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- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do. - Welders now start full of fuel instead of some random amount between 10-20 - Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that. - - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files) - - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()" - - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now. - Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore - Fixes issue 435 While changing the hundreds(literally) of cases of welding tool uses I've - Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc) - Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel) - Added sanity checks after some do_after()s that were missing them Added traitor uplink items back to erro's stat tracker - Added 'random' with the tag "RN" - Added thermal meson glasses with the tag "TM" - Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc - NOTE: I have absolutely no way to test this on my own, but it should work! I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
345 lines
8.2 KiB
Plaintext
345 lines
8.2 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/turf
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icon = 'floors.dmi'
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var/intact = 1 //for floors, use is_plating(), is_plasteel_floor() and is_light_floor()
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level = 1.0
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//Properties for open tiles (/floor)
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var/oxygen = 0
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var/carbon_dioxide = 0
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var/nitrogen = 0
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var/toxins = 0
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//Properties for airtight tiles (/wall)
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var/thermal_conductivity = 0.05
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var/heat_capacity = 1
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//Properties for both
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var/temperature = T20C
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var/blocks_air = 0
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var/icon_old = null
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var/pathweight = 1
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proc/is_plating()
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return 0
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proc/is_asteroid_floor()
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return 0
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proc/is_plasteel_floor()
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return 0
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proc/is_light_floor()
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return 0
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proc/is_grass_floor()
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return 0
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proc/return_siding_icon_state()
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return 0
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/turf/space
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icon = 'space.dmi'
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name = "\proper space"
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icon_state = "placeholder"
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temperature = TCMB
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thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 700000
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transit
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var/pushdirection // push things that get caught in the transit tile this direction
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north // moving to the north
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pushdirection = SOUTH // south because the space tile is scrolling south
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//IF ANYONE KNOWS A MORE EFFICIENT WAY OF MANAGING THESE SPRITES, BE MY GUEST.
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shuttlespace_ns1
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icon_state = "speedspace_ns_1"
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shuttlespace_ns2
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icon_state = "speedspace_ns_2"
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shuttlespace_ns3
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icon_state = "speedspace_ns_3"
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shuttlespace_ns4
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icon_state = "speedspace_ns_4"
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shuttlespace_ns5
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icon_state = "speedspace_ns_5"
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shuttlespace_ns6
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icon_state = "speedspace_ns_6"
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shuttlespace_ns7
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icon_state = "speedspace_ns_7"
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shuttlespace_ns8
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icon_state = "speedspace_ns_8"
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shuttlespace_ns9
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icon_state = "speedspace_ns_9"
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shuttlespace_ns10
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icon_state = "speedspace_ns_10"
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shuttlespace_ns11
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icon_state = "speedspace_ns_11"
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shuttlespace_ns12
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icon_state = "speedspace_ns_12"
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shuttlespace_ns13
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icon_state = "speedspace_ns_13"
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shuttlespace_ns14
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icon_state = "speedspace_ns_14"
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shuttlespace_ns15
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icon_state = "speedspace_ns_15"
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east // moving to the east
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pushdirection = WEST
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shuttlespace_ew1
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icon_state = "speedspace_ew_1"
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shuttlespace_ew2
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icon_state = "speedspace_ew_2"
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shuttlespace_ew3
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icon_state = "speedspace_ew_3"
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shuttlespace_ew4
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icon_state = "speedspace_ew_4"
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shuttlespace_ew5
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icon_state = "speedspace_ew_5"
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shuttlespace_ew6
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icon_state = "speedspace_ew_6"
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shuttlespace_ew7
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icon_state = "speedspace_ew_7"
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shuttlespace_ew8
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icon_state = "speedspace_ew_8"
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shuttlespace_ew9
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icon_state = "speedspace_ew_9"
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shuttlespace_ew10
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icon_state = "speedspace_ew_10"
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shuttlespace_ew11
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icon_state = "speedspace_ew_11"
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shuttlespace_ew12
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icon_state = "speedspace_ew_12"
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shuttlespace_ew13
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icon_state = "speedspace_ew_13"
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shuttlespace_ew14
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icon_state = "speedspace_ew_14"
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shuttlespace_ew15
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icon_state = "speedspace_ew_15"
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/turf/space/New()
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// icon = 'space.dmi'
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if(!istype(src, /turf/space/transit))
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icon_state = "[pick(1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25)]"
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/turf/simulated
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name = "station"
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var/wet = 0
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var/image/wet_overlay = null
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var/thermite = 0
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oxygen = MOLES_O2STANDARD
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nitrogen = MOLES_N2STANDARD
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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/turf/simulated/wall/r_wall
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name = "r wall"
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desc = "A huge chunk of reinforced metal used to seperate rooms."
