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## About The Pull Request I'm "cooking" the materials system a bit, specifically the code responsible for applying and removing effects. My goal is to move most of the code to the objects-side, split it in smaller procs that can be more easily overriden or called for object-specific modifiers and effects, while also revamping things all around to better support items made from multiple materials (the cleric mace will most likely be one in this PR, with the handle and tip made of different materials). PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO MATERIALS. ## Why It's Good For The Game One of the nastiest flaws with the materials system is that it's just unfeasable to have items made of multiple mats (with effects enabled) right now, as they easily tend to override each other, where some of the modifiers and effects should only be applied the main material. Beside, the system's starting to show signs of its time, from the several type checks used to apply different effects, the one letter variables to the the material flags that are still being passed down as arguments when you can access them from the atom/source arg anyway. It would be disonhest of me if I went ahead and coded material fishing rods or whatever fish fuckery with materials without ensuring it won't further the technical debt the feature currently has. ## Changelog 🆑 refactor: Refactored materials code. report any issue. add: Cleric maces (The autolathe-printable weapon design from outer space) can now be made of two different materials. balance: Buffed cleric maces a little. fix: toolboxes' stats are now affected by materials again. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
437 lines
14 KiB
Plaintext
437 lines
14 KiB
Plaintext
/*
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* False Walls
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*/
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/obj/structure/falsewall
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name = "wall"
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desc = "A huge chunk of metal used to separate rooms."
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anchored = TRUE
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icon = 'icons/turf/walls/false_walls.dmi'
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icon_state = "wall-open"
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base_icon_state = "wall"
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layer = LOW_OBJ_LAYER
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density = TRUE
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opacity = TRUE
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max_integrity = 100
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_WALLS
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can_be_unanchored = FALSE
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can_atmos_pass = ATMOS_PASS_DENSITY
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rad_insulation = RAD_MEDIUM_INSULATION
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material_flags = MATERIAL_EFFECTS
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/// The icon this falsewall is faking being. we'll switch out our icon with this when we're in fake mode
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var/fake_icon = 'icons/turf/walls/wall.dmi'
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var/mineral = /obj/item/stack/sheet/iron
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var/mineral_amount = 2
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var/walltype = /turf/closed/wall
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var/girder_type = /obj/structure/girder/displaced
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var/opening = FALSE
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/obj/structure/falsewall/Initialize(mapload)
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. = ..()
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var/obj/item/stack/initialized_mineral = new mineral // Okay this kinda sucks.
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set_custom_materials(initialized_mineral.mats_per_unit, mineral_amount)
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qdel(initialized_mineral)
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air_update_turf(TRUE, TRUE)
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/obj/structure/falsewall/attack_hand(mob/user, list/modifiers)
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if(opening)
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return
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. = ..()
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if(.)
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return
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opening = TRUE
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if(!density)
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var/srcturf = get_turf(src)
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for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
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opening = FALSE
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return
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update_appearance()
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/structure/falsewall, toggle_open)), 0.5 SECONDS)
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/obj/structure/falsewall/proc/toggle_open()
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if(!QDELETED(src))
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set_density(!density)
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set_opacity(density)
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opening = FALSE
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update_appearance()
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air_update_turf(TRUE, !density)
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/obj/structure/falsewall/update_icon(updates=ALL)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
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. = ..()
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if(!density || !(updates & UPDATE_SMOOTHING))
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return
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if(opening)
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smoothing_flags = NONE
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clear_smooth_overlays()
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else
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smoothing_flags = SMOOTH_BITMASK
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QUEUE_SMOOTH(src)
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/obj/structure/falsewall/update_icon_state()
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if(opening)
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icon = initial(icon)
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icon_state = "[base_icon_state]-[density ? "opening" : "closing"]"
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return ..()
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if(density)
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icon = fake_icon
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icon_state = "[base_icon_state]-[smoothing_junction]"
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else
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icon = initial(icon)
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icon_state = "[base_icon_state]-open"
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return ..()
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/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
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var/turf/T = get_turf(src)
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T.place_on_top(walltype)
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if(delete)
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qdel(src)
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return T
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/obj/structure/falsewall/tool_act(mob/living/user, obj/item/tool, list/modifiers)
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if(!opening || !tool.tool_behaviour)
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return ..()
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to_chat(user, span_warning("You must wait until the door has stopped moving!"))
