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About The Pull Request Round 2. image Adds a new tech to be unlocked within the B.E.P.I.S.'s major techs, called "Specialized Engineering". Within that tech are 2 new items, Heat Resistant Rods, and the Tinker's Gloves, as well as a new minor tech, the Survival Pen. Heat Resistant Rods: Have you ever wanted to expand Lavaland Base? Build a lava fortress worthy of your magnificence? Well, now you can! Using Heat Resistant Rods, you can make a catwalk to cross lava tiles, as well as build atop lava, without messy methods like using the RCD! Tinker's Gloves: This just in engineers, insulated gloves have new competition in town! The Tinker's gloves are complicated, overdesigned gloves that, while not very shockproof, allow for faster wall girder construction. No longer will you need to die of old age walling off an area when you're out of RCD ammo! Warning: This product contains no likeness to clockwork gauntlets used by the extinct cult of Rat'Var, and any such similarity is by no means intentional. Survival Pen: Have you ever been stuck on lavaland, trapped by your survival pod with just a few chairs, some titanium walls, and walls of ash closing in on you? Well THANK GOD you have your Rockbreaker brand Survival Pen! Allows for basic mining operations, and is portable like a standard pen! BUT WAIT! A watcher blocks your path. Thankfully, your expensive, diamond encrusted pen isn't just good for being the world's slowest pickaxe, it's ALSO coated in the one thing watchers crave: DIAMONDS. Toss the pen to draw the watcher's attention elsewhere. Why It's Good For The Game Starts to fill our B.E.P.I.S. Major Reward Techs, as intended, and fills a niche that doesn't get much play nowadays: Building on Lavaland. This was something I've had in the back of my mind since we did the first tests of the Disaster gamemode a few months ago, so each item here was made with the intention of improving the mining base should the station become un-livable. Lava-Proof Rods are beneficial in that you'll be able to cross and build over lava by the mid-end of the shift. RCDs still work as usual, but this way you won't have to worry about getting specialized engineering equipment as a member of cargo or science. The tinker's gloves are basically a variant of the nitrile gloves, but they grant a speed bonus to adding plating to metal girders, so that some kind of functional alternative to giving every engineer insulated gloves. Survival Pens are quite honestly very niche, but getting dumb pens with extra functionality is a tradition of trade shows all over the world, so it feels right at home as a minor reward. Also, does a tiny change to the doe sprites, just to look a little bit less old. Changelog cl add: A new Technology has been implemented as a major reward in the B.E.P.I.S., Specialized Engineering, to appeal to engineering utility and new construction horizons. tweak: Watchers will now actively consume diamond ore left lying around, alongside the new survival pens. /cl
430 lines
16 KiB
Plaintext
430 lines
16 KiB
Plaintext
/obj/structure/girder
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name = "girder"
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icon_state = "girder"
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desc = "A large structural assembly made out of metal; It requires a layer of metal before it can be considered a wall."
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anchored = TRUE
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density = TRUE
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var/state = GIRDER_NORMAL
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var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
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var/can_displace = TRUE //If the girder can be moved around by wrenching it
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var/next_beep = 0 //Prevents spamming of the construction sound
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max_integrity = 200
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/girder/examine(mob/user)
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. = ..()
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switch(state)
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if(GIRDER_REINF)
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. += "<span class='notice'>The support struts are <b>screwed</b> in place.</span>"
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if(GIRDER_REINF_STRUTS)
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. += "<span class='notice'>The support struts are <i>unscrewed</i> and the inner <b>grille</b> is intact.</span>"
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if(GIRDER_NORMAL)
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if(can_displace)
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. += "<span class='notice'>The bolts are <b>wrenched</b> in place.</span>"
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if(GIRDER_DISPLACED)
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. += "<span class='notice'>The bolts are <i>loosened</i>, but the <b>screws</b> are holding [src] together.</span>"
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if(GIRDER_DISASSEMBLED)
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. += "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>"
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/obj/structure/girder/attackby(obj/item/W, mob/user, params)
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var/platingmodifier = 1
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if(HAS_TRAIT(user, TRAIT_QUICK_BUILD))
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platingmodifier = 0.7
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if(next_beep <= world.time)
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next_beep = world.time + 10
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playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
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add_fingerprint(user)
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if(istype(W, /obj/item/gun/energy/plasmacutter))
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to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
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if(W.use_tool(src, user, 40, volume=100))
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to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
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var/obj/item/stack/sheet/metal/M = new (loc, 2)
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M.add_fingerprint(user)
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qdel(src)
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else if(istype(W, /obj/item/stack))
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if(iswallturf(loc))
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to_chat(user, "<span class='warning'>There is already a wall present!</span>")
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return
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if(!isfloorturf(src.loc))
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to_chat(user, "<span class='warning'>A floor must be present to build a false wall!</span>")
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return
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if (locate(/obj/structure/falsewall) in src.loc.contents)
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to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
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return
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if(istype(W, /obj/item/stack/rods))
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var/obj/item/stack/rods/S = W
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if(state == GIRDER_DISPLACED)
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two rods to create a false wall!</span>")
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return
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to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
