mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 04:30:44 +01:00
## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
369 lines
11 KiB
Plaintext
369 lines
11 KiB
Plaintext
/**
|
|
* # Fluff structure
|
|
*
|
|
* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
|
|
*/
|
|
/obj/structure/fluff
|
|
name = "fluff structure"
|
|
desc = "Fluffier than a sheep. This shouldn't exist."
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "minibar"
|
|
anchored = TRUE
|
|
density = FALSE
|
|
opacity = FALSE
|
|
///If true, the structure can be deconstructed into a metal sheet with a wrench.
|
|
var/deconstructible = TRUE
|
|
|
|
/obj/structure/fluff/wrench_act(mob/living/user, obj/item/tool)
|
|
if(!deconstructible)
|
|
return ITEM_INTERACT_SKIP_TO_ATTACK
|
|
user.visible_message(span_notice("[user] starts disassembling [src]..."), \
|
|
span_notice("You start disassembling [src]..."))
|
|
tool.play_tool_sound(src)
|
|
if(!tool.use_tool(src, user, 50))
|
|
return ITEM_INTERACT_BLOCKING
|
|
user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
|
|
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
|
|
new/obj/item/stack/sheet/iron(drop_location())
|
|
qdel(src)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/**
|
|
* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
|
|
*/
|
|
/obj/structure/fluff/empty_terrarium
|
|
name = "empty terrarium"
|
|
desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
|
|
icon = 'icons/obj/mining_zones/spawners.dmi'
|
|
icon_state = "terrarium_open"
|
|
density = TRUE
|
|
|
|
/**
|
|
* Empty sleepers are created by a good few ghost roles in lavaland.
|
|
*/
|
|
/obj/structure/fluff/empty_sleeper
|
|
name = "empty sleeper"
|
|
desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
|
|
icon = 'icons/obj/machines/sleeper.dmi'
|
|
icon_state = "sleeper-open"
|
|
|
|
/obj/structure/fluff/empty_sleeper/nanotrasen
|
|
name = "broken hypersleep chamber"
|
|
desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
|
|
There are exposed bolts for easy disassembly using a wrench."
|
|
icon_state = "sleeper-o"
|
|
|
|
/obj/structure/fluff/empty_sleeper/syndicate
|
|
icon_state = "sleeper_s-open"
|
|
|
|
/**
|
|
* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
|
|
*/
|
|
/obj/structure/fluff/empty_cryostasis_sleeper
|
|
name = "empty cryostasis sleeper"
|
|
desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
|
|
icon = 'icons/obj/mining_zones/spawners.dmi'
|
|
icon_state = "cryostasis_sleeper_open"
|
|
|
|
/**
|
|
* Ash drake status spawn on either side of the necropolis gate in lavaland.
|
|
*/
|
|
/obj/structure/fluff/drake_statue
|
|
name = "drake statue"
|
|
desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
|
|
icon = 'icons/effects/64x64.dmi'
|
|
icon_state = "drake_statue"
|
|
pixel_x = -16
|
|
maptext_height = 64
|
|
maptext_width = 64
|
|
density = TRUE
|
|
deconstructible = FALSE
|
|
layer = EDGED_TURF_LAYER
|
|
|
|
/**
|
|
* shower drain placed usually under showers just so it looks like something picks the water up.
|
|
*/
|
|
/obj/structure/fluff/shower_drain
|
|
name = "shower drain"
|
|
desc = "Ew, I think I see a hairball."
|
|
icon = 'icons/obj/mining_zones/survival_pod.dmi'
|
|
icon_state = "fan_tiny"
|
|
plane = FLOOR_PLANE
|
|
layer = BELOW_CATWALK_LAYER
|
|
|
|
/**
|
|
* A variety of statue in disrepair; parts are broken off and a gemstone is missing
|
|
*/
|
|
/obj/structure/fluff/drake_statue/falling
|
|
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
|
|
icon_state = "drake_statue_falling"
|
|
|
|
|
|
/obj/structure/fluff/bus
|
|
name = "bus"
|
|
desc = "GO TO SCHOOL. READ A BOOK."
|
|
icon = 'icons/obj/fluff/bus.dmi'
|
|
icon_state = null
|
|
density = TRUE
|
|
anchored = TRUE
|
|
deconstructible = FALSE
|
|
|
|
/obj/structure/fluff/bus/dense
|
|
name = "bus"
|
|
icon_state = "backwall"
|
|
|
|
/obj/structure/fluff/bus/passable
|
|
name = "bus"
|
|
icon_state = "frontwalltop"
|
|
density = FALSE
|
|
layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
|
|
plane = ABOVE_GAME_PLANE
|
|
|
|
|
|
/obj/structure/fluff/bus/passable/seat
|
|
name = "seat"
|
|
desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
|
|
icon_state = "backseat"
|
|
pixel_y = 17
|
|
layer = OBJ_LAYER
|
|
plane = GAME_PLANE
|
|
|
|
|
|
/obj/structure/fluff/bus/passable/seat/driver
|
|
name = "driver's seat"
|
|
desc = "Space Jesus is my copilot."
|
|
icon_state = "driverseat"
|
|
|
|
/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
|
|
playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
|
|
. = ..()
|
|
|
|
/obj/structure/fluff/paper
|
|
name = "dense lining of papers"
|
|
desc = "A lining of paper scattered across the bottom of a wall."
