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## About The Pull Request This PR adds reinforced plating and a corresponding baseturf_helper, plating that cannot be deconstructed with the RCD and requires a few steps to degrade to regular plating. The plating is designed to serve the same purpose as R-Walls but for verticality. It shares its heat resistance with reinforced floor and hull, and in texting it can endure a single C4 blast but not X4 assuming the floor placed on it is already removed. It is currently is unused on the existing maps due to it being poor practice to place secure locations that would justify reinforced floors on the lower Z levels, however I have spoken to people working on maps actively at the moment and they have express interest in being able to use these floors. The plating can be constructed by using 2 sheets of plasteel on standard plating and is disassembled using wrench > welding tool > crowbar. The first stage of deconstruction causes the bolts holding the reinforcements in place to fall to the Z level below playing a sound and leaving a cleanable decal, adding a audio-visual alert that someone is about to come through your ceiling. UPDATE: I've added a ceiling variant of the baseturf editor, this can be placed on a lower Z level where it will modify the baseturfs of the Z level above within the original area. This will make it significantly easier to ensure that you only cover tiles you want reinforced when protecting lower Z levels. If anyone has any recommendations for sounds please tell me and I might swap them out but I think the two I've chosen work well. Additionally if anyone is able to make a better sprite for the screws or plates then that'd be a great help but I think the current ones work well enough. ## Why It's Good For The Game Currently Multi-Z maps have a very tight restriction on where secure areas can be put, only allowing for them to be placed on the top Z level, under more secure Z levels or in exterior satellites and coated with hulls. This is due to standard plating and/or reinforced floors are very easy to get through without warning if you bring the right tools. This PR effectively adds R-Walls but for floors allowing mappers to properly protect lower Z levels from vertical infiltration methods. This also adds a visual and audible indictor to the deconstruction of reinforced floor tiles to bring them more in line with the visuals of deconstructing a wall. ## Changelog 🆑 add: You can now reinforce plating to protect your department from the troublemakers upstairs. Station builders might find these useful to put the stations most secure locations on the lower floors. imageadd: added sprites for reinforced plating code: RCD proofing has been variablized and can now be applied to any floor type instead of just reinforced floors. /🆑
434 lines
13 KiB
Plaintext
434 lines
13 KiB
Plaintext
/obj/effect/decal/cleanable/generic
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name = "clutter"
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desc = "Someone should clean that up."
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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beauty = -50
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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desc = "Ashes to ashes, dust to dust, and into space."
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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mergeable_decal = FALSE
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beauty = -50
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decal_reagent = /datum/reagent/ash
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reagent_amount = 30
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/obj/effect/decal/cleanable/ash/Initialize(mapload)
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. = ..()
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pixel_x = base_pixel_x + rand(-5, 5)
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pixel_y = base_pixel_y + rand(-5, 5)
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/obj/effect/decal/cleanable/ash/crematorium
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//crematoriums need their own ash cause default ash deletes itself if created in an obj
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turf_loc_check = FALSE
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/obj/effect/decal/cleanable/ash/large
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name = "large pile of ashes"
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icon_state = "big_ash"
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beauty = -100
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decal_reagent = /datum/reagent/ash
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reagent_amount = 60
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/obj/effect/decal/cleanable/glass
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name = "tiny shards"
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desc = "Back to sand."
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icon = 'icons/obj/shards.dmi'
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icon_state = "tiny"
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beauty = -100
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/obj/effect/decal/cleanable/glass/Initialize(mapload)
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. = ..()
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setDir(pick(GLOB.cardinals))
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/obj/effect/decal/cleanable/glass/ex_act()
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qdel(src)
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/obj/effect/decal/cleanable/glass/plasma
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icon_state = "plasmatiny"
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/obj/effect/decal/cleanable/glass/titanium
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icon_state = "titaniumtiny"
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/obj/effect/decal/cleanable/glass/plastitanium
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icon_state = "plastitaniumtiny"
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//Screws that are dropped on the Z level below when deconstructing a reinforced floor plate.
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/obj/effect/decal/cleanable/glass/plastitanium/screws //I don't know how to sprite scattered screws, this can work until a spriter gets their hands on it.
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name = "pile of screws"
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desc = "Looks like they fell from the ceiling"
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/obj/effect/decal/cleanable/dirt
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name = "dirt"
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desc = "Someone should clean that up."
