mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-16 04:12:21 +00:00
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
358 lines
11 KiB
Plaintext
358 lines
11 KiB
Plaintext
/obj/structure/railing
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name = "railing"
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desc = "A simple bar railing designed to protect against careless trespass."
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icon = 'icons/obj/structure/blocker/railing_basic.dmi'
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icon_state = "railing0-1"
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density = TRUE
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throwpass = TRUE
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climbable = TRUE
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layer = OBJ_LAYER
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anchored = FALSE
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pass_flags_self = LETPASSTHROW|PASSSTRUCTURE|PASSRAILING
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atom_flags = ATOM_FLAG_CHECKS_BORDER
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obj_flags = OBJ_FLAG_ROTATABLE|OBJ_FLAG_MOVES_UNSUPPORTED
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build_amt = 2
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var/broken = FALSE
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var/health = 70
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var/maxhealth = 70
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var/neighbor_status = 0
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can_astar_pass = CANASTARPASS_ALWAYS_PROC
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/obj/structure/railing/mapped
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color = COLOR_GUNMETAL
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anchored = TRUE
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/obj/structure/railing/mapped/Initialize()
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. = ..()
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color = COLOR_GUNMETAL // They're not painted!
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/obj/structure/railing/mapped/no_density
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density = FALSE
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/obj/structure/railing/mapped/no_density/Initialize()
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. = ..()
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update_icon()
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/obj/structure/railing/New(var/newloc, var/material_key = DEFAULT_WALL_MATERIAL)
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material = material_key // Converted to datum in initialize().
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..(newloc)
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/obj/structure/railing/process()
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if(!material || !material.radioactivity)
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return
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for(var/mob/living/L in range(1,src))
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L.apply_damage(round(material.radioactivity / 20), DAMAGE_RADIATION)
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/obj/structure/railing/Initialize()
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. = ..()
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if(!isnull(material) && !istype(material))
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material = SSmaterials.get_material_by_name(material)
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if(!istype(material))
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return INITIALIZE_HINT_QDEL
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name = "[material.display_name] [initial(name)]"
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desc = "A simple [material.display_name] railing designed to protect against careless trespass."
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maxhealth = round(material.integrity / 5)
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health = maxhealth
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color = material.icon_colour
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if(material.products_need_process())
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START_PROCESSING(SSprocessing, src)
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if(anchored)
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update_icon(FALSE)
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/obj/structure/railing/Destroy()
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anchored = FALSE
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broken = TRUE
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for(var/thing in range(1, src))
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var/turf/T = thing
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for(var/obj/structure/railing/R in T.contents)
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R.update_icon()
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return ..()
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/obj/structure/railing/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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if(health < maxhealth)
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switch(health / maxhealth)
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if(0.0 to 0.5)
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. += SPAN_WARNING("It looks severely damaged!")
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if(0.25 to 0.5)
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. += SPAN_WARNING("It looks damaged!")
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if(0.5 to 1.0)
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. += SPAN_NOTICE("It has a few scrapes and dents.")
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. += FONT_SMALL(SPAN_NOTICE("\The [src] is <b>[density ? "closed" : "open"]</b> to passage."))
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. += FONT_SMALL(SPAN_NOTICE("\The [src] is <b>[anchored ? "" : "not"] screwed</b> to the floor."))
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/obj/structure/railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover,/obj/projectile))
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return TRUE
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if(!istype(mover) || mover.pass_flags & PASSRAILING)
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return TRUE
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if(mover.throwing)
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return TRUE
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if(get_dir(loc, target) == dir)
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return !density
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return TRUE
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/obj/structure/railing/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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if(to_dir == dir)
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return !density
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return TRUE
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/obj/structure/railing/proc/take_damage(amount)
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health -= amount
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if(health <= 0)
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visible_message(SPAN_WARNING("\The [src] [material.destruction_desc]!"))
