[MIRROR] RPDs can't place transit tubes directly under dense objects. [MDB IGNORE] (#9359)

* Transit tubes can't be placed on turfs with dense objects. (#62387)

Right now you can directly place and wrench a transit tube under a few objects that are dense, this opens up a few issues, like you being able to bypass dense objects and get into places that you shouldn't with basically no effort as long as you have a RPD in your bag.
The main example of this is the brig cells, the bridge, the AI upload, the luxury area on the luxury shuttle, etc.
So a simple check was added to see if the turf has a dense object before placing a tube.

This PR #45609 (a5de1c1b5e) was IMO one of the best balance changes in the game, before it access was a meme and you could get anywhere in a few seconds by just unwrenching windows.
With a RPD you can do the same, but the worse issue is that while it takes 1 second for you to place a tube under a reinforced window, you need to fully deconstruct the window to remove it.
While you fix 1 area that the clown turned into free access, they have build 5 more.

* RPDs can't place transit tubes directly under dense objects.

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
This commit is contained in:
SkyratBot
2021-11-10 10:18:59 -05:00
committed by GitHub
co-authored by GuillaumePrata
parent e14317f3f4
commit 6d630e86bd
+6
View File
@@ -611,6 +611,12 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(isclosedturf(attack_target))
to_chat(user, span_warning("[src]'s error light flickers; there's something in the way!"))
return
var/turf/target_turf = get_turf(attack_target)
if(target_turf.is_blocked_turf(exclude_mobs = TRUE))
to_chat(user, span_warning("[src]'s error light flickers; there's something in the way!"))
return
to_chat(user, span_notice("You start building a transit tube..."))
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE)
if(do_after(user, transit_build_speed, target = attack_target))