mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
Material door updates: lock and damage (#5659)
-ported locks and keys from baystation -fixed the simple door damage interaction, now you can properly destroy it and etc
This commit is contained in:
@@ -1522,6 +1522,9 @@
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#include "code\modules\lighting\lighting_verbs.dm"
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#include "code\modules\lighting\~lighting_undefs.dm"
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#include "code\modules\liquid\splash_simulation.dm"
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#include "code\modules\lock\key.dm"
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#include "code\modules\lock\lock.dm"
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#include "code\modules\lock\lock_construct.dm"
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#include "code\modules\maps\dmm_suite.dm"
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#include "code\modules\maps\map_template.dm"
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#include "code\modules\maps\reader.dm"
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@@ -34,6 +34,8 @@
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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flags = OPENCONTAINER
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var/key_data
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/obj/item/weapon/soap/nanotrasen
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desc = "A NanoTrasen-brand bar of soap. Smells of phoron."
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@@ -79,6 +79,7 @@
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var/cleaving = FALSE
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var/reach = 1 // Length of tiles it can reach, 1 is adjacent.
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var/lock_picking_level = 0 //used to determine whether something can pick a lock, and how well.
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/obj/item/Destroy()
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if(ismob(loc))
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@@ -24,6 +24,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list(
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matter = list(DEFAULT_WALL_MATERIAL = 1875)
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max_amount = 60
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attack_verb = list("hit", "bludgeoned", "whacked")
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lock_picking_level = 3
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/obj/item/stack/rods/cyborg
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name = "metal rod synthesizer"
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@@ -24,6 +24,21 @@
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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reagents.add_reagent("cleaner", 10)
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/obj/item/weapon/soap/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/key))
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if(!key_data)
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to_chat(user, "<span class='notice'>You imprint \the [I] into \the [src].</span>")
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var/obj/item/weapon/key/K = I
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key_data = K.key_data
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update_icon()
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return
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..()
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/obj/item/weapon/soap/update_icon()
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overlays.Cut()
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if(key_data)
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overlays += image('icons/obj/items.dmi', icon_state = "soap_key_overlay")
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/obj/item/weapon/soap/Crossed(AM as mob|obj)
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if (istype(AM, /mob/living))
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var/mob/living/M = AM
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@@ -47,6 +47,7 @@
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throw_range = 5
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matter = list(DEFAULT_WALL_MATERIAL = 75)
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attack_verb = list("stabbed")
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lock_picking_level = 5
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var/random_icon = TRUE
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/obj/item/weapon/screwdriver/Initialize()
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@@ -9,17 +9,20 @@
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var/material/material
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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var/hardness = 1
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var/oreAmount = 7
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var/datum/lock/lock
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var/initial_lock_value //for mapping purposes. Basically if this value is set, it sets the lock to this value.
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var/health = 100
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var/maxhealth = 100
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/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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TemperatureAct(exposed_temperature)
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/obj/structure/simple_door/proc/TemperatureAct(temperature)
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hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
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CheckHardness()
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health -= material.combustion_effect(get_turf(src),temperature, 0.3)
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CheckHealth()
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/obj/structure/simple_door/New(var/newloc, var/material_name)
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/obj/structure/simple_door/New(var/newloc, var/material_name, var/locked)
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..()
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if(!material_name)
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material_name = DEFAULT_WALL_MATERIAL
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@@ -27,10 +30,19 @@
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if(!material)
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qdel(src)
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return
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hardness = max(1,round(material.integrity/10))
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icon_state = material.door_icon_base
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name = "[material.display_name] door"
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color = material.icon_colour
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maxhealth = max(1,round(material.integrity/10))
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health = maxhealth
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if(initial_lock_value)
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locked = initial_lock_value
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if(locked)
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lock = new(src,locked)
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if(material.opacity < 0.5)
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opacity = 0
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else
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@@ -42,8 +54,15 @@
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/obj/structure/simple_door/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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update_nearby_tiles()
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qdel(lock)
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lock = null
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return ..()
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/obj/structure/simple_door/examine(mob/user)
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..(user)
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if(lock)
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to_chat(user, "<span class='notice'>It appears to have a lock.</span>")
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/obj/structure/simple_door/get_material()
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return material
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@@ -81,19 +100,25 @@
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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SwitchState()
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SwitchState(user)
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else
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SwitchState()
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SwitchState(user)
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/simple_door/proc/SwitchState()
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/obj/structure/simple_door/proc/SwitchState(mob/user)
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if(state)
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Close()
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else
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Open()
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Open(user)
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/obj/structure/simple_door/proc/Open(mob/user)
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if(lock && lock.isLocked())
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if(user)
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to_chat(user, "<span class='warning'>\The [src] is locked!</span>")
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return
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/obj/structure/simple_door/proc/Open()
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isSwitchingStates = 1
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playsound(loc, material.dooropen_noise, 100, 1)
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flick("[material.door_icon_base]opening",src)
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@@ -124,26 +149,48 @@
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icon_state = material.door_icon_base
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/obj/structure/simple_door/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/pickaxe))
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var/obj/item/weapon/pickaxe/digTool = W
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user << "You start digging the [name]."
