Files
Bubberstation/code/game/objects/structures/railings.dm
ArcaneMusic 2035132f3f Tweaks railings to stand and look taller (#78598)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/41715314/e905463f-6b83-4ff2-b265-7029d542301a)

This Pull request updates the sprites used by railings, including both
directional, corner, outer corner, and rail ending sprites.
Additionally, I've placed railings on the GAME_PLANE_UPPER plane, so
that visually it looks like railings in front of a player can physically
stand in front of the player.

## Why It's Good For The Game

This ports the railing sprites I did for The Wallening (tm) onto live,
providing a 3/4ths perspective sprite, in addition to the fact that
it'll help sell the height of objects by layering in a more satisfying
way.

Not to mention, I just think they're way better than current railings,
where are both ancient and super flat sprites.

## Changelog

🆑
image: Railings have had a visual update.
/🆑
2023-10-02 12:31:31 -04:00

152 lines
4.4 KiB
Plaintext

/obj/structure/railing
name = "railing"
desc = "Basic railing meant to protect idiots like you from falling."
icon = 'icons/obj/railings.dmi'
icon_state = "railing"
flags_1 = ON_BORDER_1
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
density = TRUE
anchored = TRUE
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
layer = ABOVE_MOB_LAYER
plane = GAME_PLANE_UPPER
/// armor is a little bit less than a grille. max_integrity about half that of a grille.
armor_type = /datum/armor/structure_railing
max_integrity = 25
var/climbable = TRUE
///Initial direction of the railing.
var/ini_dir
/datum/armor/structure_railing
melee = 35
bullet = 50
laser = 50
energy = 100
bomb = 10
/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
icon_state = "railing_corner"
density = FALSE
climbable = FALSE
/obj/structure/railing/corner/end //end of a segment of railing without making a loop
icon_state = "railing_end"
/obj/structure/railing/corner/end/flip //same as above but flipped around
icon_state = "railing_end_flip"
/obj/structure/railing/Initialize(mapload)
. = ..()
ini_dir = dir
if(climbable)
AddElement(/datum/element/climbable)
if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing.
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
)
AddElement(/datum/element/connect_loc, loc_connections)
var/static/list/tool_behaviors = list(
TOOL_WELDER = list(
SCREENTIP_CONTEXT_LMB = "Repair",
),
TOOL_WRENCH = list(
SCREENTIP_CONTEXT_LMB = "Anchor/Unanchor",
),
TOOL_WIRECUTTER = list(
SCREENTIP_CONTEXT_LMB = "Deconstruct",
),
)
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
..()
add_fingerprint(user)
if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
if(atom_integrity < max_integrity)
if(!I.tool_start_check(user, amount=1))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 40, volume=50))
atom_integrity = max_integrity
to_chat(user, span_notice("You repair [src]."))
else
to_chat(user, span_warning("[src] is already in good condition!"))
return
/obj/structure/railing/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
to_chat(user, span_warning("You cut apart the railing."))
I.play_tool_sound(src, 100)
deconstruct()
return TRUE
/obj/structure/railing/deconstruct(disassembled)
if(!(flags_1 & NODECONSTRUCT_1))
if (istype(src,/obj/structure/railing/corner)) // Corner railings only cost 1 rod
var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 1)
transfer_fingerprints_to(rod)
else
var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 2)
transfer_fingerprints_to(rod)
return ..()
///Implements behaviour that makes it possible to unanchor the railing.
/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(flags_1&NODECONSTRUCT_1)
return
to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor..."))
if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
set_anchored(!anchored)
to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor."))
return TRUE
/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
. = ..()
if(border_dir & dir)
return . || mover.throwing || mover.movement_type & (FLYING | FLOATING)
return TRUE
/obj/structure/railing/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
if(!(to_dir & dir))
return TRUE
return ..()
/obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(leaving == src)
return // Let's not block ourselves.
if(!(direction & dir))
return
if (!density)
return
if (leaving.throwing)
return
if (leaving.movement_type & (PHASING | FLYING | FLOATING))
return
if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
return
leaving.Bump(src)
return COMPONENT_ATOM_BLOCK_EXIT
/obj/structure/railing/proc/check_anchored(checked_anchored)
if(anchored == checked_anchored)
return TRUE