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Bubberstation/code/game/objects/structures/fireaxe.dm
Mothblocks 0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00

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/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
var/open = FALSE
var/obj/item/fireaxe/fireaxe
/obj/structure/fireaxecabinet/directional/north
dir = SOUTH
pixel_y = 32
/obj/structure/fireaxecabinet/directional/south
dir = NORTH
pixel_y = -32
/obj/structure/fireaxecabinet/directional/east
dir = WEST
pixel_x = 32
/obj/structure/fireaxecabinet/directional/west
dir = EAST
pixel_x = -32
/obj/structure/fireaxecabinet/Initialize(mapload)
. = ..()
fireaxe = new
update_appearance()
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
QDEL_NULL(fireaxe)
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/I, mob/living/user, params)
if(iscyborg(user) || I.tool_behaviour == TOOL_MULTITOOL)
toggle_lock(user)
else if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
if(atom_integrity < max_integrity)
if(!I.tool_start_check(user, amount=2))
return
to_chat(user, span_notice("You begin repairing [src]."))
if(I.use_tool(src, user, 40, volume=50, amount=2))
atom_integrity = max_integrity
update_appearance()
to_chat(user, span_notice("You repair [src]."))
else
to_chat(user, span_warning("[src] is already in good condition!"))
return
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, span_warning("You need two glass sheets to fix [src]!"))
return
to_chat(user, span_notice("You start fixing [src]..."))
if(do_after(user, 20, target = src) && G.use(2))
broken = FALSE
atom_integrity = max_integrity
update_appearance()
else if(open || broken)
if(istype(I, /obj/item/fireaxe) && !fireaxe)
var/obj/item/fireaxe/F = I
if(F?.wielded)
to_chat(user, span_warning("Unwield the [F.name] first."))
return
if(!user.transferItemToLoc(F, src))
return
fireaxe = F
to_chat(user, span_notice("You place the [F.name] back in the [name]."))
update_appearance()
return
else if(!broken)
toggle_open()
else
return ..()
/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(broken)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir)
if(open)
return
. = ..()
if(.)
update_appearance()
/obj/structure/fireaxecabinet/atom_break(damage_flag)
. = ..()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
update_appearance()
broken = TRUE
playsound(src, 'sound/effects/glassbr3.ogg', 100, TRUE)
new /obj/item/shard(loc)
new /obj/item/shard(loc)
/obj/structure/fireaxecabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(fireaxe && loc)
fireaxe.forceMove(loc)
fireaxe = null
new /obj/item/stack/sheet/iron(loc, 2)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
if(fireaxe)
fireaxe.forceMove(loc)
fireaxe = null
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(open || broken)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat(user, span_notice("You take the fire axe from the [name]."))
src.add_fingerprint(user)
update_appearance()
return
if(locked)
to_chat(user, span_warning("The [name] won't budge!"))
return
else
open = !open
update_appearance()
return
/obj/structure/fireaxecabinet/attack_paw(mob/living/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/fireaxecabinet/attack_ai(mob/user)
toggle_lock(user)
return
/obj/structure/fireaxecabinet/attack_tk(mob/user)
. = COMPONENT_CANCEL_ATTACK_CHAIN
if(locked)
to_chat(user, span_warning("The [name] won't budge!"))
return
open = !open
update_appearance()
/obj/structure/fireaxecabinet/update_overlays()
. = ..()
if(fireaxe)
. += "axe"
if(open)
. += "glass_raised"
return
var/hp_percent = atom_integrity/max_integrity * 100
if(broken)
. += "glass4"
else
switch(hp_percent)
if(-INFINITY to 40)
. += "glass3"
if(40 to 60)
. += "glass2"
if(60 to 80)
. += "glass1"
if(80 to INFINITY)
. += "glass"
. += locked ? "locked" : "unlocked"
/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
to_chat(user, span_notice("Resetting circuitry..."))
playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
if(do_after(user, 20, target = src))
to_chat(user, span_notice("You [locked ? "disable" : "re-enable"] the locking modules."))
locked = !locked
update_appearance()
/obj/structure/fireaxecabinet/verb/toggle_open()
set name = "Open/Close"
set category = "Object"
set src in oview(1)
if(locked)
to_chat(usr, span_warning("The [name] won't budge!"))
return
else
open = !open
update_appearance()
return