Files
Aurora.3/code/game/objects/structures.dm
Fluffy a3a4d46fa7 Hitby refactor (#19624)
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
2024-07-28 20:52:08 +00:00

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/obj/structure
icon = 'icons/obj/structures.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
layer = STRUCTURE_LAYER
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/material_alteration = MATERIAL_ALTERATION_ALL // Overrides for material shit. Set them manually if you don't want colors etc. See wood chairs/office chairs.
var/climbable
var/breakable
var/parts
var/list/climbers
var/list/footstep_sound //footstep sounds when stepped on
var/material/material
var/build_amt = 2 // used by some structures to determine into how many pieces they should disassemble into or be made with
var/slowdown = 0 //amount that pulling mobs have their movement delayed by
/obj/structure/Initialize(mapload)
. = ..()
if(!isnull(material) && !istype(material))
material = SSmaterials.get_material_by_name(material)
if (!mapload)
updateVisibility(src) // No point checking this before visualnet initializes.
if(climbable)
verbs += /obj/structure/proc/climb_on
if (smoothing_flags)
SSicon_smooth.add_to_queue(src)
SSicon_smooth.add_to_queue_neighbors(src)
/obj/structure/Destroy()
if(parts)
new parts(loc)
if (smoothing_flags)
SSicon_smooth.remove_from_queues(src)
SSicon_smooth.add_to_queue_neighbors(src)
climbers = null
return ..()
/obj/structure/attack_hand(mob/living/user)
if(breakable)
if((user.mutations & HULK) && !(user.isSynthetic()) && !(isvaurca(user)))
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
attack_generic(user,1,"smashes")
else if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(user))
attack_generic(user,1,"slices")
if(LAZYLEN(climbers) && !(user in climbers))
user.visible_message(SPAN_WARNING("[user] shakes \the [src]."), \
SPAN_NOTICE("You shake \the [src]."))
structure_shaken()
return ..()
/obj/structure/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(50))
qdel(src)
return
if(3.0)
return
/obj/structure/proc/dismantle()
var/material/dismantle_material
if(!get_material())
dismantle_material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) //if there is no defined material, it will use steel
else
dismantle_material = get_material()
for(var/i = 1 to build_amt)
dismantle_material.place_sheet(loc)
qdel(src)
/obj/structure/bullet_act(obj/projectile/P, def_zone)
. = ..()
bullet_ping(P)
/obj/structure/proc/climb_on()
set name = "Climb structure"
set desc = "Climbs onto a structure."
set category = "Object"
set src in oview(1)
if(can_climb(usr))
do_climb(usr)
/obj/structure/handle_middle_mouse_click(mob/user)
if(can_climb(user))
do_climb(usr)
return TRUE
return FALSE
/obj/structure/MouseDrop_T(mob/target, mob/user)
var/mob/living/H = user
if(istype(H) && can_climb(H) && target == user)
do_climb(target)
else
return ..()
/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
if (!climbable)
to_chat(user, SPAN_WARNING("\The [src] cannot be climbed!"))
return FALSE
if (!can_touch(user) || (!post_climb_check && (user in climbers)))
return FALSE
if (!user.Adjacent(src))
to_chat(user, SPAN_WARNING("You must be next to \the [src] to climb it."))
return FALSE
var/obj/occupied = turf_is_crowded()
if(occupied)
to_chat(user, SPAN_WARNING("There's \a [occupied] in the way."))
return FALSE
return TRUE
/obj/structure/proc/turf_is_crowded(var/exclude_self = FALSE)
var/turf/T = get_turf(src)
if(!T || !istype(T))
return 0
for(var/obj/O in T.contents)
if(istype(O,/obj/structure))
var/obj/structure/S = O
if(S.climbable)
continue
if(O && O.density && !(O.atom_flags & ATOM_FLAG_CHECKS_BORDER)) //ATOM_FLAG_CHECKS_BORDER structures are handled by the Adjacent() check.
if(exclude_self && O == src)
continue
return O
return 0
/obj/structure/proc/do_climb(var/mob/living/user)
if (!can_climb(user))
return
user.visible_message(SPAN_WARNING("[user] starts [atom_flags & ATOM_FLAG_CHECKS_BORDER ? "leaping over" : "climbing onto"] \the [src]!"))
LAZYADD(climbers, user)
if(!do_after(user, 5 SECONDS, src, DO_DEFAULT | DO_USER_UNIQUE_ACT))
LAZYREMOVE(climbers, user)
return
if (!can_climb(user, post_climb_check=1))
LAZYREMOVE(climbers, user)
return
var/turf/TT = get_turf(src)
if(atom_flags & ATOM_FLAG_CHECKS_BORDER)
TT = get_step(get_turf(src), dir)
if(user.loc == TT)
TT = get_turf(src)
user.visible_message(SPAN_WARNING("[user] [atom_flags & ATOM_FLAG_CHECKS_BORDER ? "leaps over" : "climbs onto"] \the [src]!"))
user.forceMove(TT)
LAZYREMOVE(climbers, user)
/obj/structure/proc/structure_shaken()
for(var/mob/living/M in climbers)
M.Weaken(1)
to_chat(M, SPAN_DANGER("You topple as you are shaken off \the [src]!"))
LAZYREMOVE(climbers, M)
for(var/mob/living/M in get_turf(src))
if(M.lying) return //No spamming this on people.
M.Weaken(3)
to_chat(M, SPAN_DANGER("You topple as \the [src] moves under you!"))
if(prob(25))
var/damage = rand(15,30)
var/mob/living/carbon/human/H = M
if(!istype(H))
to_chat(H, SPAN_DANGER("You land heavily!"))
M.adjustBruteLoss(damage)
return
var/obj/item/organ/external/affecting
switch(pick(list("ankle","wrist",BP_HEAD,"knee","elbow")))
if("ankle")
affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
if("knee")
affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
if("wrist")
affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
if("elbow")
affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
if(BP_HEAD)
affecting = H.get_organ(BP_HEAD)
if(affecting)
to_chat(M, SPAN_DANGER("You land heavily on your [affecting.name]!"))
affecting.take_damage(damage, 0)
if(affecting.parent)
affecting.parent.add_autopsy_data("Misadventure", damage)
else
to_chat(H, SPAN_DANGER("You land heavily!"))
H.adjustBruteLoss(damage)
H.UpdateDamageIcon()
H.updatehealth()
return
/obj/structure/proc/can_touch(var/mob/user)
if (!user)
return 0
if(!Adjacent(user))
return 0
if (user.restrained() || user.buckled_to)
to_chat(user, SPAN_NOTICE("You need your hands and legs free for this."))
return 0
if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
return 0
if (issilicon(user))
to_chat(user, SPAN_NOTICE("You need hands for this."))
return 0
return 1
/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
if(!breakable || !damage || !wallbreaker)
return 0
visible_message(SPAN_DANGER("[user] [attack_verb] the [src] apart!"))
user.do_attack_animation(src)
qdel(src)
return 1
/obj/structure/get_material()
return material