Files
Aurora.3/code/game/objects/structures/plasticflaps.dm
Cody Brittain ddb14f4036 Planes & Layers part 1: The Re-Layering Redux (#18741)
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.

Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.

This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-04-01 14:50:27 +00:00

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/obj/structure/plasticflaps //HOW DO YOU CALL THOSE THINGS ANYWAY
name = "\improper plastic flaps"
desc = "Completely impassable - or are they?"
icon = 'icons/obj/structure/plasticflaps.dmi'
icon_state = "plasticflaps_preview"
density = 0
anchored = 1
layer = ABOVE_HUMAN_LAYER
explosion_resistance = 5
build_amt = 4
color = COLOR_GRAY20 // ideally this would get_step() the material color from nearby walls but this works for now.
atmos_canpass = CANPASS_PROC
var/manipulating = FALSE //Prevents queueing up a ton of deconstructs
var/list/mobs_can_pass = list(
/mob/living/carbon/slime,
/mob/living/simple_animal/rat,
/mob/living/silicon/robot/drone
)
var/airtight = FALSE
/obj/structure/plasticflaps/Initialize()
. = ..()
material = SSmaterials.get_material_by_name(MATERIAL_PLASTIC)
update_icon()
/obj/structure/plasticflaps/update_icon()
. = ..()
icon_state = "plasticflaps"
var/image/plasticflaps_overlay = overlay_image(icon, "plasticflaps_overlay", null, RESET_COLOR)
if(dir == WEST || dir == EAST)
plasticflaps_overlay.pixel_y = -13
add_overlay(plasticflaps_overlay)
/obj/structure/plasticflaps/Destroy()
cut_overlays()
if(airtight)
clear_airtight()
. = ..()
/obj/structure/plasticflaps/proc/become_airtight()
airtight = TRUE
var/turf/simulated/floor/T = get_turf(loc)
if(istype(T))
update_nearby_tiles()
/obj/structure/plasticflaps/proc/clear_airtight()
airtight = FALSE
var/turf/simulated/floor/T = get_turf(loc)
if(istype(T))
update_nearby_tiles()
/obj/structure/plasticflaps/c_airblock()
if(airtight)
return AIR_BLOCKED
return FALSE
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
if(istype(A) && A.checkpass(PASSGLASS))
return prob(60)
var/obj/structure/bed/B = A
if (istype(A, /obj/structure/bed) && B.buckled)//if it's a bed/chair and someone is buckled, it will not pass
return 0
if(istype(A, /obj/vehicle)) //no vehicles
return 0
//Bots can always pass
if(isbot(A))
return TRUE
var/mob/living/M = A
if(istype(M))
if(M.lying)
return ..()
for(var/mob_type in mobs_can_pass)
if(istype(A, mob_type))
return ..()
return issmall(M)
return ..()
/obj/structure/plasticflaps/ex_act(severity)
switch(severity)
if (1)
qdel(src)
if (2)
if (prob(50))
qdel(src)
if (3)
if (prob(5))
qdel(src)
/obj/structure/plasticflaps/attackby(obj/item/attacking_item, mob/user)
if(manipulating) return
if(attacking_item.iswirecutter() || attacking_item.sharp && !attacking_item.noslice)
manipulating = TRUE
visible_message(SPAN_NOTICE("[user] begins cutting down \the [src]."),
SPAN_NOTICE("You begin cutting down \the [src]."))
if(!attacking_item.use_tool(src, user, 30, volume = 50))
manipulating = FALSE
return
visible_message(SPAN_NOTICE("[user] cuts down \the [src]."), SPAN_NOTICE("You cut down \the [src]."))
dismantle()
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
airtight = TRUE
/obj/structure/plasticflaps/mining/Initialize()
. = ..()
update_nearby_tiles()
//Airtight plastic flaps made for the kitchen freezer, blocks atmos but not movement
/obj/structure/plasticflaps/airtight
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
airtight = TRUE
/obj/structure/plasticflaps/airtight/Initialize()
. = ..()
update_nearby_tiles()
/obj/structure/plasticflaps/airtight/CanPass(atom/A, turf/T)
return 1//Blocks nothing except air