/obj/structure
icon = 'icons/obj/structures.dmi'
pressure_resistance = 8
max_integrity = 300
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
layer = BELOW_OBJ_LAYER
flags_ricochet = RICOCHET_HARD
receive_ricochet_chance_mod = 0.6
var/climb_time = 20
var/climb_stun = 20
var/climbable = FALSE
var/mob/living/structureclimber
var/broken = 0 //similar to machinery's stat BROKEN
/obj/structure/Initialize()
if (!armor)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
. = ..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
if(smoothing_flags & SMOOTH_CORNERS)
icon_state = ""
GLOB.cameranet.updateVisibility(src)
/obj/structure/Destroy()
GLOB.cameranet.updateVisibility(src)
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()
/obj/structure/attack_hand(mob/user)
. = ..()
if(.)
return
if(structureclimber && structureclimber != user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
structureclimber.Paralyze(40)
structureclimber.visible_message("[structureclimber] is knocked off [src].", "You're knocked off [src]!", "You see [structureclimber] get knocked off [src].")
/obj/structure/ui_act(action, params)
add_fingerprint(usr)
return ..()
/obj/structure/MouseDrop_T(atom/movable/O, mob/user)
. = ..()
if(!climbable)
return
if(user == O && isliving(O))
var/mob/living/L = O
if(isanimal(L))
var/mob/living/simple_animal/A = L
if (!A.dextrous)
return
if(L.mobility_flags & MOBILITY_MOVE)
climb_structure(user)
return
if(!istype(O, /obj/item) || user.get_active_held_item() != O)
return
if(iscyborg(user))
return
if(!user.dropItemToGround(O))
return
if (O.loc != src.loc)
step(O, get_dir(O, src))
/obj/structure/proc/do_climb(atom/movable/A)
if(climbable)
if(A.loc == src.loc)
var/turf/where_to_climb = get_step(A,dir)
if(!where_to_climb.is_blocked_turf())
A.forceMove(where_to_climb)
return TRUE
density = FALSE
. = step(A,get_dir(A,src.loc))
density = TRUE
/obj/structure/proc/climb_structure(mob/living/user)
src.add_fingerprint(user)
user.visible_message("[user] starts climbing onto [src].", \
"You start climbing onto [src]...")
var/adjusted_climb_time = climb_time
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) //climbing takes twice as long without help from the hands.
adjusted_climb_time *= 2
if(isalien(user))
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
if(HAS_TRAIT(user, TRAIT_FREERUNNING)) //do you have any idea how fast I am???
adjusted_climb_time *= 0.8
structureclimber = user
if(do_mob(user, user, adjusted_climb_time))
if(src.loc) //Checking if structure has been destroyed
if(do_climb(user))
user.visible_message("[user] climbs onto [src].", \
"You climb onto [src].")
log_combat(user, src, "climbed onto")
if(climb_stun)
user.Stun(climb_stun)
. = 1
else
to_chat(user, "You fail to climb onto [src].")
structureclimber = null
/obj/structure/examine(mob/user)
. = ..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
. += "It's on fire!"
if(broken)
. += "It appears to be broken."
var/examine_status = examine_status(user)
if(examine_status)
. += examine_status
/obj/structure/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(mover.pass_flags & PASSSTRUCTURE)
return TRUE
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
if(!broken)
return "It's falling apart!"
/obj/structure/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
/obj/structure/zap_act(power, zap_flags)
if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power/8000, BURN, "energy")
power -= power/2000 //walls take a lot out of ya
. = ..()