Files
Aurora.3/code/game/turfs/simulated/wall_attacks.dm
2021-02-24 16:01:28 +01:00

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//Interactions
/turf/simulated/wall/proc/toggle_open(var/mob/user)
if(can_open == WALL_OPENING)
return
if(density)
can_open = WALL_OPENING
//flick("[material.icon_base]fwall_opening", src)
sleep(15)
density = 0
set_opacity(0)
update_icon()
set_light(0)
else
can_open = WALL_OPENING
//flick("[material.icon_base]fwall_closing", src)
density = 1
set_opacity(1)
update_icon()
sleep(15)
set_light(1)
can_open = WALL_CAN_OPEN
update_icon()
/turf/simulated/wall/proc/fail_smash(var/mob/user, var/multiplier = 1)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN*2.5)
to_chat(user, SPAN_DANGER("You smash against the wall!"))
user.do_attack_animation(src)
take_damage(rand(60,135)*multiplier)
return 1
/turf/simulated/wall/proc/success_smash(var/mob/user)
to_chat(user, SPAN_DANGER("You smash through the wall!"))
user.do_attack_animation(src)
spawn(1)
dismantle_wall(1)
return 1
/turf/simulated/wall/proc/try_touch(var/mob/user, var/rotting)
if(rotting)
if(reinf_material)
to_chat(user, SPAN_WARNING("\The [reinf_material.display_name] feels porous and crumbly."))
else
to_chat(user, SPAN_WARNING("\The [material.display_name] crumbles under your touch!"))
dismantle_wall()
return TRUE
user.visible_message(SPAN_NOTICE("\The [user] starts feeling around and pushing on \the [src]..."), SPAN_NOTICE("You start feeling around and pushing on \the [src]..."))
if(!do_after(user, 30, TRUE, src))
return
if(!can_open)
to_chat(user, SPAN_NOTICE("You push the wall, but nothing happens."))
playsound(src, hitsound, 25, TRUE)
else
toggle_open(user)
return FALSE
/turf/simulated/wall/attack_hand(var/mob/user)
radiate()
add_fingerprint(user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if (HULK in user.mutations)
if (rotting || !prob(material.hardness))
success_smash(user)
else
fail_smash(user, 2)
return 1
if(ishuman(user) && user.a_intent == I_GRAB)
var/mob/living/carbon/human/H = user
var/turf/destination = GetAbove(H)
if(destination)
var/turf/start = get_turf(H)
if(start.CanZPass(H, UP) && destination.CanZPass(H, UP))
H.climb(UP, src)
return
try_touch(user, rotting)
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
radiate()
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if(!damage || !wallbreaker)
try_touch(user, rotting)
return
if(rotting)
return success_smash(user)
if(reinf_material)
if((wallbreaker == 2) && (damage >= max(material.hardness,reinf_material.hardness)))
return success_smash(user)
else if(damage >= material.hardness)
return success_smash(user)
return fail_smash(user, wallbreaker)
/turf/simulated/wall/attackby(obj/item/W, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!user)
to_chat(user, SPAN_WARNING("You don't have the dexterity to do this!"))
return
//get the user's location
if(!istype(user.loc, /turf))
return //can't do this stuff whilst inside objects and such
if(istype(W, /obj/item/plastique))
return
if(W)
radiate()
if(is_hot(W))
burn(is_hot(W))
if(locate(/obj/effect/overlay/wallrot) in src)
if(W.iswelder())
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0,user))
to_chat(user, SPAN_NOTICE("You burn away the fungi with \the [WT]."))
playsound(src, 'sound/items/welder.ogg', 10, 1)
for(var/obj/effect/overlay/wallrot/WR in src)
qdel(WR)
return
else if(W.sharp)
user.visible_message("<b>[user]</b> starts scraping the rot away with \the [W].", SPAN_NOTICE("You start scraping the rot away with \the [W]."))
if(do_after(user, rand(3 SECONDS, 5 SECONDS), TRUE))
user.visible_message("<b>[user]</b> scrapes away the rot with \the [W].", SPAN_NOTICE("You start scraping away the rot with \the [W]."))
playsound(src, W.hitsound, W.get_clamped_volume(), TRUE)
for(var/obj/effect/overlay/wallrot/WR in src)
WR.scrape(user)
return
else if(W.force >= 10)
user.do_attack_animation(src, W)
to_chat(user, SPAN_NOTICE("\The [src] crumbles away under the force of your [W]."))