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icon_state = "r_wall"
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opacity = 1
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density = 1
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walltype = "rwall"
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var/d_state = 0
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/turf/simulated/wall
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name = "wall"
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desc = "A huge chunk of metal used to seperate rooms."
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icon = 'walls.dmi'
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opacity = 1
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density = 1
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blocks_air = 1
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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var/walltype = "wall"
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/turf/simulated/wall/cult
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name = "wall"
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desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick"
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icon_state = "cult"
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walltype = "cult"
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/turf/simulated/shuttle
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name = "shuttle"
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icon = 'shuttle.dmi'
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thermal_conductivity = 0.05
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heat_capacity = 0
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layer = 2
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/turf/simulated/shuttle/wall
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name = "wall"
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icon_state = "wall1"
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opacity = 1
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density = 1
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blocks_air = 1
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/turf/simulated/shuttle/floor
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name = "floor"
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icon_state = "floor"
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/turf/simulated/shuttle/floor4 // Added this floor tile so that I have a seperate turf to check in the shuttle -- Polymorph
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name = "Brig floor" // Also added it into the 2x3 brig area of the shuttle.
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icon_state = "floor4"
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/turf/unsimulated
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intact = 1
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name = "command"
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oxygen = MOLES_O2STANDARD
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nitrogen = MOLES_N2STANDARD
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/turf/unsimulated/floor
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name = "floor"
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icon = 'floors.dmi'
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icon_state = "Floor3"
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/turf/unsimulated/wall
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name = "wall"
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icon = 'walls.dmi'
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icon_state = "riveted"
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opacity = 1
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density = 1
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/turf/unsimulated/wall/other
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icon_state = "r_wall"
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/turf/proc
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AdjacentTurfs()
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var/L[] = new()
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for(var/turf/simulated/t in oview(src,1))
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if(!t.density)
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if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t))
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L.Add(t)
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return L
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Distance(turf/t)
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if(get_dist(src,t) == 1)
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var/cost = (src.x - t.x) * (src.x - t.x) + (src.y - t.y) * (src.y - t.y)
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cost *= (pathweight+t.pathweight)/2
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return cost
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else
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return get_dist(src,t)
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AdjacentTurfsSpace()
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var/L[] = new()
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for(var/turf/t in oview(src,1))
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if(!t.density)
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if(!LinkBlocked(src, t) && !TurfBlockedNonWindow(t))
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L.Add(t)
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return L
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/turf/simulated/wall/mineral
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icon = 'mineral_walls.dmi'
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walltype = "iron"
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var/oreAmount = 1
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var/hardness = 1
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New()
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..()
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name = "[walltype] wall"
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dismantle_wall(devastated = 0)
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if(!devastated)
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var/ore = text2path("/obj/item/weapon/ore/[walltype]")
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for(var/i = 1, i <= oreAmount, i++)
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new ore(src)
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ReplaceWithFloor()
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else
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ReplaceWithSpace()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/pickaxe))
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var/obj/item/weapon/pickaxe/digTool = W
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user << "You start digging the [name]."
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if(do_after(user,digTool.digspeed*hardness) && src)
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user << "You finished digging."
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dismantle_wall()
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else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
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hardness -= W.force/100
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user << "You hit the [name] with your [W.name]!"
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CheckHardness()
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else
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attack_hand(user)
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return
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proc/CheckHardness()
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if(hardness <= 0)
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dismantle_wall()
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/turf/simulated/wall/mineral/iron
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walltype = "iron"
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hardness = 3
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/turf/simulated/wall/mineral/silver
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walltype = "silver"
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hardness = 3
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/turf/simulated/wall/mineral/uranium
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walltype = "uranium"
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hardness = 3
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New()
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..()
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sd_SetLuminosity(3)
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/turf/simulated/wall/mineral/gold
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walltype = "gold"
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/turf/simulated/wall/mineral/sand
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walltype = "sand"
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hardness = 0.5
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/turf/simulated/wall/mineral/transparent
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opacity = 0
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/turf/simulated/wall/mineral/transparent/diamond
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walltype = "diamond"
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hardness = 10
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/turf/simulated/wall/mineral/transparent/plasma
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walltype = "plasma"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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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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return TemperatureAct(100)
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..()
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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proc/TemperatureAct(temperature)
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for(var/turf/simulated/floor/target_tile in range(2,loc))
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if(target_tile.parent && target_tile.parent.group_processing)
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target_tile.parent.suspend_group_processing()
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var/datum/gas_mixture/napalm = new
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var/toxinsToDeduce = temperature/10
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napalm.toxins = toxinsToDeduce
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napalm.temperature = 400+T0C
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target_tile.assume_air(napalm)
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spawn (0) target_tile.hotspot_expose(temperature, 400)
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hardness -= toxinsToDeduce/100
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CheckHardness()
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