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "paper"
|
|
deconstructible = FALSE
|
|
|
|
/obj/structure/fluff/paper/corner
|
|
icon_state = "papercorner"
|
|
|
|
/obj/structure/fluff/paper/stack
|
|
name = "dense stack of papers"
|
|
desc = "A stack of various papers, childish scribbles scattered across each page."
|
|
icon_state = "paperstack"
|
|
|
|
|
|
/obj/structure/fluff/divine
|
|
name = "Miracle"
|
|
icon = 'icons/obj/service/hand_of_god_structures.dmi'
|
|
icon_state = "error"
|
|
anchored = TRUE
|
|
density = TRUE
|
|
|
|
/obj/structure/fluff/divine/nexus
|
|
name = "nexus"
|
|
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
|
|
icon_state = "nexus"
|
|
|
|
/obj/structure/fluff/divine/conduit
|
|
name = "conduit"
|
|
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
|
|
icon_state = "conduit"
|
|
|
|
/obj/structure/fluff/divine/convertaltar
|
|
name = "conversion altar"
|
|
desc = "An altar dedicated to a deity."
|
|
icon_state = "convertaltar"
|
|
density = FALSE
|
|
can_buckle = 1
|
|
|
|
/obj/structure/fluff/divine/powerpylon
|
|
name = "power pylon"
|
|
desc = "A pylon which increases the deity's rate it can influence the world."
|
|
icon_state = "powerpylon"
|
|
can_buckle = 1
|
|
|
|
/obj/structure/fluff/divine/defensepylon
|
|
name = "defense pylon"
|
|
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
|
|
icon_state = "defensepylon"
|
|
|
|
/obj/structure/fluff/divine/shrine
|
|
name = "shrine"
|
|
desc = "A shrine dedicated to a deity."
|
|
icon_state = "shrine"
|
|
|
|
/obj/structure/fluff/fokoff_sign
|
|
name = "crude sign"
|
|
desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "fokof"
|
|
|
|
/obj/structure/fluff/big_chain
|
|
name = "giant chain"
|
|
desc = "A towering link of chains leading up to the ceiling."
|
|
icon = 'icons/effects/32x96.dmi'
|
|
icon_state = "chain"
|
|
anchored = TRUE
|
|
density = TRUE
|
|
deconstructible = FALSE
|
|
layer = ABOVE_ALL_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
|
|
/obj/structure/fluff/beach_towel
|
|
name = "beach towel"
|
|
desc = "A towel decorated in various beach-themed designs."
|
|
icon = 'icons/obj/railings.dmi'
|
|
icon_state = "railing"
|
|
density = FALSE
|
|
anchored = TRUE
|
|
deconstructible = FALSE
|
|
|
|
/obj/structure/fluff/beach_umbrella
|
|
name = "beach umbrella"
|
|
desc = "A fancy umbrella designed to keep the sun off beach-goers."
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "brella"
|
|
density = FALSE
|
|
anchored = TRUE
|
|
deconstructible = FALSE
|
|
|
|
/obj/structure/fluff/beach_umbrella/security
|
|
icon_state = "hos_brella"
|
|
|
|
/obj/structure/fluff/beach_umbrella/science
|
|
icon_state = "rd_brella"
|
|
|
|
/obj/structure/fluff/beach_umbrella/engine
|
|
icon_state = "ce_brella"
|
|
|
|
/obj/structure/fluff/beach_umbrella/cap
|
|
icon_state = "cap_brella"
|
|
|
|
/obj/structure/fluff/beach_umbrella/syndi
|
|
icon_state = "syndi_brella"
|
|
|
|
/obj/structure/fluff/clockwork
|
|
name = "Clockwork Fluff"
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "error"
|
|
deconstructible = FALSE
|
|
|
|
/obj/structure/fluff/clockwork/alloy_shards
|
|
name = "replicant alloy shards"
|
|
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
|
|
icon_state = "alloy_shards"
|
|
|
|
/obj/structure/fluff/clockwork/alloy_shards/small
|
|
icon_state = "shard_small1"
|
|
|
|
/obj/structure/fluff/clockwork/alloy_shards/medium
|
|
icon_state = "shard_medium1"
|
|
|
|
/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
|
|
icon_state = "gear_bit1"
|
|
|
|
/obj/structure/fluff/clockwork/alloy_shards/large
|
|
icon_state = "shard_large1"
|
|
|
|
/obj/structure/fluff/clockwork/blind_eye
|
|
name = "blind eye"
|
|
desc = "A heavy brass eye, its red iris fallen dark."
