mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-10 09:22:05 +00:00
Extends and reworks how various extended information text (desc_info, desc_build, desc_upgrades) are handled to make object interactions and mechanics A.) much more clearly documented in-game and B.) much easier to support from the back-end. Almost certainly a candidate for test merge. Assembly/Disassembly instructions are noticeably sporadic, largely due to our current lack of a unified framework. That's a future thing I'd like to attack so that it can be handled programmatically, but for now I only targeted the biggest culprits as I came across them. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
420 lines
13 KiB
Plaintext
420 lines
13 KiB
Plaintext
/obj/structure/girder
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desc = "The basic building block of all walls."
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = BELOW_OBJ_LAYER
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w_class = WEIGHT_CLASS_HUGE
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obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
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pass_flags_self = PASSTABLE
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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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build_amt = 2
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var/material/reinf_material
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var/reinforcing = 0
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var/plating = FALSE
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/obj/structure/girder/condition_hints(mob/user, distance, is_adjacent)
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. += ..()
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var/state
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var/current_damage = health / initial(health)
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switch(current_damage)
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if(0 to 0.2)
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state = SPAN_DANGER("The support struts are collapsing!")
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if(0.2 to 0.4)
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state = SPAN_WARNING("The support struts are warped!")
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if(0.4 to 0.8)
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state = SPAN_NOTICE("The support struts are dented, but holding together.")
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if(0.8 to 1)
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state = SPAN_NOTICE("The support struts look completely intact.")
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. += state
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/obj/structure/girder/mechanics_hints()
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. = list()
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. += ..()
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if (state == 0 && anchored)
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. += SPAN_NOTICE("It could be <b>pried</b> to subtly displace it to build a fake wall.")
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return .
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/obj/structure/girder/assembly_hints()
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. = list()
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. += ..()
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if (health < initial(health))
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. += "It could be repaired with a few choice <b>welds</b>."
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if (anchored)
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if (!reinf_material && !reinforcing)
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. += "It could be prepared for reinforcement with some <b>screws</b>."
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if (reinforcing)
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. += "It could be given reinforced plating with some <b>plasteel sheets</b>."
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if (!plating)
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. += "It could be given basic plating with some <b>steel sheets</b>."
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// Anchor state
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. += "It [anchored ? "is" : "could be"] anchored to the floor with some <b>bolts</b>."
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return .
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/obj/structure/girder/disassembly_hints()
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. = list()
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. += ..()
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// Reinf wall deconstruction.
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if (state == 2)
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. += "Its support struts have been securely <b>screwed<b/> into place."
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else if (state == 1)
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. += "Its unsecured support struts could be <b>cut</b> out."
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if (!anchored)
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. += "It is held together by a couple of <b>bolts</b>; a heavy <b>cutting</b> tool might also take it apart."
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/obj/structure/girder/displaced
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name = "displaced girder"
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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/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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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(hitting_projectile.original != src && !prob(cover))
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return BULLET_ACT_HIT //pass through
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var/damage = hitting_projectile.get_structure_damage()
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if(!damage)
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return BULLET_ACT_BLOCK
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if(!istype(hitting_projectile, /obj/projectile/beam))
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damage *= 0.4 //non beams do reduced damage
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take_damage(damage)
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return ..()
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/obj/structure/girder/proc/take_damage(var/damage)
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health -= damage
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if(health <= 0)
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visible_message(SPAN_WARNING("\The [src] falls apart!"))
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dismantle()
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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/attacking_item, mob/user)
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if(attacking_item.iswrench() && state == 0)
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if(anchored && !reinf_material)
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to_chat(user, SPAN_NOTICE("Now disassembling the girder..."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You dissasembled the girder!"))
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dismantle()
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else if(!anchored)
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to_chat(user, SPAN_NOTICE("Now securing the girder..."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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to_chat(user, SPAN_NOTICE("You secured the girder!"))
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reset_girder()
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else if(istype(attacking_item, /obj/item/gun/energy/plasmacutter))
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var/obj/item/gun/energy/plasmacutter/PC = attacking_item
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to_chat(user, SPAN_NOTICE("You start lining up \the [PC] to the joints of \the [src]..."))
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if(do_after(user, 2 SECONDS))
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if(!src)
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return
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playsound(loc, PC.fire_sound, 100, 1)
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to_chat(user, SPAN_NOTICE("You blast apart the girder!"))
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attacking_item.use_resource(user, 1)
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dismantle()
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else if(istype(attacking_item, /obj/item/melee/energy))
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var/obj/item/melee/energy/WT = attacking_item
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if(WT.active)
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else
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to_chat(user, SPAN_NOTICE("You need to activate the weapon to do that!"))
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return
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else if(istype(attacking_item, /obj/item/melee/energy/blade))
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else if(istype(attacking_item, /obj/item/melee/chainsword))
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var/obj/item/melee/chainsword/WT = attacking_item
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if(WT.active)
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(WT.use_tool(src, user, 60, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else
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to_chat(user, SPAN_NOTICE("You need to activate the weapon to do that!"))
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return
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else if(istype(attacking_item, /obj/item/pickaxe/diamonddrill))
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to_chat(user, SPAN_NOTICE("You drill through the girder!"))
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dismantle()
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else if(istype(attacking_item, /obj/item/melee/arm_blade/))
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(do_after(user,150))
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if(!src)
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return
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else if(attacking_item.isscrewdriver())
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if(state == 2)
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to_chat(user, SPAN_NOTICE("Now unsecuring support struts..."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src)
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return
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to_chat(user, SPAN_NOTICE("You unsecured the support struts!"))
