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Player-craftable Trapdoors (#68920)
Makes trapdoors player-craftable. Player-crafted trapdoors have a tiny outline as well as being visible on examine. (Mapped in trapdoors have conspicuous = FALSE by default) Trapdoors can be made by using a trapdoor kit (crafted via player crafting menu) on openspace. Trapdoor electronics / assembly can be made via autolathe or engineering lathe. A preloaded trapdoor remote (optional) can be made by crafting the electronics with a compact remote (from science lathe / circuit lab) and some cable coil. Also allows unlinking trapdoors via a multitool, decreased trapdoor link range, and made some changes to trapdoor code. Added change: Trapdoors now don't break with just a crowbar Why It's Good For The Game Trapdoors currently can only be added in by mappers and this would allow for a lot of interesting contraptions, while having player-crafted trapdoors be detectable provides some counterplay Picture trapdoorlookdemo Changelog cl add: You can now make trapdoors. Craft a trapdoor kit and use it on an openspace tile to make one, then link and activate it with some trapdoor electronics (printable at an autolathe or the engineering lathe) and optionally a trapdoor remote (crafted in personal crafting menu). qol: You can now unlink trapdoors by using a multitool on them. balance: Trapdoors now won't break if you just crowbar them. You need to block them from closing, such as with a lattice, cover it up with a wall, or fully destroy the floor tile its on to get rid of them. /cl
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@@ -674,6 +674,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
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* ## trapdoor placer!
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*
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* This places an unlinked trapdoor in the tile its on (so someone with a remote needs to link it up first)
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* Pre-mapped trapdoors (unlike player-made ones) are not conspicuous by default so nothing stands out with them
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* Admins may spawn this in the round for additional trapdoors if they so desire
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* if YOU want to learn more about trapdoors, read about the component at trapdoor.dm
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* note: this is not a turf subtype because the trapdoor needs the type of the turf to turn back into
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@@ -685,7 +686,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
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/obj/effect/mapping_helpers/trapdoor_placer/LateInitialize()
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var/turf/component_target = get_turf(src)
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component_target.AddComponent(/datum/component/trapdoor, starts_open = FALSE)
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component_target.AddComponent(/datum/component/trapdoor, starts_open = FALSE, conspicuous = FALSE)
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qdel(src)
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/obj/effect/mapping_helpers/ztrait_injector
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