mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-31 20:42:27 +00:00
* Base work for the unathi robot subspecies. * Adds metabolism species, kidney vars, and the robot unathi organs. * Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here. * First autakh implant power. * Fixes the organs action button this time. * Finishes more implants, and interactions with flashs and vaurca. * Prepare for great changes. * Drops the real bomb, boss. * He who fights with monsters. * Far more work into augments and limb removing powers. * Limb verbs should be good now. * A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case. * Probably the last work on implants. * Some extra touches. * Some tweaks to the species. * More fixes and adds kyre's sprites. * More runtime fixes. * Fixes the species name too. * Fixes travis. * Updates this file too to work with the new tools procs. * Adds changelog * Fixed changelog. * Unathi hair and lore description. * Some tweaks to this too. * Locks away them for now, they will be released after we got all the events and etc done. * Changes this chemical. * Fixes an airlock runtime. * Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning. * Organs removal changes; can't take out the organ if it is too damage. * Restricts them back again. * Robotic organs now have the proper icons and names. * Adds sprites for their organs and some extra tweaks. * Fixes this missing icon. * emp should also now hurt assited organs. * Tweaks more organ related things. * Fixes the head not being properly set as well. * Fixes their flags. * fixes the flag for real this time. * Poze's review. * Changes the au'takh organ buttons to don't be animated. * Helps with adminbus or something. * Fowl's requested changes. * Fixes a typo. * Robotic limb's brute and burn mods are now controlled by the limb model. * Fowl's changes once more. * Stops some spam. * More grammar. * No eal. * Skull's review.
333 lines
10 KiB
Plaintext
333 lines
10 KiB
Plaintext
/obj/structure/girder
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = ABOVE_CABLE_LAYER
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w_class = 5
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var/state = 0
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var/health = 200
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var/cover = 50 //how much cover the girder provides against projectiles.
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var/material/reinf_material
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var/reinforcing = 0
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/obj/structure/girder/displaced
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icon_state = "displaced"
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anchored = 0
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health = 50
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cover = 25
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/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
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if(!damage || !wallbreaker)
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return 0
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user.do_attack_animation(src)
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visible_message("<span class='danger'>[user] [attack_message] the [src]!</span>")
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spawn(1) dismantle()
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return 1
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/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
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//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
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if(Proj.original != src && !prob(cover))
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return PROJECTILE_CONTINUE //pass through
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var/damage = Proj.get_structure_damage()
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if(!damage)
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return
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if(!istype(Proj, /obj/item/projectile/beam))
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damage *= 0.4 //non beams do reduced damage
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health -= damage
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..()
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if(health <= 0)
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dismantle()
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return
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/obj/structure/girder/proc/reset_girder()
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anchored = 1
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cover = initial(cover)
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health = min(health,initial(health))
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state = 0
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icon_state = initial(icon_state)
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reinforcing = 0
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if(reinf_material)
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reinforce_girder()
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
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if(W.iswrench() && state == 0)
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if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You dissasembled the girder!</span>"
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dismantle()
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else if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now securing the girder...</span>"
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if(do_after(user, 40))
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user << "<span class='notice'>You secured the girder!</span>"
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reset_girder()
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/energy))
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var/obj/item/weapon/melee/energy/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/chainsword))
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var/obj/item/weapon/melee/chainsword/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,60))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "<span class='notice'>You drill through the girder!</span>"
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dismantle()
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else if(W.isscrewdriver())
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if(state == 2)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now unsecuring support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You unsecured the support struts!</span>"
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state = 1
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else if(anchored && !reinf_material)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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reinforcing = !reinforcing
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user << "<span class='notice'>\The [src] can now be [reinforcing? "reinforced" : "constructed"]!</span>"
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else if(W.iswirecutter() && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user << "<span class='notice'>Now removing support struts...</span>"
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if(do_after(user,40))
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if(!src) return
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user << "<span class='notice'>You removed the support struts!</span>"
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reinf_material.place_dismantled_product(get_turf(src))
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reinf_material = null
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reset_girder()
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else if(W.iscrowbar() && state == 0 && anchored)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user << "<span class='notice'>Now dislodging the girder...</span>"
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You dislodged the girder!</span>"
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icon_state = "displaced"
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anchored = 0
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health = 50
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cover = 25
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else if(istype(W, /obj/item/stack/material))
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if(reinforcing && !reinf_material)
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if(!reinforce_with_material(W, user))