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state = 1
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else if(anchored && !reinf_material)
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attacking_item.play_tool_sound(get_turf(src), 50)
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reinforcing = !reinforcing
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to_chat(user, SPAN_NOTICE("\The [src] can now be [reinforcing? "reinforced" : "constructed"]!"))
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return
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else if(attacking_item.iswirecutter() && state == 1)
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to_chat(user, SPAN_NOTICE("Now removing support struts..."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You removed the support struts!"))
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reinf_material = null
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reset_girder()
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else if(attacking_item.iscrowbar() && state == 0 && anchored)
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to_chat(user, SPAN_NOTICE("Now dislodging the girder..."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You dislodged the girder!"))
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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(attacking_item, /obj/item/stack/material))
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if(reinforcing && !reinf_material)
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if(!reinforce_with_material(attacking_item, user))
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return ..()
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else
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if(!construct_wall(attacking_item, user))
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return ..()
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else if(attacking_item.force)
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var/damage_to_deal = attacking_item.force
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var/weaken = 0
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if(reinf_material)
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weaken += reinf_material.integrity * 3 //Since girders don't have a secondary material, buff 'em up a bit.
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weaken /= 100
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user.do_attack_animation(src)
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playsound(src, 'sound/weapons/smash.ogg', 50)
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if(damage_to_deal > weaken && (damage_to_deal > MIN_DAMAGE_TO_HIT))
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damage_to_deal -= weaken
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visible_message(SPAN_WARNING("[user] strikes \the [src] with \the [attacking_item], [is_sharp(attacking_item) ? "slicing" : "denting"] a support rod!"))
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take_damage(damage_to_deal)
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else
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visible_message(SPAN_WARNING("[user] strikes \the [src] with \the [attacking_item], but it bounces off!"))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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return
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return ..()
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/obj/structure/girder/proc/construct_wall(obj/item/stack/material/mat_stack, mob/user)
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if(mat_stack.get_amount() < 2)
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to_chat(user, SPAN_NOTICE("There isn't enough material here to construct a wall."))
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return 0
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var/material/material = SSmaterials.get_material_by_name(mat_stack.default_type)
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if(!istype(material))
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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(material.integrity < 50)
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to_chat(user, SPAN_NOTICE("This material is too soft for use in wall construction."))
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return 0
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if(!plating)
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to_chat(user, SPAN_NOTICE("You begin adding the plating..."))
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plating = TRUE
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else
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return TRUE
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if(!do_after(user,40) || !mat_stack.use(2))
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plating = FALSE
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return 1 //once we've gotten this far don't call parent attackby()
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plating = FALSE
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if(anchored)
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to_chat(user, SPAN_NOTICE("You added the plating!"))
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else
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to_chat(user, SPAN_NOTICE("You create a false wall! Push on it to open or close the passage."))
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wall_fake = 1
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var/turf/Tsrc = get_turf(src)
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var/original_type = Tsrc.type
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Tsrc.ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = Tsrc
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T.under_turf = original_type
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T.set_material(material, 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/mat_stack, mob/user) //if the verb is removed this can be renamed.
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if(reinf_material)
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to_chat(user, SPAN_NOTICE("\The [src] is already reinforced."))
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return 0
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if(mat_stack.get_amount() < 2)
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to_chat(user, SPAN_NOTICE("There isn't enough material here to reinforce the girder."))
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return 0
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var/material/material = SSmaterials.get_material_by_name(mat_stack.default_type)
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if(!istype(material) || material.integrity < 50)
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to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
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return 0
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to_chat(user, SPAN_NOTICE("Now reinforcing..."))
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if (!do_after(user,40) || !mat_stack.use(2))
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return 1 //don't call parent attackby() past this point
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to_chat(user, SPAN_NOTICE("You added reinforcement!"))
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reinf_material = material
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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/attack_hand(mob/user as mob)
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if((user.mutations & HULK))
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visible_message(SPAN_DANGER("[user] smashes [src] apart!"))
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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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if(health <= 0)
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dismantle()
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return
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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 FALSE
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user.do_attack_animation(src)
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visible_message(SPAN_DANGER("[user] [attack_message] \the [src]!"))
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dismantle()
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return TRUE
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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/attacking_item, mob/user)
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if(attacking_item.iswrench())
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to_chat(user, SPAN_NOTICE("Now disassembling the girder..."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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to_chat(user, SPAN_NOTICE("You dissasembled the girder!"))
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dismantle()
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else if(istype(attacking_item, /obj/item/gun/energy/plasmacutter))
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else if(istype(attacking_item, /obj/item/pickaxe/diamonddrill))
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to_chat(user, SPAN_NOTICE("You drill through the girder!"))
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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(attacking_item, /obj/item/melee/energy))
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var/obj/item/melee/energy/WT = attacking_item
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if(WT.active)
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else
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to_chat(user, SPAN_NOTICE("You need to activate the weapon to do that!"))
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return
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else if(istype(attacking_item, /obj/item/melee/energy/blade))
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(attacking_item.use_tool(src, user, 30, volume = 50))
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else if(istype(attacking_item, /obj/item/melee/chainsword))
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var/obj/item/melee/chainsword/WT = attacking_item
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if(WT.active)
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to_chat(user, SPAN_NOTICE("Now slicing apart the girder..."))
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if(WT.use_tool(src, user, 60, volume = 50))
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to_chat(user, SPAN_NOTICE("You slice apart the girder!"))
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dismantle()
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else
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to_chat(user, SPAN_NOTICE("You need to activate the weapon to do that!"))
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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(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover,/obj/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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return ..()
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