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if(do_after(user, 20, target = src))
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if(S.get_amount() < 2)
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return
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S.use(2)
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to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
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var/obj/structure/falsewall/iron/FW = new (loc)
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transfer_fingerprints_to(FW)
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qdel(src)
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else
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if(S.get_amount() < 5)
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to_chat(user, "<span class='warning'>You need at least five rods to add plating!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding plating...</span>")
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if(do_after(user, 40, target = src))
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if(S.get_amount() < 5)
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return
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S.use(5)
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to_chat(user, "<span class='notice'>You add the plating.</span>")
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var/turf/T = get_turf(src)
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T.PlaceOnTop(/turf/closed/wall/mineral/iron)
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transfer_fingerprints_to(T)
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qdel(src)
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return
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if(!istype(W, /obj/item/stack/sheet))
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return
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var/obj/item/stack/sheet/S = W
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if(istype(S, /obj/item/stack/sheet/metal))
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if(state == GIRDER_DISPLACED)
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need two sheets of metal to create a false wall!</span>")
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return
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to_chat(user, "<span class='notice'>You start building a false wall...</span>")
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if(do_after(user, 20*platingmodifier, target = src))
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if(S.get_amount() < 2)
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return
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S.use(2)
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to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
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var/obj/structure/falsewall/F = new (loc)
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transfer_fingerprints_to(F)
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qdel(src)
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else
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need two sheets of metal to finish a wall!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding plating...</span>")
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if (do_after(user, 40*platingmodifier, target = src))
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if(S.get_amount() < 2)
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return
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S.use(2)
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to_chat(user, "<span class='notice'>You add the plating.</span>")
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var/turf/T = get_turf(src)
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T.PlaceOnTop(/turf/closed/wall)
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transfer_fingerprints_to(T)
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qdel(src)
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return
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if(istype(S, /obj/item/stack/sheet/plasteel))
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if(state == GIRDER_DISPLACED)
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
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return
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to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
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if(do_after(user, 20, target = src))
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if(S.get_amount() < 2)
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return
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S.use(2)
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to_chat(user, "<span class='notice'>You create a reinforced false wall. Push on it to open or close the passage.</span>")
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var/obj/structure/falsewall/reinforced/FW = new (loc)
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transfer_fingerprints_to(FW)
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qdel(src)
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else
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if(state == GIRDER_REINF)
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if(S.get_amount() < 1)
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return
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to_chat(user, "<span class='notice'>You start finalizing the reinforced wall...</span>")
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if(do_after(user, 50*platingmodifier, target = src))
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if(S.get_amount() < 1)
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return
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S.use(1)
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to_chat(user, "<span class='notice'>You fully reinforce the wall.</span>")
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var/turf/T = get_turf(src)
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T.PlaceOnTop(/turf/closed/wall/r_wall)
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transfer_fingerprints_to(T)
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qdel(src)
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return
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else
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if(S.get_amount() < 1)
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return
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to_chat(user, "<span class='notice'>You start reinforcing the girder...</span>")
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if(do_after(user, 60*platingmodifier, target = src))
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if(S.get_amount() < 1)
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return
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S.use(1)
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to_chat(user, "<span class='notice'>You reinforce the girder.</span>")
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var/obj/structure/girder/reinforced/R = new (loc)
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transfer_fingerprints_to(R)
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qdel(src)
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return
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if(S.sheettype && S.sheettype != "runed")
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var/M = S.sheettype
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if(state == GIRDER_DISPLACED)
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
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return
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if(do_after(user, 20, target = src))
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if(S.get_amount() < 2)
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return
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S.use(2)
