blue You push the wall but nothing happens!"
return
/turf/simulated/wall/attack_hand(mob/user as mob)
if (HULK in user.mutations)
if (prob(40) || rotting)
usr << text("\blue You smash through the wall.")
usr.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
take_damage(rand(25, 75))
return
if(rotting)
user << "\blue The wall crumbles under your touch."
dismantle_wall()
return
user << "\blue You push the wall but nothing happens!"
playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
return
/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
//get the user's location
if( !istype(user.loc, /turf) ) return //can't do this stuff whilst inside objects and such
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if (istype(G.affecting, /mob/living))
var/mob/living/M = G.affecting
if(user.a_intent == "hurt")
if (G.state >= 2)
if (prob(15)) M.Weaken(5)
M.apply_damage(8,def_zone = "head")
visible_message("\red [G.assailant] slams [G.affecting]'s face against \the [src]!")
msg_admin_attack("[key_name_admin(user)]slams [key_name_admin(M)]'s face against \the [src]! - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[M.x];Y=[M.y];Z=[M.z]'>JMP</a>")
// switch(rand(1,3))
// if(1)
// playsound(src.loc, 'sound/weapons/genhit1.ogg', 50, 1)
// if(2)
// playsound(src.loc, 'sound/weapons/genhit2.ogg', 50, 1)
// if(3)
// playsound(src.loc, 'sound/weapons/genhit3.ogg', 50, 1)
return
else
user << "\red You need a better grip to do that!"
return
if(rotting)
if(istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You burn away the fungi with \the [WT].</span>"
playsound(src, 'sound/items/Welder.ogg', 10, 1)
for(var/obj/effect/E in src) if(E.name == "Wallrot")
del E
rotting = 0
return
else if(!is_sharp(W) && W.force >= 10 || W.force >= 20)
user << "<span class='notice'>\The [src] crumbles away under the force of your [W.name].</span>"
src.dismantle_wall(1)
return
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if( thermite )
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
thermitemelt(user)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
user << "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>"
playsound(src, "sparks", 50, 1)
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
thermitemelt(user)
return
var/turf/T = user.loc //get user's location for delay checks
//DECONSTRUCTION
if( istype(W, /obj/item/weapon/weldingtool) )
var/response = "Dismantle"
if(damage)
response = alert(user, "Would you like to repair or dismantle [src]?", "[src]", "Repair", "Dismantle")
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
if(response == "Repair")
user << "<span class='notice'>You start repairing the damage to [src].</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, max(5, damage / 5)) && WT && WT.isOn())
user << "<span class='notice'>You finish repairing the damage to [src].</span>"
take_damage(-damage)
else if(response == "Dismantle")
user << "<span class='notice'>You begin slicing through the outer plating.</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall) || !user || !WT || !WT.isOn() || !T ) return
if( user.loc == T && user.get_active_hand() == WT )
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
return
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
user << "<span class='notice'>You begin slicing through the outer plating.</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if(mineral == "diamond")//Oh look, it's tougher
sleep(60)
if( !istype(src, /turf/simulated/wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
for(var/mob/O in viewers(user, 5))
O.show_message("<span class='warning'>The wall was sliced apart by [user]!</span>", 1, "<span class='warning'>You hear metal being sliced apart.</span>", 2)
return
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "<span class='notice'>You begin to drill though the wall.</span>"
sleep(60)
if(mineral == "diamond")
sleep(60)
if( !istype(src, /turf/simulated/wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>Your drill tears though the last of the reinforced plating.</span>"
dismantle_wall()
for(var/mob/O in viewers(user, 5))
O.show_message("<span class='warning'>The wall was drilled through by [user]!</span>", 1, "<span class='warning'>You hear the grinding of metal.</span>", 2)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
user << "<span class='notice'>You stab \the [EB] into the wall and begin to slice it apart.</span>"
playsound(src, "sparks", 50, 1)
sleep(70)
if(mineral == "diamond")
sleep(70)
if( !istype(src, /turf/simulated/wall) || !user || !EB || !T ) return
if( user.loc == T && user.get_active_hand() == W )
EB.spark_system.start()
playsound(src, "sparks", 50, 1)
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
dismantle_wall(1)
for(var/mob/O in viewers(user, 5))
O.show_message("<span class='warning'>The wall was sliced apart by [user]!</span>", 1, "<span class='warning'>You hear metal being sliced apart and sparks flying.</span>", 2)
return
else if(istype(W,/obj/item/apc_frame))
var/obj/item/apc_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/alarm_frame))
var/obj/item/alarm_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/firealarm_frame))
var/obj/item/firealarm_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame))
var/obj/item/light_fixture_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame/small))
var/obj/item/light_fixture_frame/small/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/rust_fuel_compressor_frame))
var/obj/item/rust_fuel_compressor_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/rust_fuel_assembly_port_frame))
var/obj/item/rust_fuel_assembly_port_frame/AH = W
AH.try_build(src)
return
//Poster stuff
else if(istype(W,/obj/item/weapon/contraband/poster))
place_poster(W,user)
return
else
return attack_hand(user)
return