dismantle_wall(TRUE)
return
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if(thermite)
if(W.isFlameSource())
thermitemelt(user)
return
else if(istype(W, /obj/item/gun/energy/plasmacutter))
thermitemelt(user)
return
else if( istype(W, /obj/item/melee/energy/blade) )
var/obj/item/melee/energy/blade/EB = W
spark(EB, 5)
to_chat(user, SPAN_NOTICE("You slash \the [src] with \the [EB], igniting the thermite!"))
playsound(src, /decl/sound_category/spark_sound, 50, 1)
playsound(src, 'sound/weapons/blade.ogg', 50, 1)
thermitemelt(user)
return
var/turf/T = user.loc //get user's location for delay checks
if(damage && W.iswelder())
var/obj/item/weldingtool/WT = W
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
to_chat(user, SPAN_NOTICE("You start repairing the damage to [src]."))
playsound(src, 'sound/items/welder.ogg', 100, 1)
if(do_after(user, max(5, damage / 5)) && WT && WT.isOn())
to_chat(user, SPAN_NOTICE("You finish repairing the damage to [src]."))
take_damage(-damage)
else
to_chat(user, SPAN_NOTICE("You need more welding fuel to complete this task."))
return
return
// Basic dismantling.
if(isnull(construction_stage) || !reinf_material)
var/cut_delay = 60 - material.cut_delay
var/dismantle_verb
var/dismantle_sound
if(W.iswelder())
var/obj/item/weldingtool/WT = W
if(!WT.isOn())
return
if(!WT.remove_fuel(0,user))
to_chat(user, SPAN_NOTICE("You need more welding fuel to complete this task."))
return
dismantle_verb = "cutting"
dismantle_sound = 'sound/items/welder.ogg'
cut_delay *= 0.7
else if(istype(W, /obj/item/gun/energy/plasmacutter))
var/obj/item/gun/energy/plasmacutter/PC = W
if(PC.check_power_and_message(user))
return
dismantle_sound = PC.fire_sound
dismantle_verb = "slicing"
cut_delay *= 0.8
else if(istype(W,/obj/item/melee/energy))
var/obj/item/melee/energy/WT = W
if(WT.active)
dismantle_sound = /decl/sound_category/spark_sound
dismantle_verb = "slicing"
cut_delay *= 0.5
else
to_chat(user, SPAN_NOTICE("You need to activate the weapon to do that!"))
return
else if(istype(W,/obj/item/melee/energy/blade))
dismantle_sound = /decl/sound_category/spark_sound
dismantle_verb = "slicing"
cut_delay *= 0.5
else if(istype(W,/obj/item/melee/chainsword))
var/obj/item/melee/chainsword/WT = W
if(WT.active)
dismantle_sound = 'sound/weapons/saw/chainsawhit.ogg'
dismantle_verb = "slicing"
cut_delay *= 0.8
else
to_chat(user, SPAN_NOTICE("You need to activate the weapon to do that!"))
return
else if(istype(W,/obj/item/pickaxe))
var/obj/item/pickaxe/P = W
dismantle_verb = P.drill_verb
dismantle_sound = P.drill_sound
cut_delay -= P.digspeed
else if(istype(W,/obj/item/melee/arm_blade/))
dismantle_sound = /decl/sound_category/pickaxe_sound
dismantle_verb = "slicing and stabbing"
cut_delay *= 1.5
if(dismantle_verb)
to_chat(user, SPAN_NOTICE("You begin [dismantle_verb] through the outer plating."))
if(cut_delay<0)
cut_delay = 1
if(!do_after(user,cut_delay/W.toolspeed))
return
//This prevents runtime errors if someone clicks the same wall more than once
if (!istype(src, /turf/simulated/wall))
return
if(dismantle_sound)
playsound(src, dismantle_sound, 100, 1)
W.use_resource(user, 1)
dismantle_wall()
user.visible_message(SPAN_WARNING("The wall was torn open by \the [user]!"), SPAN_NOTICE("You remove the outer plating."))
return
//Reinforced dismantling.
else
switch(construction_stage)
if(6)
if (W.iswirecutter())
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
construction_stage = 5
to_chat(user, SPAN_NOTICE("You cut the outer grille."))
update_icon()
return
if(5)
if (W.isscrewdriver())
to_chat(user, SPAN_NOTICE("You begin removing the support lines."))