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return ITEM_INTERACT_BLOCKING
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/obj/structure/falsewall/screwdriver_act(mob/living/user, obj/item/tool)
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if(!density)
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to_chat(user, span_warning("You can't reach, close it first!"))
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return
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var/turf/loc_turf = get_turf(src)
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if(loc_turf.density)
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to_chat(user, span_warning("[src] is blocked!"))
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return ITEM_INTERACT_SUCCESS
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if(!isfloorturf(loc_turf))
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to_chat(user, span_warning("[src] bolts must be tightened on the floor!"))
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return ITEM_INTERACT_SUCCESS
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user.visible_message(span_notice("[user] tightens some bolts on the wall."), span_notice("You tighten the bolts on the wall."))
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ChangeToWall()
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return ITEM_INTERACT_SUCCESS
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/obj/structure/falsewall/welder_act(mob/living/user, obj/item/tool)
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if(tool.use_tool(src, user, 0 SECONDS, volume=50))
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dismantle(user, TRUE)
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return ITEM_INTERACT_SUCCESS
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return
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/obj/structure/falsewall/attackby(obj/item/W, mob/user, params)
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if(!opening)
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return ..()
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to_chat(user, span_warning("You must wait until the door has stopped moving!"))
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return
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/obj/structure/falsewall/proc/dismantle(mob/user, disassembled=TRUE, obj/item/tool = null)
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user.visible_message(span_notice("[user] dismantles the false wall."), span_notice("You dismantle the false wall."))
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if(tool)
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tool.play_tool_sound(src, 100)
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else
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playsound(src, 'sound/items/tools/welder.ogg', 100, TRUE)
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deconstruct(disassembled)
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/obj/structure/falsewall/atom_deconstruct(disassembled = TRUE)
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if(disassembled)
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new girder_type(loc)
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if(mineral_amount)
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for(var/i in 1 to mineral_amount)
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new mineral(loc)
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/obj/structure/falsewall/get_dumping_location()
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return null
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/obj/structure/falsewall/examine_status(mob/user) //So you can't detect falsewalls by examine.
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to_chat(user, span_notice("The outer plating is <b>welded</b> firmly in place."))
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return null
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/*
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* False R-Walls
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*/
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/obj/structure/falsewall/reinforced
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name = "reinforced wall"
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desc = "A huge chunk of reinforced metal used to separate rooms."
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fake_icon = 'icons/turf/walls/reinforced_wall.dmi'
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icon_state = "reinforced_wall-open"
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base_icon_state = "reinforced_wall"
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walltype = /turf/closed/wall/r_wall
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mineral = /obj/item/stack/sheet/plasteel
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smoothing_flags = SMOOTH_BITMASK
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/obj/structure/falsewall/reinforced/examine_status(mob/user)
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to_chat(user, span_notice("The outer <b>grille</b> is fully intact."))
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return null
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/obj/structure/falsewall/reinforced/attackby(obj/item/tool, mob/user)
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..()
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if(tool.tool_behaviour == TOOL_WIRECUTTER)
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dismantle(user, TRUE, tool)
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/*
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* Uranium Falsewalls
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*/
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/obj/structure/falsewall/uranium
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name = "uranium wall"
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desc = "A wall with uranium plating. This is probably a bad idea."
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fake_icon = 'icons/turf/walls/uranium_wall.dmi'
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icon_state = "uranium_wall-open"
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base_icon_state = "uranium_wall"
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mineral = /obj/item/stack/sheet/mineral/uranium
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walltype = /turf/closed/wall/mineral/uranium
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_URANIUM_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_URANIUM_WALLS
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/// Mutex to prevent infinite recursion when propagating radiation pulses
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var/active = null
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/// The last time a radiation pulse was performed
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var/last_event = 0
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/obj/structure/falsewall/uranium/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_PROPAGATE_RAD_PULSE, PROC_REF(radiate))
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/obj/structure/falsewall/uranium/attackby(obj/item/W, mob/user, params)
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radiate()
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return ..()
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/obj/structure/falsewall/uranium/attack_hand(mob/user, list/modifiers)
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radiate()
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return ..()
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/obj/structure/falsewall/uranium/proc/radiate()
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SIGNAL_HANDLER
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if(active)
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return
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if(world.time <= last_event + 1.5 SECONDS)
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return
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active = TRUE
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radiation_pulse(
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src,
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max_range = 3,
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threshold = RAD_LIGHT_INSULATION,
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chance = URANIUM_IRRADIATION_CHANCE,
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minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
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)
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propagate_radiation_pulse()
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last_event = world.time
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active = FALSE
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/*
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* Other misc falsewall types
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*/
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/obj/structure/falsewall/gold
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name = "gold wall"
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desc = "A wall with gold plating. Swag!"