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if(do_after(user,digTool.digspeed*hardness) && src)
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user << "You finished digging."
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Dismantle()
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else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
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hardness -= W.force/100
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user << "You hit the [name] with your [W.name]!"
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CheckHardness()
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else if(iswelder(W))
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var/obj/item/weapon/weldingtool/WT = W
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if(material.ignition_point && WT.remove_fuel(0, user))
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TemperatureAct(150)
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if(istype(W, /obj/item/weapon/key) && lock)
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var/obj/item/weapon/key/K = W
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if(!lock.toggle(W))
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to_chat(user, "<span class='warning'>\The [K] does not fit in the lock!</span>")
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return
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if(lock && lock.pick_lock(W,user))
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return
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if(istype(W,/obj/item/weapon/material/lock_construct))
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if(lock)
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to_chat(user, "<span class='warning'>\The [src] already has a lock.</span>")
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else
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var/obj/item/weapon/material/lock_construct/L = W
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lock = L.create_lock(src,user)
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return
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else if(istype(W,/obj/item/weapon))
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var/obj/item/weapon/I = W
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(I.damtype == BRUTE || I.damtype == BURN)
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if(I.force < 10)
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user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [I] with no visible effect.</span>")
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else
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user.do_attack_animation(src)
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animate_shake()
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user.visible_message("<span class='danger'>\The [user] forcefully strikes \the [src] with \the [I]!</span>")
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playsound(src.loc, material.hitsound, 100, 1)
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src.health -= W.force * 1
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CheckHealth()
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else
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attack_hand(user)
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return
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/obj/structure/simple_door/proc/CheckHardness()
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if(hardness <= 0)
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/obj/structure/simple_door/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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CheckHealth()
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return
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/obj/structure/simple_door/proc/CheckHealth()
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if(health <= 0)
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Dismantle(1)
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/obj/structure/simple_door/proc/Dismantle(devastated = 0)
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@@ -158,11 +205,11 @@
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if(prob(20))
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Dismantle(1)
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else
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hardness--
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CheckHardness()
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health--
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CheckHealth()
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if(3)
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hardness -= 0.1
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CheckHardness()
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health -= 0.1
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CheckHealth()
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return
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/obj/structure/simple_door/process()
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@@ -171,26 +218,26 @@
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for(var/mob/living/L in range(1,src))
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L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
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/obj/structure/simple_door/iron/New(var/newloc,var/material_name)
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..(newloc, "iron")
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/obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "iron", complexity)
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/obj/structure/simple_door/silver/New(var/newloc,var/material_name)
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..(newloc, "silver")
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/obj/structure/simple_door/silver/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "silver", complexity)
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/obj/structure/simple_door/gold/New(var/newloc,var/material_name)
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..(newloc, "gold")
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/obj/structure/simple_door/gold/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "gold", complexity)
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/obj/structure/simple_door/uranium/New(var/newloc,var/material_name)
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..(newloc, "uranium")
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/obj/structure/simple_door/uranium/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "uranium", complexity)
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/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name)
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..(newloc, "sandstone")
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/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "sandstone", complexity)
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/obj/structure/simple_door/phoron/New(var/newloc,var/material_name)
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..(newloc, "phoron")
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/obj/structure/simple_door/phoron/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "phoron", complexity)
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/obj/structure/simple_door/diamond/New(var/newloc,var/material_name)
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..(newloc, "diamond")
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/obj/structure/simple_door/diamond/New(var/newloc,var/material_name, var/complexity)
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..(newloc, "diamond", complexity)
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/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
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..(newloc, "wood")
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28
code/modules/lock/key.dm
Normal file
28
code/modules/lock/key.dm
Normal file
@@ -0,0 +1,28 @@
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/obj/item/weapon/key
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name = "key"
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desc = "Used to unlock things."