playsound(src, W.usesound, 100, 1)
if(!do_after(user,60/W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 5)
return
construction_stage = 4
update_icon()
to_chat(user, SPAN_NOTICE("You remove the support lines."))
return
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/O = W
if(O.get_amount()>0)
O.use(1)
construction_stage = 6
update_icon()
to_chat(user, SPAN_NOTICE("You replace the outer grille."))
return
if(4)
var/cut_cover
if(W.iswelder())
var/obj/item/weldingtool/WT = W
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
cut_cover=1
else
to_chat(user, SPAN_NOTICE("You need more welding fuel to complete this task."))
return
else if (istype(W, /obj/item/gun/energy/plasmacutter))
cut_cover = 1
if(cut_cover)
to_chat(user, SPAN_NOTICE("You begin slicing through the metal cover."))
playsound(src, 'sound/items/welder.ogg', 100, 1)
if(!do_after(user, 60/W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 4)
return
construction_stage = 3
update_icon()
to_chat(user, SPAN_NOTICE("You press firmly on the cover, dislodging it."))
return
if(3)
if (W.iscrowbar())
to_chat(user, SPAN_NOTICE("You struggle to pry off the cover."))
playsound(src, W.usesound, 100, 1)
if(!do_after(user,100/W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 3)
return
construction_stage = 2
update_icon()
to_chat(user, SPAN_NOTICE("You pry off the cover."))
return
if(2)
if (W.iswrench())
to_chat(user, SPAN_NOTICE("You start loosening the anchoring bolts which secure the support rods to their frame."))
playsound(src, W.usesound, 100, 1)
if(!do_after(user,40/W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 2)
return
construction_stage = 1
update_icon()
to_chat(user, SPAN_NOTICE("You remove the bolts anchoring the support rods."))
return
if(1)
var/cut_cover
if(W.iswelder())
var/obj/item/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
cut_cover=1
else
to_chat(user, SPAN_NOTICE("You need more welding fuel to complete this task."))
return
else if(istype(W, /obj/item/gun/energy/plasmacutter))
cut_cover = 1
if(cut_cover)
to_chat(user, SPAN_NOTICE("You begin slicing through the support rods."))
playsound(src, 'sound/items/welder.ogg', 100, 1)
if(!do_after(user,70/W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 1)
return
construction_stage = 0
update_icon()
new /obj/item/stack/rods(src)
to_chat(user, SPAN_NOTICE("The support rods drop out as you cut them loose from the frame."))
return
if(0)
if(W.iscrowbar())
to_chat(user, SPAN_NOTICE("You struggle to pry off the outer sheath."))
playsound(src, W.usesound, 100, 1)
sleep(100)
if(!istype(src, /turf/simulated/wall) || !user || !W || !T ) return
if(user.loc == T && user.get_active_hand() == W )
to_chat(user, SPAN_NOTICE("You pry off the outer sheath."))
dismantle_wall()
return
if(istype(W, /obj/item/device/electronic_assembly/wallmount))
var/obj/item/device/electronic_assembly/wallmount/IC = W
IC.mount_assembly(src, user)
return
if(istype(W,/obj/item/frame))
var/obj/item/frame/F = W
F.try_build(src)
return
else if(!istype(W,/obj/item/rfd/construction) && !istype(W, /obj/item/reagent_containers))
if(user.a_intent != I_HURT || !W.force)
return
var/damage_to_deal = W.force
var/weaken = 0
var/sound_to_play = 'sound/weapons/smash.ogg'
if(material)
weaken += material.integrity * 2.5
sound_to_play = material.hitsound
if(reinf_material)
weaken += reinf_material.integrity * 2.5
weaken /= 100 //For reference, plasteel's integrity is 600.
user.do_attack_animation(src)
playsound(src, sound_to_play, 50)
if(damage_to_deal > weaken && (damage_to_deal > MIN_DAMAGE_TO_HIT))
//Plasteel walls take 24 & 15 minimum damage.
//Steel walls take 3 & 15 minimum damage.
damage_to_deal -= weaken
visible_message(SPAN_WARNING("[user] strikes \the [src] with \the [W], [is_sharp(W) ? "slicing some of the plating" : "putting a heavy dent on it"]!"))
take_damage(damage_to_deal)
else
visible_message(SPAN_WARNING("[user] strikes \the [src] with \the [W], but it bounces off!"))
playsound(src, hitsound, 25, 1)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)