|
|
icon_state = "blind_eye"
|
|
|
|
/obj/structure/fluff/clockwork/fallen_armor
|
|
name = "fallen armor"
|
|
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
|
|
icon_state = "fallen_armor"
|
|
|
|
/obj/structure/fluff/clockwork/clockgolem_remains
|
|
name = "clockwork golem scrap"
|
|
desc = "A pile of scrap metal. It seems damaged beyond repair."
|
|
icon_state = "clockgolem_dead"
|
|
|
|
/obj/structure/fluff/tram_rail
|
|
name = "tram rail"
|
|
desc = "Great for trams, not so great for skating."
|
|
icon = 'icons/obj/tram/tram_rails.dmi'
|
|
icon_state = "rail"
|
|
layer = TRAM_RAIL_LAYER
|
|
plane = FLOOR_PLANE
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
deconstructible = FALSE
|
|
can_buckle = TRUE
|
|
buckle_requires_restraints = TRUE
|
|
buckle_lying = 90
|
|
|
|
/obj/structure/fluff/tram_rail/post_buckle_mob(mob/living/target)
|
|
. = ..()
|
|
target.pixel_y += dir == SOUTH ? -3 : 14
|
|
RegisterSignal(target, COMSIG_LIVING_HIT_BY_TRAM, PROC_REF(on_buckled_tram_smashed))
|
|
|
|
/obj/structure/fluff/tram_rail/post_unbuckle_mob(mob/living/target)
|
|
. = ..()
|
|
target.pixel_y -= dir == SOUTH ? -3 : 14
|
|
UnregisterSignal(target, COMSIG_LIVING_HIT_BY_TRAM)
|
|
|
|
/// If someone gets hit by the tram while buckled to us (mission accomplished) unbuckle them so that they can fly away
|
|
/// Also we rip one of their arms off to "uncuff" them
|
|
/obj/structure/fluff/tram_rail/proc/on_buckled_tram_smashed(mob/living/smashed)
|
|
SIGNAL_HANDLER
|
|
unbuckle_mob(smashed, force = TRUE, can_fall = FALSE) // Make sure they don't fall down a z-level until they've been thrown
|
|
|
|
/obj/structure/fluff/tram_rail/floor
|
|
name = "tram rail protective cover"
|
|
icon_state = "rail_floor"
|
|
|
|
/obj/structure/fluff/tram_rail/end
|
|
icon_state = "railend"
|
|
|
|
/obj/structure/fluff/tram_rail/anchor
|
|
name = "tram rail anchor"
|
|
icon_state = "anchor"
|
|
|
|
/obj/structure/fluff/tram_rail/electric
|
|
desc = "Great for trams, not so great for skating. This one is a power rail."
|
|
/// What power channel from the APC do we check for power?
|
|
var/power_channel = AREA_USAGE_ENVIRON
|
|
|
|
/obj/structure/fluff/tram_rail/electric/anchor
|
|
name = "tram rail anchor"
|
|
icon_state = "anchor"
|
|
|
|
/obj/structure/fluff/tram_rail/electric/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(\
|
|
/datum/component/electrified_buckle,\
|
|
input_requirements = SHOCK_REQUIREMENT_AREA_POWER,\
|
|
shock_immediately = TRUE,\
|
|
print_message = FALSE,\
|
|
damage_on_shock = 5,\
|
|
loop_length = 8 SECONDS,\
|
|
area_power_channel = power_channel,\
|
|
shock_flags = SHOCK_NOSTUN\
|
|
)
|
|
|
|
/obj/structure/fluff/tram_rail/electric/attack_hand(mob/living/user, list/modifiers)
|
|
. = ..()
|
|
var/area/our_area = get_area(src)
|
|
if(our_area?.powered(power_channel) && user.electrocute_act(75, src))
|
|
do_sparks(5, TRUE, src)
|
|
|
|
/obj/structure/fluff/broken_canister_frame
|
|
name = "broken canister frame"
|
|
desc = "A torn apart canister. It looks like some metal can be salvaged with a wrench."
|
|
icon_state = "broken_canister"
|
|
anchored = FALSE
|
|
density = TRUE
|
|
deconstructible = TRUE
|
|
|
|
/obj/structure/fluff/wallsign
|
|
name = "direction sign"
|
|
desc = "Now, where to go?"
|
|
density = FALSE
|
|
icon = 'icons/obj/fluff/general.dmi'
|
|
icon_state = "wallsign"
|
|
|
|
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fluff/wallsign, 32)
|