mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-24 16:22:34 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
345 lines
11 KiB
Plaintext
345 lines
11 KiB
Plaintext
//Interactions
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/turf/simulated/wall/proc/toggle_open(var/mob/user)
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if(can_open == WALL_OPENING)
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return
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if(density)
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can_open = WALL_OPENING
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//flick("[material.icon_base]fwall_opening", src)
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sleep(15)
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density = 0
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set_opacity(0)
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update_icon()
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set_light(0)
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else
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can_open = WALL_OPENING
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//flick("[material.icon_base]fwall_closing", src)
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density = 1
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set_opacity(1)
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update_icon()
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sleep(15)
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set_light(1)
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can_open = WALL_CAN_OPEN
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update_icon()
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/turf/simulated/wall/proc/fail_smash(var/mob/user, var/multiplier = 1)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN*2.5)
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user << "<span class='danger'>You smash against the wall!</span>"
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user.do_attack_animation(src)
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take_damage(rand(60,135)*multiplier)
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return 1
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/turf/simulated/wall/proc/success_smash(var/mob/user)
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user << "<span class='danger'>You smash through the wall!</span>"
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user.do_attack_animation(src)
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spawn(1)
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dismantle_wall(1)
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return 1
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/turf/simulated/wall/proc/try_touch(var/mob/user, var/rotting)
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if(rotting)
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if(reinf_material)
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user << "<span class='danger'>\The [reinf_material.display_name] feels porous and crumbly.</span>"
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else
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user << "<span class='danger'>\The [material.display_name] crumbles under your touch!</span>"
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dismantle_wall()
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return 1
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if(..()) return 1
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if(!can_open)
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user << "<span class='notice'>You push the wall, but nothing happens.</span>"
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playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
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else
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toggle_open(user)
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return 0
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/turf/simulated/wall/attack_hand(var/mob/user)
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radiate()
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add_fingerprint(user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
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if (HULK in user.mutations)
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if (rotting || !prob(material.hardness))
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success_smash(user)
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else
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fail_smash(user, 2)
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return 1
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try_touch(user, rotting)
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/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
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radiate()
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var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
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if(!damage || !wallbreaker)
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try_touch(user, rotting)
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return
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if(rotting)
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return success_smash(user)
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if(reinf_material)
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if((wallbreaker == 2) && (damage >= max(material.hardness,reinf_material.hardness)))
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return success_smash(user)
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else if(damage >= material.hardness)
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return success_smash(user)
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return fail_smash(user, wallbreaker)
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/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if (!user.)
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return
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//get the user's location
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if(!istype(user.loc, /turf)) return //can't do this stuff whilst inside objects and such
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if(W)
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radiate()
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if(is_hot(W))
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burn(is_hot(W))
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if(locate(/obj/effect/overlay/wallrot) in src)
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if(istype(W, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = W
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if( WT.remove_fuel(0,user) )
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user << "<span class='notice'>You burn away the fungi with \the [WT].</span>"
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playsound(src, 'sound/items/Welder.ogg', 10, 1)
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for(var/obj/effect/overlay/wallrot/WR in src)
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qdel(WR)
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return
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else if(!is_sharp(W) && W.force >= 10 || W.force >= 20)
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user << "<span class='notice'>\The [src] crumbles away under the force of your [W.name].</span>"
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src.dismantle_wall(1)
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return
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//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
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if(thermite)
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if( istype(W, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = W
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if( WT.remove_fuel(0,user) )
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thermitemelt(user)
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return
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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thermitemelt(user)
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return
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else if( istype(W, /obj/item/weapon/melee/energy/blade) )
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var/obj/item/weapon/melee/energy/blade/EB = W
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spark(EB, 5)
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user << "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>"
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playsound(src, "sparks", 50, 1)
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playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
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thermitemelt(user)
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return
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var/turf/T = user.loc //get user's location for delay checks
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if(damage && istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.isOn())
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return
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if(WT.remove_fuel(0,user))
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user << "<span class='notice'>You start repairing the damage to [src].</span>"
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, max(5, damage / 5)) && WT && WT.isOn())
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user << "<span class='notice'>You finish repairing the damage to [src].</span>"
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take_damage(-damage)
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else
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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return
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// Basic dismantling.
