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Bubberstation/code/game/objects/structures/girders.dm
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Robustin 7db828644c EngiMarket Part Four - Ranged RCD and Rapid Lighting Device (RLD) (#25263)
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.

The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.

🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
2017-04-14 09:31:43 +12:00

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/obj/structure/girder
name = "girder"
icon_state = "girder"
anchored = 1
density = 1
layer = BELOW_OBJ_LAYER
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
var/can_displace = TRUE //If the girder can be moved around by wrenching it
obj_integrity = 200
max_integrity = 200
/obj/structure/girder/examine(mob/user)
. = ..()
switch(state)
if(GIRDER_REINF)
to_chat(user, "<span class='notice'>The support struts are <b>screwed</b> in place.</span>")
if(GIRDER_REINF_STRUTS)
to_chat(user, "<span class='notice'>The support struts are <i>unscrewed</i> and the inner <b>grille</b> is intact.</span>")
if(GIRDER_NORMAL)
if(can_displace)
to_chat(user, "<span class='notice'>The bolts are <b>wrenched</b> in place.</span>")
if(GIRDER_DISPLACED)
to_chat(user, "<span class='notice'>The bolts are <i>loosened</i>, but the <b>screws</b> are holding [src] together.</span>")
if(GIRDER_DISASSEMBLED)
to_chat(user, "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>")
/obj/structure/girder/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver))
if(state == GIRDER_DISPLACED)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
"<span class='notice'>You start to disassemble the girder...</span>", "You hear clanking and banging noises.")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_DISPLACED)
return
state = GIRDER_DISASSEMBLED
to_chat(user, "<span class='notice'>You disassemble the girder.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
else if(state == GIRDER_REINF)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start unsecuring support struts...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_REINF)
return
to_chat(user, "<span class='notice'>You unsecure the support struts.</span>")
state = GIRDER_REINF_STRUTS
else if(state == GIRDER_REINF_STRUTS)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start securing support struts...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_REINF_STRUTS)
return
to_chat(user, "<span class='notice'>You secure the support struts.</span>")
state = GIRDER_REINF
else if(istype(W, /obj/item/weapon/wrench))
if(state == GIRDER_DISPLACED)
if(!isfloorturf(loc))
to_chat(user, "<span class='warning'>A floor must be present to secure the girder!</span>")
return
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start securing the girder...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You secure the girder.</span>")
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
else if(state == GIRDER_NORMAL && can_displace)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start unsecuring the girder...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You unsecure the girder.</span>")
var/obj/structure/girder/displaced/D = new (loc)
transfer_fingerprints_to(D)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
to_chat(user, "<span class='notice'>You smash through the girder!</span>")
new /obj/item/stack/sheet/metal(get_turf(src))
D.playDigSound()
qdel(src)
else if(istype(W, /obj/item/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You start removing the inner grille...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You remove the inner grille.</span>")
new /obj/item/stack/sheet/plasteel(get_turf(src))
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
else if(istype(W, /obj/item/stack))
if(iswallturf(loc))
to_chat(user, "<span class='warning'>There is already a wall present!</span>")
return
if(!isfloorturf(src.loc))
to_chat(user, "<span class='warning'>A floor must be present to build a false wall!</span>")
return
if (locate(/obj/structure/falsewall) in src.loc.contents)
to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
return
if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/S = W
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/iron/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 5)
to_chat(user, "<span class='warning'>You need at least five rods to add plating!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 5)
return
S.use(5)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/mineral/iron)
transfer_fingerprints_to(T)
qdel(src)
return
if(!istype(W,/obj/item/stack/sheet))
return
var/obj/item/stack/sheet/S = W
if(istype(S,/obj/item/stack/sheet/metal))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two sheets of metal to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a false wall...</span>")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/F = new (loc)
transfer_fingerprints_to(F)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two sheets of metal to finish a wall!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40, target = src))