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icon = 'icons/effects/dirt.dmi'
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icon_state = "dirt"
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base_icon_state = "dirt"
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smoothing_flags = NONE
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smoothing_groups = list(SMOOTH_GROUP_CLEANABLE_DIRT)
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canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_CLEANABLE_DIRT)
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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beauty = -75
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/obj/effect/decal/cleanable/dirt/Initialize(mapload)
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. = ..()
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var/turf/T = get_turf(src)
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if(T.tiled_dirt)
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smoothing_flags = SMOOTH_BITMASK
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QUEUE_SMOOTH(src)
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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/obj/effect/decal/cleanable/dirt/Destroy()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/effect/decal/cleanable/dirt/dust
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name = "dust"
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desc = "A thin layer of dust coating the floor."
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/obj/effect/decal/cleanable/greenglow
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name = "glowing goo"
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desc = "Jeez. I hope that's not for lunch."
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icon_state = "greenglow"
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light_power = 3
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light_range = 2
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light_color = LIGHT_COLOR_GREEN
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beauty = -300
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/obj/effect/decal/cleanable/greenglow/ex_act()
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return FALSE
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/obj/effect/decal/cleanable/greenglow/filled
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decal_reagent = /datum/reagent/uranium
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reagent_amount = 5
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/obj/effect/decal/cleanable/greenglow/filled/Initialize(mapload)
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decal_reagent = pick(/datum/reagent/uranium, /datum/reagent/uranium/radium)
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. = ..()
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/obj/effect/decal/cleanable/greenglow/ecto
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name = "ectoplasmic puddle"
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desc = "You know who to call."
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light_power = 2
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/obj/effect/decal/cleanable/cobweb
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name = "cobweb"
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desc = "Somebody should remove that."
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gender = NEUTER
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layer = WALL_OBJ_LAYER
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plane = GAME_PLANE_UPPER
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icon_state = "cobweb1"
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resistance_flags = FLAMMABLE
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beauty = -100
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/cobweb/cobweb2
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icon_state = "cobweb2"
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/obj/effect/decal/cleanable/molten_object
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name = "gooey grey mass"
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desc = "It looks like a melted... something."
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gender = NEUTER
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icon = 'icons/effects/effects.dmi'
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icon_state = "molten"
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mergeable_decal = FALSE
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beauty = -150
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/molten_object/large
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name = "big gooey grey mass"
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icon_state = "big_molten"
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beauty = -300
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//Vomit (sorry)
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/obj/effect/decal/cleanable/vomit
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name = "vomit"
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desc = "Gosh, how unpleasant."
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icon = 'icons/effects/blood.dmi'
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icon_state = "vomit_1"
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random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
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beauty = -150
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/obj/effect/decal/cleanable/vomit/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(isflyperson(H))
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playsound(get_turf(src), 'sound/items/drink.ogg', 50, TRUE) //slurp
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H.visible_message(span_alert("[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound."))
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reagents.trans_to(H, reagents.total_volume, transfered_by = user, methods = INGEST)
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qdel(src)
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/obj/effect/decal/cleanable/vomit/old
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name = "crusty dried vomit"
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desc = "You try not to look at the chunks, and fail."
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/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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icon_state += "-old"
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
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/obj/effect/decal/cleanable/chem_pile
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name = "chemical pile"
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desc = "A pile of chemicals. You can't quite tell what's inside it."
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gender = NEUTER
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icon = 'icons/obj/objects.dmi'
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icon_state = "ash"
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/obj/effect/decal/cleanable/shreds
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name = "shreds"
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desc = "The shredded remains of what appears to be clothing."
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icon_state = "shreds"
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gender = PLURAL
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
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if(severity >= EXPLODE_DEVASTATE) //so shreds created during an explosion aren't deleted by the explosion.
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qdel(src)
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/obj/effect/decal/cleanable/shreds/Initialize(mapload, oldname)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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if(!isnull(oldname))
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desc = "The sad remains of what used to be [oldname]"
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. = ..()
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/obj/effect/decal/cleanable/glitter
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name = "generic glitter pile"
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desc = "The herpes of arts and crafts."
