Files
Bubberstation/code/game/objects/structures/lattice.dm
Mothblocks 0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00

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/obj/structure/lattice
name = "lattice"
desc = "A lightweight support lattice. These hold our station together."
icon = 'icons/obj/smooth_structures/lattice.dmi'
icon_state = "lattice-255"
base_icon_state = "lattice"
density = FALSE
anchored = TRUE
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_LATTICE)
canSmoothWith = list(SMOOTH_GROUP_LATTICE, SMOOTH_GROUP_OPEN_FLOOR, SMOOTH_GROUP_WALLS)
var/number_of_mats = 1
var/build_material = /obj/item/stack/rods
/obj/structure/lattice/examine(mob/user)
. = ..()
. += deconstruction_hints(user)
/obj/structure/lattice/proc/deconstruction_hints(mob/user)
return span_notice("The rods look like they could be <b>cut</b>. There's space for more <i>rods</i> or a <i>tile</i>.")
/obj/structure/lattice/Initialize(mapload)
. = ..()
for(var/obj/structure/lattice/LAT in loc)
if(LAT == src)
continue
stack_trace("multiple lattices found in ([loc.x], [loc.y], [loc.z])")
return INITIALIZE_HINT_QDEL
/obj/structure/lattice/blob_act(obj/structure/blob/B)
return
/obj/structure/lattice/attackby(obj/item/C, mob/user, params)
if(resistance_flags & INDESTRUCTIBLE)
return
if(C.tool_behaviour == TOOL_WIRECUTTER)
to_chat(user, span_notice("Slicing [name] joints ..."))
deconstruct()
else
var/turf/T = get_turf(src)
return T.attackby(C, user) //hand this off to the turf instead (for building plating, catwalks, etc)
/obj/structure/lattice/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new build_material(get_turf(src), number_of_mats)
qdel(src)
/obj/structure/lattice/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_FLOORWALL)
return list("mode" = RCD_FLOORWALL, "delay" = 0, "cost" = 2)
/obj/structure/lattice/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
if(passed_mode == RCD_FLOORWALL)
to_chat(user, span_notice("You build a floor."))
var/turf/T = src.loc
if(isspaceturf(T))
T.PlaceOnTop(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
qdel(src)
return TRUE
return FALSE
/obj/structure/lattice/singularity_pull(S, current_size)
if(current_size >= STAGE_FOUR)
deconstruct()
/obj/structure/lattice/catwalk
name = "catwalk"
desc = "A catwalk for easier EVA maneuvering and cable placement."
icon = 'icons/obj/smooth_structures/catwalk.dmi'
icon_state = "catwalk-0"
base_icon_state = "catwalk"
number_of_mats = 2
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_LATTICE, SMOOTH_GROUP_CATWALK, SMOOTH_GROUP_OPEN_FLOOR)
canSmoothWith = list(SMOOTH_GROUP_CATWALK)
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN | BLOCK_Z_IN_UP
/obj/structure/lattice/catwalk/deconstruction_hints(mob/user)
return span_notice("The supporting rods look like they could be <b>cut</b>.")
/obj/structure/lattice/catwalk/Move()
var/turf/T = loc
for(var/obj/structure/cable/C in T)
C.deconstruct()
..()
/obj/structure/lattice/catwalk/deconstruct()
var/turf/T = loc
for(var/obj/structure/cable/C in T)
C.deconstruct()
..()
/obj/structure/lattice/lava
name = "heatproof support lattice"
desc = "A specialized support beam for building across lava. Watch your step."
icon = 'icons/obj/smooth_structures/catwalk.dmi'
icon_state = "catwalk-0"
base_icon_state = "catwalk"
number_of_mats = 1
color = "#5286b9ff"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_LATTICE, SMOOTH_GROUP_OPEN_FLOOR)
canSmoothWith = list(SMOOTH_GROUP_LATTICE)
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN | BLOCK_Z_IN_UP
resistance_flags = FIRE_PROOF | LAVA_PROOF
/obj/structure/lattice/lava/deconstruction_hints(mob/user)
return span_notice("The rods look like they could be <b>cut</b>, but the <i>heat treatment will shatter off</i>. There's space for a <i>tile</i>.")
/obj/structure/lattice/lava/attackby(obj/item/C, mob/user, params)
. = ..()
if(istype(C, /obj/item/stack/tile/iron))
var/obj/item/stack/tile/iron/P = C
if(P.use(1))
to_chat(user, span_notice("You construct a floor plating, as lava settles around the rods."))
playsound(src, 'sound/weapons/genhit.ogg', 50, TRUE)
new /turf/open/floor/plating(locate(x, y, z))
else
to_chat(user, span_warning("You need one floor tile to build atop [src]."))
return