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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
199 lines
6.0 KiB
Plaintext
199 lines
6.0 KiB
Plaintext
/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/railings.dmi'
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icon_state = "railing"
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
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layer = ABOVE_TREE_LAYER
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plane = ABOVE_GAME_PLANE
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/// armor is a little bit less than a grille. max_integrity about half that of a grille.
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armor_type = /datum/armor/structure_railing
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max_integrity = 25
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
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var/climbable = TRUE
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///item released when deconstructed
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var/item_deconstruct = /obj/item/stack/rods
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/datum/armor/structure_railing
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melee = 35
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bullet = 50
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laser = 50
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energy = 100
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bomb = 10
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/obj/structure/railing/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
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/obj/structure/railing/corner/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/corner/end //end of a segment of railing without making a loop
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icon_state = "railing_end"
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/obj/structure/railing/corner/end/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/corner/end/flip //same as above but flipped around
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icon_state = "railing_end_flip"
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/obj/structure/railing/corner/end/flip/unbreakable
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resistance_flags = INDESTRUCTIBLE
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/obj/structure/railing/Initialize(mapload)
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. = ..()
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if(climbable)
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AddElement(/datum/element/climbable)
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if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing.
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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var/static/list/tool_behaviors = list(
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TOOL_WELDER = list(
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SCREENTIP_CONTEXT_LMB = "Repair",
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),
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TOOL_WRENCH = list(
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SCREENTIP_CONTEXT_LMB = "Anchor/Unanchor",
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),
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TOOL_WIRECUTTER = list(
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SCREENTIP_CONTEXT_LMB = "Deconstruct",
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),
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)
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AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
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AddElement(/datum/element/simple_rotation, ROTATION_NEEDS_ROOM)
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/obj/structure/railing/examine(mob/user)
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. = ..()
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if(anchored == TRUE)
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. += span_notice("The railing is <b>bolted</b> to the floor.")
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else
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. += span_notice("The railing is <i>unbolted</i> from the floor and can be deconstructed with <b>wirecutters</b>.")
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/obj/structure/railing/attackby(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers)
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..()
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
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if(atom_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=1))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(I.use_tool(src, user, 40, volume=50))
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atom_integrity = max_integrity
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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. = ..()
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if(resistance_flags & INDESTRUCTIBLE)
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to_chat(user, span_warning("You try to cut apart the railing, but it's too hard!"))
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I.play_tool_sound(src, 100)
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return TRUE
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to_chat(user, span_warning("You cut apart the railing."))
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/atom_deconstruct(disassembled)
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var/rods_to_make = istype(src,/obj/structure/railing/corner) ? 1 : 2
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var/obj/rod = new item_deconstruct(drop_location(), rods_to_make)
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transfer_fingerprints_to(rod)
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor..."))
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
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set_anchored(!anchored)
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to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor."))
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return TRUE
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/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
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. = ..()
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if(border_dir & dir)
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return . || mover.throwing || (mover.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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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 TRUE
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return ..()
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/obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving == src)
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return // Let's not block ourselves.
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if(!(direction & dir))
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return
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if (!density)
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return
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if (leaving.throwing)
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return
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if (leaving.movement_type & (PHASING|MOVETYPES_NOT_TOUCHING_GROUND))
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return
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if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/railing/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/railing/wooden_fence
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name = "wooden fence"
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desc = "wooden fence meant to keep animals in."
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing"
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item_deconstruct = /obj/item/stack/sheet/mineral/wood
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 2)
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/obj/structure/railing/wooden_fence/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_change_layer))
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adjust_dir_layer(dir)
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/obj/structure/railing/wooden_fence/proc/on_change_layer(datum/source, old_dir, new_dir)
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SIGNAL_HANDLER
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adjust_dir_layer(new_dir)
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/obj/structure/railing/wooden_fence/proc/adjust_dir_layer(direction)
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layer = (direction & NORTH) ? MOB_LAYER : initial(layer)
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/obj/structure/railing/corner/end/wooden_fence
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing_corner"
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/obj/structure/railing/corner/end/flip/wooden_fence
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icon = 'icons/obj/structures.dmi'
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icon_state = "wooden_railing_corner_flipped"
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