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icon = 'icons/obj/items.dmi'
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icon_state = "keys"
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w_class = 1
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var/key_data = ""
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/obj/item/weapon/key/New(var/newloc,var/data)
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if(data)
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key_data = data
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..(newloc)
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/obj/item/weapon/key/proc/get_data(var/mob/user)
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return key_data
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/obj/item/weapon/key/soap
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name = "soap key"
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desc = "a fragile key made using a bar of soap."
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var/uses = 0
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/obj/item/weapon/key/soap/get_data(var/mob/user)
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uses--
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if(uses <= 0)
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user.drop_from_inventory(src,user)
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to_chat(user, "<span class='warning'>\The [src] crumbles in your hands!</span>")
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qdel(src)
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return ..()
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81
code/modules/lock/lock.dm
Normal file
81
code/modules/lock/lock.dm
Normal file
@@ -0,0 +1,81 @@
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#define LOCK_LOCKED 1
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#define LOCK_BROKEN 2
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/datum/lock
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var/status = 1 //unlocked, 1 == locked 2 == broken
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var/lock_data = "" //basically a randomized string. The longer the string the more complex the lock.
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var/atom/holder
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/datum/lock/New(var/atom/h, var/complexity = 1)
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holder = h
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if(istext(complexity))
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lock_data = complexity
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else
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lock_data = generateRandomString(complexity)
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/datum/lock/Destroy()
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holder = null
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..()
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/datum/lock/proc/unlock(var/key = "", var/mob/user)
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if(status ^ LOCK_LOCKED)
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to_chat(user, "<span class='warning'>Its already unlocked!</span>")
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return 2
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key = get_key_data(key, user)
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if(cmptext(lock_data,key) && (status ^ LOCK_BROKEN))
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to_chat(user, "<span class='warning'>You unlock the lock.</span>")
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status &= ~LOCK_LOCKED
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return 1
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return 0
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/datum/lock/proc/lock(var/key = "", var/mob/user)
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if(status & LOCK_LOCKED)
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to_chat(user, "<span class='warning'>Its already locked!</span>")
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return 2
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key = get_key_data(key, user)
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if(cmptext(lock_data,key) && (status ^ LOCK_BROKEN))
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to_chat(user, "<span class='warning'>You close the lock.</span>")
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status |= LOCK_LOCKED
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return 1
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return 0
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/datum/lock/proc/toggle(var/key = "", var/mob/user)
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if(status & LOCK_LOCKED)
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return unlock(key, user)
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else
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return lock(key, user)
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/datum/lock/proc/getComplexity()
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return length(lock_data)
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/datum/lock/proc/get_key_data(var/key = "", var/mob/user)
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if(istype(key,/obj/item/weapon/key))
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var/obj/item/weapon/key/K = key
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return K.get_data(user)
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if(istext(key))
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return key
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return null
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/datum/lock/proc/isLocked()
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return status & LOCK_LOCKED
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/datum/lock/proc/pick_lock(var/obj/item/I, var/mob/user)
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if(!istype(I) || (status ^ LOCK_LOCKED))
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return 0
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var/unlock_power = I.lock_picking_level
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if(!unlock_power)
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return 0
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user.visible_message("\The [user] takes out \the [I], picking \the [holder]'s lock.")