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to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
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var/F = text2path("/obj/structure/falsewall/[M]")
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var/obj/structure/FW = new F (loc)
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transfer_fingerprints_to(FW)
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qdel(src)
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else
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets to add plating!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding plating...</span>")
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if (do_after(user, 40, target = src))
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if(S.get_amount() < 2)
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return
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S.use(2)
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to_chat(user, "<span class='notice'>You add the plating.</span>")
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var/turf/T = get_turf(src)
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T.PlaceOnTop(text2path("/turf/closed/wall/mineral/[M]"))
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transfer_fingerprints_to(T)
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qdel(src)
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return
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add_hiddenprint(user)
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else if(istype(W, /obj/item/pipe))
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var/obj/item/pipe/P = W
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if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
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if(!user.transferItemToLoc(P, drop_location()))
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return
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to_chat(user, "<span class='notice'>You fit the pipe into \the [src].</span>")
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else
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return ..()
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// Screwdriver behavior for girders
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/obj/structure/girder/screwdriver_act(mob/user, obj/item/tool)
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if(..())
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return TRUE
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. = FALSE
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if(state == GIRDER_DISPLACED)
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user.visible_message("<span class='warning'>[user] disassembles the girder.</span>",
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"<span class='notice'>You start to disassemble the girder...</span>",
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"<span class='hear'>You hear clanking and banging noises.</span>")
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if(tool.use_tool(src, user, 40, volume=100))
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if(state != GIRDER_DISPLACED)
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return
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state = GIRDER_DISASSEMBLED
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to_chat(user, "<span class='notice'>You disassemble the girder.</span>")
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var/obj/item/stack/sheet/metal/M = new (loc, 2)
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M.add_fingerprint(user)
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qdel(src)
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return TRUE
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else if(state == GIRDER_REINF)
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to_chat(user, "<span class='notice'>You start unsecuring support struts...</span>")
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if(tool.use_tool(src, user, 40, volume=100))
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if(state != GIRDER_REINF)
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return
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to_chat(user, "<span class='notice'>You unsecure the support struts.</span>")
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state = GIRDER_REINF_STRUTS
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return TRUE
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else if(state == GIRDER_REINF_STRUTS)
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to_chat(user, "<span class='notice'>You start securing support struts...</span>")
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if(tool.use_tool(src, user, 40, volume=100))
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if(state != GIRDER_REINF_STRUTS)
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return
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to_chat(user, "<span class='notice'>You secure the support struts.</span>")
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state = GIRDER_REINF
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return TRUE
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// Wirecutter behavior for girders
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/obj/structure/girder/wirecutter_act(mob/user, obj/item/tool)
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. = ..()
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if(state == GIRDER_REINF_STRUTS)
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to_chat(user, "<span class='notice'>You start removing the inner grille...</span>")
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if(tool.use_tool(src, user, 40, volume=100))
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to_chat(user, "<span class='notice'>You remove the inner grille.</span>")
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new /obj/item/stack/sheet/plasteel(get_turf(src))
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var/obj/structure/girder/G = new (loc)
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transfer_fingerprints_to(G)
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qdel(src)
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return TRUE
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/obj/structure/girder/wrench_act(mob/user, obj/item/tool)
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. = ..()
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if(state == GIRDER_DISPLACED)
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if(!isfloorturf(loc))
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to_chat(user, "<span class='warning'>A floor must be present to secure the girder!</span>")
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to_chat(user, "<span class='notice'>You start securing the girder...</span>")
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if(tool.use_tool(src, user, 40, volume=100))
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to_chat(user, "<span class='notice'>You secure the girder.</span>")
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var/obj/structure/girder/G = new (loc)
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transfer_fingerprints_to(G)
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qdel(src)
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return TRUE
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else if(state == GIRDER_NORMAL && can_displace)
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to_chat(user, "<span class='notice'>You start unsecuring the girder...</span>")
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if(tool.use_tool(src, user, 40, volume=100))
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to_chat(user, "<span class='notice'>You unsecure the girder.</span>")
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var/obj/structure/girder/displaced/D = new (loc)
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transfer_fingerprints_to(D)
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qdel(src)
