Files
Bubberstation/code/game/objects/structures/railings.dm
Time-Green b3fbfb6d53 Fixes railings being invisible (#83584)
Fixes #83575 

Kinda my fault, I looked at
https://github.com/tgstation/tgstation/pull/83450, thought the railing
code was weird and then forgot or something.

I've reverted the changes and instead changed the map to not spawn walls
on railings, which I probably should've done when I made the area

🆑
fix: Fixes railings being invisible
fix: Snow walls dont spawn on railings anymore in icebox
/🆑
2024-05-31 16:49:28 -06:00

180 lines
5.3 KiB
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/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_TREE_LAYER
plane = ABOVE_GAME_PLANE
/// 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
///item released when deconstructed
var/item_deconstruct = /obj/item/stack/rods
/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)
. = ..()
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/examine(mob/user)
. = ..()
if(anchored == TRUE)
. += span_notice("The railing is <b>bolted</b> to the floor.")
else
. += span_notice("The railing is <i>unbolted</i> from the floor and can be deconstructed with <b>wirecutters</b>.")
/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/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/atom_deconstruct(disassembled)
var/rods_to_make = istype(src,/obj/structure/railing/corner) ? 1 : 2
var/obj/rod = new item_deconstruct(drop_location(), rods_to_make)
transfer_fingerprints_to(rod)
///Implements behaviour that makes it possible to unanchor the railing.
/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
. = ..()
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 & MOVETYPES_NOT_TOUCHING_GROUND)
return TRUE
/obj/structure/railing/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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|MOVETYPES_NOT_TOUCHING_GROUND))
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
/obj/structure/railing/wooden_fence
name = "wooden fence"
desc = "wooden fence meant to keep animals in."
icon = 'icons/obj/structures.dmi'
icon_state = "wooden_railing"
item_deconstruct = /obj/item/stack/sheet/mineral/wood
layer = ABOVE_MOB_LAYER
/obj/structure/railing/wooden_fence/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_DIR_CHANGE, PROC_REF(on_change_layer))
adjust_dir_layer(dir)
/obj/structure/railing/wooden_fence/proc/on_change_layer(datum/source, old_dir, new_dir)
SIGNAL_HANDLER
adjust_dir_layer(new_dir)
/obj/structure/railing/wooden_fence/proc/adjust_dir_layer(direction)
layer = (direction & NORTH) ? MOB_LAYER : initial(layer)
plane = (direction & NORTH) ? GAME_PLANE : initial(plane)
/obj/structure/railing/corner/end/wooden_fence
icon = 'icons/obj/structures.dmi'
icon_state = "wooden_railing_corner"
/obj/structure/railing/corner/end/flip/wooden_fence
icon = 'icons/obj/structures.dmi'
icon_state = "wooden_railing_corner_flipped"