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return ..()
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else
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if(!construct_wall(W, user))
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return ..()
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else
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return ..()
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/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to construct a wall.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M))
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return 0
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var/wall_fake
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add_hiddenprint(usr)
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if(M.integrity < 50)
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user << "<span class='notice'>This material is too soft for use in wall construction.</span>"
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return 0
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user << "<span class='notice'>You begin adding the plating...</span>"
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if(!do_after(user,40) || !S.use(2))
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return 1 //once we've gotten this far don't call parent attackby()
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if(anchored)
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user << "<span class='notice'>You added the plating!</span>"
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else
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user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
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wall_fake = 1
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src)
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T.set_material(M, reinf_material)
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if(wall_fake)
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T.can_open = 1
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T.add_hiddenprint(usr)
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qdel(src)
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return 1
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/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
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if(reinf_material)
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user << "<span class='notice'>\The [src] is already reinforced.</span>"
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return 0
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if(S.get_amount() < 2)
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user << "<span class='notice'>There isn't enough material here to reinforce the girder.</span>"
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return 0
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var/material/M = name_to_material[S.default_type]
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if(!istype(M) || M.integrity < 50)
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user << "You cannot reinforce \the [src] with that; it is too soft."
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return 0
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user << "<span class='notice'>Now reinforcing...</span>"
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if (!do_after(user,40) || !S.use(2))
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return 1 //don't call parent attackby() past this point
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user << "<span class='notice'>You added reinforcement!</span>"
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reinf_material = M
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reinforce_girder()
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return 1
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/obj/structure/girder/proc/reinforce_girder()
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cover = reinf_material.hardness
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health = 500
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state = 2
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icon_state = "reinforced"
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reinforcing = 0
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/obj/structure/girder/proc/dismantle()
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new /obj/item/stack/material/steel(get_turf(src))
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new /obj/item/stack/material/steel(get_turf(src))
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qdel(src)
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/obj/structure/girder/attack_hand(mob/user as mob)
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if (HULK in user.mutations)
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visible_message("<span class='danger'>[user] smashes [src] apart!</span>")
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dismantle()
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return
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return ..()
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/obj/structure/girder/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if (prob(30))
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dismantle()
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return
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else
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health -= rand(60,180)
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if(3.0)
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if (prob(5))
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dismantle()
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return
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else
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health -= rand(40,80)
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else
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if(health <= 0)
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dismantle()
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return
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/obj/structure/girder/cult
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icon= 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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health = 250
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cover = 70
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appearance_flags = NO_CLIENT_COLOR
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/obj/structure/girder/cult/dismantle()
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new /obj/effect/decal/remains/human(get_turf(src))
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qdel(src)
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/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
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if(W.iswrench())
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user << "<span class='notice'>Now disassembling the girder...</span>"
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if(do_after(user,40))
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user << "<span class='notice'>You dissasembled the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "<span class='notice'>You drill through the girder!</span>"
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new /obj/effect/decal/remains/human(get_turf(src))
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/energy))
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var/obj/item/weapon/melee/energy/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/chainsword))
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var/obj/item/weapon/melee/chainsword/WT = W
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,60))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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/obj/structure/girder/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (!mover)
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return 1
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if(istype(mover,/obj/item/projectile) && density)
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if (prob(50))
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return 1
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else
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return 0
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else if(mover.checkpass(PASSTABLE))
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//Animals can run under them, lots of empty space
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return 1
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return ..() |