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icon = 'icons/effects/atmospherics.dmi'
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icon_state = "plasma_old"
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gender = NEUTER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/decal/cleanable/glitter/pink
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name = "pink glitter"
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icon_state = "plasma"
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/obj/effect/decal/cleanable/glitter/white
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name = "white glitter"
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icon_state = "nitrous_oxide"
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/obj/effect/decal/cleanable/glitter/blue
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name = "blue glitter"
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icon_state = "freon"
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/obj/effect/decal/cleanable/plasma
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name = "stabilized plasma"
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desc = "A puddle of stabilized plasma."
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icon_state = "flour"
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icon = 'icons/effects/tomatodecal.dmi'
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color = "#2D2D2D"
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/obj/effect/decal/cleanable/insectguts
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name = "insect guts"
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desc = "One bug squashed. Four more will rise in its place."
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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/obj/effect/decal/cleanable/confetti
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name = "confetti"
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desc = "Tiny bits of colored paper thrown about for the janitor to enjoy!"
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icon = 'icons/effects/confetti_and_decor.dmi'
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icon_state = "confetti"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT //the confetti itself might be annoying enough
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/obj/effect/decal/cleanable/plastic
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name = "plastic shreds"
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desc = "Bits of torn, broken, worthless plastic."
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icon = 'icons/obj/objects.dmi'
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icon_state = "shards"
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color = "#c6f4ff"
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/obj/effect/decal/cleanable/wrapping
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name = "wrapping shreds"
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desc = "Torn pieces of cardboard and paper, left over from a package."
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icon = 'icons/obj/objects.dmi'
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icon_state = "paper_shreds"
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/obj/effect/decal/cleanable/garbage
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name = "decomposing garbage"
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desc = "A split open garbage bag, its stinking content seems to be partially liquified. Yuck!"
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icon = 'icons/obj/objects.dmi'
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icon_state = "garbage"
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plane = GAME_PLANE
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layer = FLOOR_CLEAN_LAYER //To display the decal over wires.
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beauty = -150
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/garbage/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 15)
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/obj/effect/decal/cleanable/ants
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name = "space ants"
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desc = "A small colony of space ants. They're normally used to the vacuum of space, so they can't climb too well."
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icon = 'icons/obj/objects.dmi'
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icon_state = "ants"
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beauty = -150
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plane = GAME_PLANE
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layer = LOW_OBJ_LAYER
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decal_reagent = /datum/reagent/ants
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reagent_amount = 5
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/// Sound the ants make when biting
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var/bite_sound = 'sound/weapons/bite.ogg'
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/obj/effect/decal/cleanable/ants/Initialize(mapload)
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if(mapload && reagent_amount > 2)
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reagent_amount = rand((reagent_amount - 2), reagent_amount)
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. = ..()
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update_ant_damage()
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/obj/effect/decal/cleanable/ants/vv_edit_var(vname, vval)
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. = ..()
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if(vname == NAMEOF(src, bite_sound))
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update_ant_damage()
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/obj/effect/decal/cleanable/ants/handle_merge_decal(obj/effect/decal/cleanable/merger)
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. = ..()
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var/obj/effect/decal/cleanable/ants/ants = merger
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ants.update_ant_damage()
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/obj/effect/decal/cleanable/ants/proc/update_ant_damage(ant_min_damage, ant_max_damage)
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if(!ant_max_damage)
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ant_max_damage = min(10, round((reagents.get_reagent_amount(/datum/reagent/ants) * 0.1),0.1)) // 100u ants = 10 max_damage
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if(!ant_min_damage)
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ant_min_damage = 0.1
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var/ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN) /// Small amounts of ants won't be able to bite through shoes.