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fake_icon = 'icons/turf/walls/gold_wall.dmi'
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icon_state = "gold_wall-open"
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base_icon_state = "gold_wall"
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mineral = /obj/item/stack/sheet/mineral/gold
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walltype = /turf/closed/wall/mineral/gold
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_GOLD_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_GOLD_WALLS
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/obj/structure/falsewall/silver
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name = "silver wall"
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desc = "A wall with silver plating. Shiny."
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fake_icon = 'icons/turf/walls/silver_wall.dmi'
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icon_state = "silver_wall-open"
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base_icon_state = "silver_wall"
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mineral = /obj/item/stack/sheet/mineral/silver
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walltype = /turf/closed/wall/mineral/silver
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_SILVER_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_SILVER_WALLS
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/obj/structure/falsewall/diamond
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name = "diamond wall"
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desc = "A wall with diamond plating. You monster."
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fake_icon = 'icons/turf/walls/diamond_wall.dmi'
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icon_state = "diamond_wall-open"
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base_icon_state = "diamond_wall"
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mineral = /obj/item/stack/sheet/mineral/diamond
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walltype = /turf/closed/wall/mineral/diamond
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_DIAMOND_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_DIAMOND_WALLS
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max_integrity = 800
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/obj/structure/falsewall/plasma
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name = "plasma wall"
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desc = "A wall with plasma plating. This is definitely a bad idea."
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fake_icon = 'icons/turf/walls/plasma_wall.dmi'
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icon_state = "plasma_wall-open"
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base_icon_state = "plasma_wall"
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mineral = /obj/item/stack/sheet/mineral/plasma
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walltype = /turf/closed/wall/mineral/plasma
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_PLASMA_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_PLASMA_WALLS
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/obj/structure/falsewall/bananium
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name = "bananium wall"
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desc = "A wall with bananium plating. Honk!"
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fake_icon = 'icons/turf/walls/bananium_wall.dmi'
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icon_state = "bananium_wall-open"
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base_icon_state = "bananium_wall"
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mineral = /obj/item/stack/sheet/mineral/bananium
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walltype = /turf/closed/wall/mineral/bananium
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_BANANIUM_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_BANANIUM_WALLS
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/obj/structure/falsewall/sandstone
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name = "sandstone wall"
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desc = "A wall with sandstone plating. Rough."
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fake_icon = 'icons/turf/walls/sandstone_wall.dmi'
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icon_state = "sandstone_wall-open"
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base_icon_state = "sandstone_wall"
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mineral = /obj/item/stack/sheet/mineral/sandstone
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walltype = /turf/closed/wall/mineral/sandstone
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_SANDSTONE_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_SANDSTONE_WALLS
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/obj/structure/falsewall/wood
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name = "wooden wall"
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desc = "A wall with wooden plating. Stiff."
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fake_icon = 'icons/turf/walls/wood_wall.dmi'
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icon_state = "wood_wall-open"
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base_icon_state = "wood_wall"
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mineral = /obj/item/stack/sheet/mineral/wood
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walltype = /turf/closed/wall/mineral/wood
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_WOOD_WALLS
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/obj/structure/falsewall/bamboo
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name = "bamboo wall"
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desc = "A wall with bamboo finish. Zen."
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fake_icon = 'icons/turf/walls/bamboo_wall.dmi'
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icon_state = "bamboo_wall-open"
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base_icon_state = "bamboo_wall"
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mineral = /obj/item/stack/sheet/mineral/bamboo
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walltype = /turf/closed/wall/mineral/bamboo
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_BAMBOO_WALLS + SMOOTH_GROUP_CLOSED_TURFS
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canSmoothWith = SMOOTH_GROUP_BAMBOO_WALLS
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/obj/structure/falsewall/iron
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name = "rough iron wall"
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desc = "A wall with rough metal plating."