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return TRUE
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/obj/structure/girder/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if((mover.pass_flags & PASSGRILLE) || istype(mover, /obj/projectile))
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return prob(girderpasschance)
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/obj/structure/girder/CanAStarPass(ID, dir, caller)
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. = !density
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if(ismovableatom(caller))
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var/atom/movable/mover = caller
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. = . || (mover.pass_flags & PASSGRILLE)
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/obj/structure/girder/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/remains = pick(/obj/item/stack/rods, /obj/item/stack/sheet/metal)
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new remains(loc)
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qdel(src)
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/obj/structure/girder/narsie_act()
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new /obj/structure/girder/cult(loc)
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qdel(src)
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/obj/structure/girder/displaced
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name = "displaced girder"
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icon_state = "displaced"
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anchored = FALSE
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state = GIRDER_DISPLACED
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girderpasschance = 25
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max_integrity = 120
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/obj/structure/girder/reinforced
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name = "reinforced girder"
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icon_state = "reinforced"
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state = GIRDER_REINF
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girderpasschance = 0
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max_integrity = 350
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//////////////////////////////////////////// cult girder //////////////////////////////////////////////
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/obj/structure/girder/cult
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name = "runed girder"
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desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
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icon = 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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can_displace = FALSE
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/obj/structure/girder/cult/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/melee/cultblade/dagger) && iscultist(user)) //Cultists can demolish cult girders instantly with their tomes
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user.visible_message("<span class='warning'>[user] strikes [src] with [W]!</span>", "<span class='notice'>You demolish [src].</span>")
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new /obj/item/stack/sheet/runed_metal(drop_location(), 1)
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qdel(src)
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else if(W.tool_behaviour == TOOL_WELDER)
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if(!W.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
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var/obj/item/stack/sheet/runed_metal/R = new(drop_location(), 1)
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transfer_fingerprints_to(R)
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qdel(src)
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else if(istype(W, /obj/item/stack/sheet/runed_metal))
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var/obj/item/stack/sheet/runed_metal/R = W
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if(R.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need at least one sheet of runed metal to construct a runed wall!</span>")
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return 0
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user.visible_message("<span class='notice'>[user] begins laying runed metal on [src]...</span>", "<span class='notice'>You begin constructing a runed wall...</span>")
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if(do_after(user, 50, target = src))
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if(R.get_amount() < 1)
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return
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user.visible_message("<span class='notice'>[user] plates [src] with runed metal.</span>", "<span class='notice'>You construct a runed wall.</span>")
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R.use(1)
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var/turf/T = get_turf(src)
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T.PlaceOnTop(/turf/closed/wall/mineral/cult)
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qdel(src)
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else
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return ..()
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/obj/structure/girder/cult/narsie_act()
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return
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/obj/structure/girder/cult/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/runed_metal(drop_location(), 1)
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qdel(src)
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/obj/structure/girder/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_FLOORWALL)
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return list("mode" = RCD_FLOORWALL, "delay" = 20, "cost" = 8)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 13)
|
|
return FALSE
|
|
|
|
/obj/structure/girder/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
|
|
var/turf/T = get_turf(src)
|
|
switch(passed_mode)
|
|
if(RCD_FLOORWALL)
|
|
to_chat(user, "<span class='notice'>You finish a wall.</span>")
|
|
T.PlaceOnTop(/turf/closed/wall)
|
|
qdel(src)
|
|
return TRUE
|
|
if(RCD_DECONSTRUCT)
|
|
to_chat(user, "<span class='notice'>You deconstruct the girder.</span>")
|
|
qdel(src)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/structure/girder/bronze
|
|
name = "wall gear"
|
|
desc = "A girder made out of sturdy bronze, made to resemble a gear."
|
|
icon = 'icons/obj/clockwork_objects.dmi'
|
|
icon_state = "wall_gear"
|
|
can_displace = FALSE
|
|
|
|
/obj/structure/girder/bronze/attackby(obj/item/W, mob/living/user, params)
|
|
add_fingerprint(user)
|
|
if(W.tool_behaviour == TOOL_WELDER)
|
|
if(!W.tool_start_check(user, amount = 0))
|
|
return
|
|
to_chat(user, "<span class='notice'>You start slicing apart [src]...</span>")
|
|
if(W.use_tool(src, user, 40, volume=50))
|
|
to_chat(user, "<span class='notice'>You slice apart [src].</span>")
|
|
var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
|
|
transfer_fingerprints_to(B)
|
|
qdel(src)
|
|
|
|
else if(istype(W, /obj/item/stack/tile/bronze))
|
|
var/obj/item/stack/tile/bronze/B = W
|
|
if(B.get_amount() < 2)
|
|
to_chat(user, "<span class='warning'>You need at least two bronze sheets to build a bronze wall!</span>")
|
|
return 0
|
|
user.visible_message("<span class='notice'>[user] begins plating [src] with bronze...</span>", "<span class='notice'>You begin constructing a bronze wall...</span>")
|
|
if(do_after(user, 50, target = src))
|
|
if(B.get_amount() < 2)
|
|
return
|
|
user.visible_message("<span class='notice'>[user] plates [src] with bronze!</span>", "<span class='notice'>You construct a bronze wall.</span>")
|
|
B.use(2)
|
|
var/turf/T = get_turf(src)
|
|
T.PlaceOnTop(/turf/closed/wall/mineral/bronze)
|
|
qdel(src)
|
|
|
|
else
|
|
return ..()
|