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if(ant_max_damage > 1)
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ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN | CALTROP_BYPASS_SHOES)
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var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
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if(caltrop_comp)
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caltrop_comp.min_damage = ant_min_damage
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caltrop_comp.max_damage = ant_max_damage
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caltrop_comp.flags = ant_flags
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caltrop_comp.soundfile = bite_sound
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else
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AddComponent(/datum/component/caltrop, min_damage = ant_min_damage, max_damage = ant_max_damage, flags = ant_flags, soundfile = bite_sound)
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update_appearance(UPDATE_ICON)
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/obj/effect/decal/cleanable/ants/update_icon_state()
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if(istype(src, /obj/effect/decal/cleanable/ants/fire)) //i fucking hate this but you're forced to call parent in update_icon_state()
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return ..()
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if(!(flags_1 & INITIALIZED_1))
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return ..()
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var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
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if(!caltrop_comp)
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return ..()
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switch(caltrop_comp.max_damage)
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if(0 to 1)
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icon_state = initial(icon_state)
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if(1.1 to 4)
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icon_state = "[initial(icon_state)]_2"
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if(4.1 to 7)
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icon_state = "[initial(icon_state)]_3"
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if(7.1 to INFINITY)
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icon_state = "[initial(icon_state)]_4"
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return ..()
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/obj/effect/decal/cleanable/ants/update_overlays()
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. = ..()
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. += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
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/obj/effect/decal/cleanable/ants/fire_act(exposed_temperature, exposed_volume)
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var/obj/effect/decal/cleanable/ants/fire/fire_ants = new(loc)
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fire_ants.reagents.clear_reagents()
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reagents.trans_to(fire_ants, fire_ants.reagents.maximum_volume)
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qdel(src)
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/obj/effect/decal/cleanable/ants/fire
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name = "space fire ants"
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desc = "A small colony no longer. We are the fire nation."
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icon_state = "fire_ants"
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/ants/fire/update_ant_damage(ant_min_damage, ant_max_damage)
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return ..(15, 25)
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/obj/effect/decal/cleanable/ants/fire/fire_act(exposed_temperature, exposed_volume)
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return
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/obj/effect/decal/cleanable/fuel_pool
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name = "pool of fuel"
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desc = "A pool of flammable fuel. Its probably wise to clean this off before something ignites it..."
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icon_state = "fuel_pool"
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layer = LOW_OBJ_LAYER
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beauty = -50
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clean_type = CLEAN_TYPE_BLOOD
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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/// Maximum amount of hotspots this pool can create before deleting itself
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var/burn_amount = 3
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/// Is this fuel pool currently burning?
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var/burning = FALSE
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/// Type of hotspot fuel pool spawns upon being ignited
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var/hotspot_type = /obj/effect/hotspot
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/obj/effect/decal/cleanable/fuel_pool/Initialize(mapload, burn_stacks)
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. = ..()
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for(var/obj/effect/decal/cleanable/fuel_pool/pool in get_turf(src)) //Can't use locate because we also belong to that turf
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if(pool == src)
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continue
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pool.burn_amount = max(min(pool.burn_amount + burn_stacks, 10), 1)
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return INITIALIZE_HINT_QDEL
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if(burn_stacks)
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burn_amount = max(min(burn_stacks, 10), 1)
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/obj/effect/decal/cleanable/fuel_pool/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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ignite()
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/**
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* Ignites the fuel pool. This should be the only way to ignite fuel pools.
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*/
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/obj/effect/decal/cleanable/fuel_pool/proc/ignite()
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if(burning)
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return
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burning = TRUE
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burn_process()
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/**
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* Spends 1 burn_amount and spawns a hotspot. If burn_amount is equal to 0, deletes the fuel pool.
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* Else, queues another call of this proc upon hotspot getting deleted and ignites other fuel pools around itself after 0.5 seconds.
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* THIS SHOULD NOT BE CALLED DIRECTLY.
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*/
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/obj/effect/decal/cleanable/fuel_pool/proc/burn_process()
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SIGNAL_HANDLER
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burn_amount -= 1
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var/obj/effect/hotspot/hotspot = new hotspot_type(get_turf(src))
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addtimer(CALLBACK(src, PROC_REF(ignite_others)), 0.5 SECONDS)
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|
|
|
if(!burn_amount)
|
|
qdel(src)
|
|
return
|
|
|
|
RegisterSignal(hotspot, COMSIG_PARENT_QDELETING, PROC_REF(burn_process))
|
|
|
|
/**
|
|
* Ignites other oil pools around itself.
|
|
*/
|
|
/obj/effect/decal/cleanable/fuel_pool/proc/ignite_others()
|
|
for(var/obj/effect/decal/cleanable/fuel_pool/oil in range(1, get_turf(src)))
|
|
oil.ignite()
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/bullet_act(obj/projectile/hit_proj)
|
|
. = ..()
|
|
ignite()
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/attackby(obj/item/item, mob/user, params)
|
|
if(item.ignition_effect(src, user))
|
|
ignite()
|
|
return ..()
|