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fake_icon = 'icons/turf/walls/iron_wall.dmi'
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icon_state = "iron_wall-open"
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base_icon_state = "iron_wall"
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mineral = /obj/item/stack/rods
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mineral_amount = 5
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walltype = /turf/closed/wall/mineral/iron
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base_icon_state = "iron_wall"
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_IRON_WALLS
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/obj/structure/falsewall/abductor
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name = "alien wall"
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desc = "A wall with alien alloy plating."
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fake_icon = 'icons/turf/walls/abductor_wall.dmi'
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icon_state = "abductor_wall-open"
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base_icon_state = "abductor_wall"
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mineral = /obj/item/stack/sheet/mineral/abductor
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walltype = /turf/closed/wall/mineral/abductor
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS
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/obj/structure/falsewall/titanium
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name = "wall"
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desc = "A light-weight titanium wall used in shuttles."
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fake_icon = 'icons/turf/walls/shuttle_wall.dmi'
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icon_state = "shuttle_wall-open"
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base_icon_state = "shuttle_wall"
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mineral = /obj/item/stack/sheet/mineral/titanium
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walltype = /turf/closed/wall/mineral/titanium
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_TITANIUM_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_TITANIUM_WALLS
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/obj/structure/falsewall/plastitanium
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name = "wall"
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desc = "An evil wall of plasma and titanium."
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fake_icon = 'icons/turf/walls/plastitanium_wall.dmi'
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icon_state = "plastitanium_wall-open"
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base_icon_state = "plastitanium_wall"
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mineral = /obj/item/stack/sheet/mineral/plastitanium
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walltype = /turf/closed/wall/mineral/plastitanium
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_WALLS
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canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_PLASTITANIUM_WALLS
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/obj/structure/falsewall/material
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name = "wall"
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desc = "A huge chunk of material used to separate rooms."
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fake_icon = 'icons/turf/walls/material_wall.dmi'
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icon_state = "material_wall-open"
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base_icon_state = "material_wall"
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walltype = /turf/closed/wall/material
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS + SMOOTH_GROUP_MATERIAL_WALLS
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canSmoothWith = SMOOTH_GROUP_MATERIAL_WALLS
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material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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/obj/structure/falsewall/material/atom_deconstruct(disassembled = TRUE)
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if(disassembled)
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new girder_type(loc)
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for(var/material in custom_materials)
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var/datum/material/material_datum = material
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new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / SHEET_MATERIAL_AMOUNT, 1))
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/obj/structure/falsewall/material/finalize_material_effects(list/materials)
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. = ..()
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desc = "A huge chunk of [get_material_english_list(materials)] used to separate rooms."
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/obj/structure/falsewall/material/toggle_open()
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if(!QDELETED(src))
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set_density(!density)
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var/mat_opacity = TRUE
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for(var/datum/material/mat in custom_materials)
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if(mat.alpha < 255)
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mat_opacity = FALSE
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break
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set_opacity(density && mat_opacity)
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opening = FALSE
|
|
update_appearance()
|
|
air_update_turf(TRUE, !density)
|
|
|
|
/obj/structure/falsewall/material/ChangeToWall(delete = 1)
|
|
var/turf/current_turf = get_turf(src)
|
|
var/turf/closed/wall/material/new_wall = current_turf.place_on_top(/turf/closed/wall/material)
|
|
new_wall.set_custom_materials(custom_materials)
|
|
if(delete)
|
|
qdel(src)
|
|
return current_turf
|
|
|
|
/obj/structure/falsewall/material/update_icon(updates)
|
|
. = ..()
|
|
for(var/datum/material/mat in custom_materials)
|
|
if(mat.alpha < 255)
|
|
update_transparency_underlays()
|
|
return
|
|
|
|
/obj/structure/falsewall/material/proc/update_transparency_underlays()
|
|
underlays.Cut()
|
|
var/girder_icon_state = "displaced"
|
|
if(opening)
|
|
girder_icon_state += "_[density ? "opening" : "closing"]"
|
|
else if(!density)
|
|
girder_icon_state += "_open"
|
|
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', girder_icon_state, layer = LOW_OBJ_LAYER-0.01)
|
|
girder_underlay.appearance_flags = RESET_ALPHA | RESET_COLOR
|
|
underlays += girder_underlay
|