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if(isnull(construction_stage) || !reinf_material)
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var/cut_delay = 60 - material.cut_delay
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var/dismantle_verb
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var/dismantle_sound
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if(istype(W,/obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.isOn())
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return
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if(!WT.remove_fuel(0,user))
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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dismantle_verb = "cutting"
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dismantle_sound = 'sound/items/Welder.ogg'
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cut_delay *= 0.7
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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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dismantle_sound = "sparks"
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dismantle_verb = "slicing"
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cut_delay *= 0.5
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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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dismantle_sound = "sparks"
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dismantle_verb = "slicing"
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cut_delay *= 0.5
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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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dismantle_sound = "sound/weapons/chainsawhit.ogg"
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dismantle_verb = "slicing"
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cut_delay *= 0.8
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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))
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var/obj/item/weapon/pickaxe/P = W
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dismantle_verb = P.drill_verb
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dismantle_sound = P.drill_sound
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cut_delay -= P.digspeed
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if(dismantle_verb)
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user << "<span class='notice'>You begin [dismantle_verb] through the outer plating.</span>"
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if(dismantle_sound)
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playsound(src, dismantle_sound, 100, 1)
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if(cut_delay<0)
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cut_delay = 0
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if(!do_after(user,cut_delay))
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return
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//This prevents runtime errors if someone clicks the same wall more than once
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if (!istype(src, /turf/simulated/wall))
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return
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user << "<span class='notice'>You remove the outer plating.</span>"
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dismantle_wall()
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user.visible_message("<span class='warning'>The wall was torn open by [user]!</span>")
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return
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//Reinforced dismantling.
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else
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switch(construction_stage)
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if(6)
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if (istype(W, /obj/item/weapon/wirecutters))
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playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
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construction_stage = 5
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new /obj/item/stack/rods( src )
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user << "<span class='notice'>You cut the outer grille.</span>"
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update_icon()
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return
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if(5)
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if (istype(W, /obj/item/weapon/screwdriver))
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user << "<span class='notice'>You begin removing the support lines.</span>"
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playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
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if(!do_after(user,40) || !istype(src, /turf/simulated/wall) || construction_stage != 5)
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return
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construction_stage = 4
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update_icon()
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user << "<span class='notice'>You remove the support lines.</span>"
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return
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else if( istype(W, /obj/item/stack/rods) )
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var/obj/item/stack/O = W
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if(O.get_amount()>0)
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O.use(1)
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construction_stage = 6
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update_icon()
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user << "<span class='notice'>You replace the outer grille.</span>"
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return
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if(4)
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var/cut_cover
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if(istype(W,/obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.isOn())
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return
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if(WT.remove_fuel(0,user))
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cut_cover=1
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else
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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else if (istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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cut_cover = 1
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if(cut_cover)
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user << "<span class='notice'>You begin slicing through the metal cover.</span>"
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(!do_after(user, 60) || !istype(src, /turf/simulated/wall) || construction_stage != 4)
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return
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construction_stage = 3
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update_icon()
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user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
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return
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if(3)
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if (istype(W, /obj/item/weapon/crowbar))
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user << "<span class='notice'>You struggle to pry off the cover.</span>"
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playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
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if(!do_after(user,100) || !istype(src, /turf/simulated/wall) || construction_stage != 3)
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return
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construction_stage = 2
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update_icon()
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user << "<span class='notice'>You pry off the cover.</span>"
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return
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if(2)
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if (istype(W, /obj/item/weapon/wrench))
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user << "<span class='notice'>You start loosening the anchoring bolts which secure the support rods to their frame.</span>"
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playsound(src, 'sound/items/Ratchet.ogg', 100, 1)
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if(!do_after(user,40) || !istype(src, /turf/simulated/wall) || construction_stage != 2)
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return
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construction_stage = 1
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update_icon()
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user << "<span class='notice'>You remove the bolts anchoring the support rods.</span>"
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return
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if(1)
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var/cut_cover
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if( WT.remove_fuel(0,user) )
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cut_cover=1
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else
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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cut_cover = 1
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if(cut_cover)
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user << "<span class='notice'>You begin slicing through the support rods.</span>"
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(!do_after(user,70) || !istype(src, /turf/simulated/wall) || construction_stage != 1)
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return
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construction_stage = 0
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update_icon()
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new /obj/item/stack/rods(src)
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user << "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>"
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return
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if(0)
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if(istype(W, /obj/item/weapon/crowbar))
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user << "<span class='notice'>You struggle to pry off the outer sheath.</span>"
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playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
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sleep(100)
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if(!istype(src, /turf/simulated/wall) || !user || !W || !T ) return
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if(user.loc == T && user.get_active_hand() == W )
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user << "<span class='notice'>You pry off the outer sheath.</span>"
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dismantle_wall()
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return
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if(istype(W,/obj/item/frame))
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var/obj/item/frame/F = W
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F.try_build(src)
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return
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else if(!istype(W,/obj/item/weapon/rcd) && !istype(W, /obj/item/weapon/reagent_containers))
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return attack_hand(user)
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