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if(!do_after(user, 20, holder))
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return 0
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if(prob(20*(unlock_power/getComplexity())))
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to_chat(user, "<span class='notice'>You pick open \the [holder]'s lock!</span>")
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unlock(lock_data)
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return 1
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else if(prob(5 * unlock_power))
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to_chat(user, "<span class='warning'>You accidently break \the [holder]'s lock with \the [I]!</span>")
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status |= LOCK_BROKEN
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else
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to_chat(user, "<span class='warning'>You fail to pick open \the [holder].</span>")
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return 0
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30
code/modules/lock/lock_construct.dm
Normal file
30
code/modules/lock/lock_construct.dm
Normal file
@@ -0,0 +1,30 @@
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/obj/item/weapon/material/lock_construct
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name = "lock"
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desc = "A crude but useful lock and bolt."
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icon = 'icons/obj/storage.dmi'
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icon_state = "largebinemag"
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w_class = 1
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var/lock_data
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/obj/item/weapon/material/lock_construct/New()
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..()
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force = 0
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throwforce = 0
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lock_data = generateRandomString(round(material.integrity/50))
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/obj/item/weapon/material/lock_construct/attackby(var/obj/item/I, var/mob/user)
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if(istype(I,/obj/item/weapon/key))
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var/obj/item/weapon/key/K = I
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if(!K.key_data)
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to_chat(user, "<span class='notice'>You fashion \the [I] to unlock \the [src]</span>")
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K.key_data = lock_data
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else
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to_chat(user, "<span class='warning'>\The [I] already unlocks something.</span>")
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return
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..()
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/obj/item/weapon/material/lock_construct/proc/create_lock(var/atom/target, var/mob/user)
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. = new /datum/lock(target,lock_data)
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user.drop_from_inventory(src,user)
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user.visible_message("<span class='notice'>\The [user] attaches \the [src] to \the [target].</span>")
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qdel(src)
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@@ -13,11 +13,12 @@
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recipes += new/datum/stack_recipe("[display_name] armor plate", /obj/item/weapon/material/armor_plating, 3, time = 20, on_floor = 1, supplied_material = "[name]")
|
||||
|
||||
if(integrity>=50)
|
||||
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] door", /obj/structure/simple_door, 10, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] barricade", /obj/structure/barricade, 5, time = 50, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] stool", /obj/item/weapon/stool, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] chair", /obj/structure/bed/chair, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] bed", /obj/structure/bed, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
recipes += new/datum/stack_recipe("[display_name] lock",/obj/item/weapon/material/lock_construct, 1, time = 20, one_per_turf = 0, on_floor = 1, supplied_material = "[name]")
|
||||
if(hardness>=10)
|
||||
recipes += new/datum/stack_recipe("[display_name] ashtray", /obj/item/weapon/material/ashtray, 2, one_per_turf = 1, on_floor = 1, supplied_material = "[name]")
|
||||
if(hardness>50)
|
||||
@@ -44,6 +45,7 @@
|
||||
new/datum/stack_recipe("green comfy chair", /obj/structure/bed/chair/comfy/green, 2, one_per_turf = 1, on_floor = 1), \
|
||||
))
|
||||
|
||||
recipes += new/datum/stack_recipe("key", /obj/item/weapon/key, 1, time = 10, one_per_turf = 0, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("table frame", /obj/structure/table, 1, time = 10, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("custodial cart", /obj/structure/janitorialcart, 15, time = 120, one_per_turf = 1, on_floor = 1)
|
||||
recipes += new/datum/stack_recipe("rack", /obj/structure/table/rack, 1, time = 5, one_per_turf = 1, on_floor = 1)
|
||||
|
||||
@@ -114,6 +114,8 @@ var/list/name_to_material
|
||||
var/tableslam_noise = 'sound/weapons/tablehit1.ogg'
|
||||
// Noise made when a simple door made of this material opens or closes.