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playsound(get_turf(src), 'sound/effects/grillehit.ogg', 50, TRUE)
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material.place_shard(get_turf(src))
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qdel(src)
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/obj/structure/railing/proc/NeighborsCheck(var/UpdateNeighbors = 1)
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neighbor_status = 0
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var/Rturn = turn(src.dir, -90)
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var/Lturn = turn(src.dir, 90)
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for(var/obj/structure/railing/R in get_turf(src))
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if((R.dir == Lturn) && R.anchored)
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neighbor_status |= 32
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if(UpdateNeighbors)
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R.update_icon(0)
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if((R.dir == Rturn) && R.anchored)
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neighbor_status |= 2
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if(UpdateNeighbors)
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R.update_icon(0)
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for(var/obj/structure/railing/R in get_step(src, Lturn))
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if((R.dir == src.dir) && R.anchored)
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neighbor_status |= 16
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if(UpdateNeighbors)
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R.update_icon(0)
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for(var/obj/structure/railing/R in get_step(src, Rturn))
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if((R.dir == src.dir) && R.anchored)
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neighbor_status |= 1
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if (UpdateNeighbors)
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R.update_icon(0)
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for(var/obj/structure/railing/R in get_step(src, (Lturn + src.dir)))
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if((R.dir == Rturn) && R.anchored)
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neighbor_status |= 64
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if (UpdateNeighbors)
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R.update_icon(0)
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for(var/obj/structure/railing/R in get_step(src, (Rturn + src.dir)))
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if((R.dir == Lturn) && R.anchored)
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neighbor_status |= 4
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if (UpdateNeighbors)
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R.update_icon(0)
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/obj/structure/railing/update_icon(var/update_neighbors = TRUE)
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NeighborsCheck(update_neighbors)
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CutOverlays()
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if(dir == SOUTH)
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layer = ABOVE_HUMAN_LAYER
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else
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layer = initial(layer)
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if(!neighbor_status || !anchored)
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icon_state = "railing0-[density]"
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else
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icon_state = "railing1-[density]"
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if(neighbor_status & 32)
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AddOverlays(image(icon, "corneroverlay[density]"))
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if((neighbor_status & 16) || !(neighbor_status & 32) || (neighbor_status & 64))
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AddOverlays(image(icon, "frontoverlay_l[density]"))
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if(!(neighbor_status & 2) || (neighbor_status & 1) || (neighbor_status & 4))
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AddOverlays(image(icon, "frontoverlay_r[density]"))
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if(neighbor_status & 4)
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var/pix_offset_x = 0
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var/pix_offset_y = 0
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switch(dir)
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if(NORTH)
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pix_offset_x = 32
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if(SOUTH)
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pix_offset_x = -32
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if(EAST)
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pix_offset_y = -32
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if(WEST)
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pix_offset_y = 32
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AddOverlays(image(icon, "mcorneroverlay[density]", pixel_x = pix_offset_x, pixel_y = pix_offset_y))
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/obj/structure/railing/verb/flip() // This will help push railing to remote places, such as open space turfs
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set name = "Flip Railing"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return FALSE
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if(anchored)
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to_chat(usr, SPAN_WARNING("It is fastened to the floor and cannot be flipped."))
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return FALSE
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if(turf_is_crowded(TRUE))
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to_chat(usr, SPAN_WARNING("You can't flip \the [src] - something is in the way."))
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return FALSE
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forceMove(get_step(src, src.dir))
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set_dir(turn(dir, 180))
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update_icon()
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/obj/structure/railing/CheckExit(var/atom/movable/O, var/turf/target)
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if(istype(O) && CanPass(O, target))
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return TRUE
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if(get_dir(O.loc, target) == dir)
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if(!density)
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return TRUE
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return FALSE
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return TRUE
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/obj/structure/railing/attackby(obj/item/attacking_item, mob/user)
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// Handle harm intent grabbing/tabling.
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if(istype(attacking_item, /obj/item/grab) && user.Adjacent(src))
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var/obj/item/grab/G = attacking_item
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if(ishuman(G.affecting))
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var/obj/occupied = turf_is_crowded(TRUE)
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if(occupied)
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to_chat(user, SPAN_WARNING("There's \a [occupied] in the way!"))
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return
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if(G.state >= GRAB_NECK)
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if(user.a_intent == I_HURT)
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visible_message(SPAN_DANGER("[G.assailant] slams [G.affecting]'s face against \the [src]!"))
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playsound(get_turf(src), 'sound/effects/grillehit.ogg', 50, TRUE)
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if(prob(30))
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G.affecting.Weaken(5)
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G.affecting.apply_damage(15, DAMAGE_BRUTE, BP_HEAD)
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else
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G.affecting.forceMove(get_step(src, get_dir(user, src)))
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G.affecting.Weaken(5)
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visible_message(SPAN_WARNING("[G.assailant] throws \the [G.affecting] over \the [src]!"))
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qdel(G)
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else
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to_chat(user, SPAN_WARNING("You need a better grip to do that!"))
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return
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// Dismantle
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if(attacking_item.iswrench())
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if(!anchored)
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user.visible_message(SPAN_NOTICE("\The [user] starts dismantling \the [src]..."), SPAN_NOTICE("You start dismantling \the [src]..."))
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if(attacking_item.use_tool(src, user, 20, volume = 50))
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if(anchored)
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return
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user.visible_message(SPAN_NOTICE("\The [user] dismantles \the [src]."), SPAN_NOTICE("You dismantle \the [src]."))