if(loc == null || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall)
transfer_fingerprints_to(T)
qdel(src)
return
if(istype(S,/obj/item/stack/sheet/plasteel))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a reinforced false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/reinforced/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(state == GIRDER_REINF)
if(S.get_amount() < 1)
return
to_chat(user, "<span class='notice'>You start finalizing the reinforced wall...</span>")
if(do_after(user, 50, target = src))
if(!src.loc || !S || S.get_amount() < 1)
return
S.use(1)
to_chat(user, "<span class='notice'>You fully reinforce the wall.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/r_wall)
transfer_fingerprints_to(T)
qdel(src)
return
else
if(S.get_amount() < 1)
return
to_chat(user, "<span class='notice'>You start reinforcing the girder...</span>")
if (do_after(user, 60, target = src))
if(!src.loc || !S || S.get_amount() < 1)
return
S.use(1)
to_chat(user, "<span class='notice'>You reinforce the girder.</span>")
var/obj/structure/girder/reinforced/R = new (loc)
transfer_fingerprints_to(R)
qdel(src)
return
if(S.sheettype)
var/M = S.sheettype
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
return
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/F = text2path("/obj/structure/falsewall/[M]")
var/obj/structure/FW = new F (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets to add plating!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(text2path("/turf/closed/wall/mineral/[M]"))
transfer_fingerprints_to(T)
qdel(src)
return
add_hiddenprint(user)
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
if(!user.drop_item())
return
P.loc = src.loc
to_chat(user, "<span class='notice'>You fit the pipe into \the [src].</span>")
else
return ..()
/obj/structure/girder/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover) && mover.checkpass(PASSGRILLE))
return prob(girderpasschance)
else
if(istype(mover, /obj/item/projectile))
return prob(girderpasschance)
else
return 0
/obj/structure/girder/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || mover.checkpass(PASSGRILLE)
/obj/structure/girder/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
/obj/structure/girder/ratvar_act()
if(anchored)
new /obj/structure/destructible/clockwork/wall_gear(loc)
else
new /obj/structure/destructible/clockwork/wall_gear/displaced(loc)
qdel(src)
/obj/structure/girder/narsie_act()
if(prob(25))
new /obj/structure/girder/cult(loc)
qdel(src)
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = 0
state = GIRDER_DISPLACED
girderpasschance = 25
obj_integrity = 120
max_integrity = 120
/obj/structure/girder/reinforced
name = "reinforced girder"
icon_state = "reinforced"
state = GIRDER_REINF
girderpasschance = 0
obj_integrity = 350
max_integrity = 350
//////////////////////////////////////////// cult girder //////////////////////////////////////////////
/obj/structure/girder/cult
name = "runed girder"
desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
icon = 'icons/obj/cult.dmi'
icon_state= "cultgirder"
can_displace = FALSE
/obj/structure/girder/cult/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/tome) && iscultist(user)) //Cultists can demolish cult girders instantly with their tomes
user.visible_message("<span class='warning'>[user] strikes [src] with [W]!</span>", "<span class='notice'>You demolish [src].</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
qdel(src)
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
playsound(src.loc, W.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( !WT.isOn() )
return
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 2
transfer_fingerprints_to(R)
D.playDigSound()
qdel(src)
else if(istype(W, /obj/item/stack/sheet/runed_metal))
var/obj/item/stack/sheet/runed_metal/R = W
if(R.get_amount() < 1)
to_chat(user, "<span class='warning'>You need at least one sheet of runed metal to construct a runed wall!</span>")
return 0
user.visible_message("<span class='notice'>[user] begins laying runed metal on [src]...</span>", "<span class='notice'>You begin constructing a runed wall...</span>")
if(do_after(user, 50, target = src))
if(R.get_amount() < 1 || !R)
return
user.visible_message("<span class='notice'>[user] plates [src] with runed metal.</span>", "<span class='notice'>You construct a runed wall.</span>")
R.use(1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/mineral/cult)
qdel(src)
else
return ..()
/obj/structure/girder/cult/narsie_act()
return
/obj/structure/girder/cult/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new/obj/item/stack/sheet/runed_metal/(get_turf(src), 1)
qdel(src)
/obj/structure/girder/rcd_vals(mob/user, obj/item/weapon/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_FLOORWALL)
return list("mode" = RCD_FLOORWALL, "delay" = 20, "cost" = 8)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 13)
return FALSE
/obj/structure/girder/rcd_act(mob/user, obj/item/weapon/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.ChangeTurf(/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