|
||||
var/dooropen_noise = 'sound/effects/stonedoor_openclose.ogg'
|
||||
// Noise made when you hit structure made of this material.
|
||||
var/hitsound = 'sound/weapons/genhit.ogg'
|
||||
// Path to resulting stacktype. Todo remove need for this.
|
||||
var/stack_type
|
||||
// Wallrot crumble message.
|
||||
@@ -280,6 +282,7 @@ var/list/name_to_material
|
||||
conductivity = 1
|
||||
shard_type = SHARD_SHARD
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hitsound = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 100
|
||||
stack_origin_tech = list(TECH_MATERIAL = 6)
|
||||
golem = "Diamond Golem"
|
||||
@@ -384,6 +387,7 @@ var/list/name_to_material
|
||||
icon_reinf = "reinf_over"
|
||||
icon_colour = "#666666"
|
||||
golem = "Steel Golem"
|
||||
hitsound = 'sound/weapons/smash.ogg'
|
||||
|
||||
/material/diona
|
||||
name = "biomass"
|
||||
@@ -420,6 +424,7 @@ var/list/name_to_material
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = 3750, "platinum" = 3750) //todo
|
||||
golem = "Plasteel Golem"
|
||||
hitsound = 'sound/weapons/smash.ogg'
|
||||
|
||||
/material/plasteel/titanium
|
||||
name = "titanium"
|
||||
@@ -636,6 +641,7 @@ var/list/name_to_material
|
||||
sheet_singular_name = "ingot"
|
||||
sheet_plural_name = "ingots"
|
||||
golem = "Iron Golem"
|
||||
hitsound = 'sound/weapons/smash.ogg'
|
||||
|
||||
// Adminspawn only, do not let anyone get this.
|
||||
/material/voxalloy
|
||||
@@ -677,6 +683,7 @@ var/list/name_to_material
|
||||
sheet_singular_name = "plank"
|
||||
sheet_plural_name = "planks"
|
||||
golem = "Wood Golem"
|
||||
hitsound = 'sound/effects/woodhit.ogg'
|
||||
|
||||
/material/rust
|
||||
name = "rust"
|
||||
|
||||
@@ -1513,6 +1513,24 @@
|
||||
var/obj/effect/golemrune/Z = new /obj/effect/golemrune
|
||||
Z.forceMove(get_turf(holder.my_atom))
|
||||
|
||||
/datum/chemical_reaction/soap_key
|
||||
name = "Soap Key"
|
||||
id = "skey"
|
||||
result = null
|
||||
required_reagents = list("triglyceride" = 2, "water" = 2, "cleaner" = 3)
|
||||
var/strength = 3
|
||||
|
||||
/datum/chemical_reaction/soap_key/can_happen(var/datum/reagents/holder)
|
||||
if(holder.my_atom && istype(holder.my_atom, /obj/item/weapon/soap))
|
||||
return ..()
|
||||
return 0
|
||||
|
||||
/datum/chemical_reaction/soap_key/on_reaction(var/datum/reagents/holder)
|
||||
var/obj/item/weapon/soap/S = holder.my_atom
|
||||
if(S.key_data)
|
||||
var/obj/item/weapon/key/soap/key = new(get_turf(holder.my_atom), S.key_data)
|
||||
key.uses = strength
|
||||
..()
|
||||
|
||||
/*
|
||||
====================
|
||||
|
||||
7
html/changelogs/alberyk-lock.yml
Normal file
7
html/changelogs/alberyk-lock.yml
Normal file
@@ -0,0 +1,7 @@
|
||||
author: Alberyk
|
||||
|
||||
delete-after: True
|
||||
|
||||
changes:
|
||||
- rscadd: "Ported key and lock from baystation, you can place them in regular material doors to lock them."
|
||||
- bugfix: "Fixed material doors being nearly indestructible."
|
||||
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|
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Reference in New Issue
Block a user