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dismantle()
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qdel(src)
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return
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// Wrench Open
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else
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attacking_item.play_tool_sound(get_turf(src), 50)
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if(density)
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user.visible_message(SPAN_NOTICE("\The [user] wrenches \the [src] open."), SPAN_NOTICE("You wrench \the [src] open."))
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density = FALSE
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else
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user.visible_message(SPAN_NOTICE("\The [user] wrenches \the [src] closed."), SPAN_NOTICE("You wrench \the [src] closed."))
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density = TRUE
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update_icon()
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return
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// Repair
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if(attacking_item.iswelder())
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var/obj/item/weldingtool/F = attacking_item
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if(F.isOn())
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if(health >= maxhealth)
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to_chat(user, SPAN_WARNING("\The [src] does not need repairs."))
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return
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attacking_item.play_tool_sound(get_turf(src), 50)
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if(do_after(user, 20, src))
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if(health >= maxhealth)
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return
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user.visible_message(SPAN_NOTICE("\The [user] repairs some damage to \the [src]."), SPAN_NOTICE("You repair some damage to \the [src]."))
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health = min(health + (maxhealth / 5), maxhealth)
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return
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// Install
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if(attacking_item.isscrewdriver())
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if(!density)
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to_chat(user, SPAN_NOTICE("You need to wrench \the [src] from back into place first."))
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return
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user.visible_message(anchored ? SPAN_NOTICE("\The [user] begins unscrewing \the [src].") : SPAN_NOTICE("\The [user] begins fastening \the [src].") )
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attacking_item.play_tool_sound(get_turf(src), 75)
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if(do_after(user, 10, src) && density)
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to_chat(user, (anchored ? SPAN_NOTICE("You have unfastened \the [src] from the floor.") : SPAN_NOTICE("You have fastened \the [src] to the floor.")))
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anchored = !anchored
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update_icon()
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return
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if(attacking_item.force && (attacking_item.damtype == DAMAGE_BURN || attacking_item.damtype == DAMAGE_BRUTE))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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visible_message(SPAN_WARNING("\The [src] has been [LAZYLEN(attacking_item.attack_verb) ? pick(attacking_item.attack_verb) : "attacked"] with \the [attacking_item] by \the [user]!"))
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take_damage(attacking_item.force)
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return
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. = ..()
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/obj/structure/railing/ex_act(severity)
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qdel(src)
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/obj/structure/railing/can_climb(var/mob/living/user, post_climb_check=0)
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. = ..()
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if(!.)
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return
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var/turf/destination_turf = get_destination_turf(user)
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if(destination_turf.density)
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to_chat(user, SPAN_DANGER("You can't climb into \the [destination_turf]."))
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return FALSE
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if(!Adjacent(destination_turf))
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to_chat(user, SPAN_DANGER("You can't climb there, the way is blocked."))
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return FALSE
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for(var/atom/A in destination_turf.contents - src)
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if(A.density && !(A.atom_flags & ATOM_FLAG_CHECKS_BORDER))
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to_chat(user, SPAN_DANGER("You can't climb there, the way is blocked."))
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return FALSE
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return TRUE
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/obj/structure/railing/do_climb(mob/living/user)
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user.visible_message(SPAN_WARNING("\The [user] starts climbing over \the [src]!"))
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LAZYADD(climbers, user)
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if(!do_after(user, 2 SECONDS))
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LAZYREMOVE(climbers, user)
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return
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if(!can_climb(user, post_climb_check = TRUE))
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LAZYREMOVE(climbers, user)
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return
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var/turf/destination_turf = get_destination_turf(user)
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user.forceMove(destination_turf)
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user.visible_message(SPAN_WARNING("\The [user] climbs over \the [src]!"))
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LAZYREMOVE(climbers, user)
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if(!anchored || material.is_brittle())
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take_damage(maxhealth) // Fatboy
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/obj/structure/railing/proc/get_destination_turf(var/mob/user)
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. = get_turf(src) // by default, we pop into the turf the railing's on
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if(get_turf(user) == . || !(get_dir(src, user) & dir)) // if the user's inside our turf or behind us, go in front of us
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. = get_step(src, dir)
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//fence
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/obj/structure/railing/fence
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name = "fence"
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color = "#824B28"
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anchored = TRUE
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/obj/structure/railing/fence/Initialize()
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. = ..()
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color = "#824B28"
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/obj/structure/railing/fence/New(var/newloc, var/material_key = MATERIAL_WOOD)
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material = material_key
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..(newloc)
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