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## About The Pull Request I MADE RAILING ENDINGS, before, railings could only have straight lines and curves, meaning that if you wanted to have a seamless rail line, it had to loop into itself. Now you can just end them. Look at how ugly this is, they just turn and stop!  Look at that pleasant termination of the line of railing  Amazing!  I put a few on the North Star as a tech demo (I also removed a single errant openspace that wasn't supposed to be there) ## Why It's Good For The Game This PR does nothing but enhance aesthetics for mappers. ## Changelog 🆑 image: Railing ends now exist. /🆑
134 lines
3.9 KiB
Plaintext
134 lines
3.9 KiB
Plaintext
/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/railings.dmi'
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icon_state = "railing"
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flags_1 = ON_BORDER_1
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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
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/// armor more or less consistent with grille. max_integrity about one time and a half that of a grille.
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armor_type = /datum/armor/structure_railing
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max_integrity = 75
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var/climbable = TRUE
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///Initial direction of the railing.
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var/ini_dir
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/datum/armor/structure_railing
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melee = 50
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bullet = 70
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laser = 70
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energy = 100
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bomb = 10
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/obj/structure/railing/corner //aesthetic corner sharp edges hurt oof ouch
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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/obj/structure/railing/corner/end //end of a segment of railing without making a loop
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icon_state = "railing_end"
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/obj/structure/railing/corner/end/flip //same as above but flipped around
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icon_state = "railing_end_flip"
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/obj/structure/railing/Initialize(mapload)
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. = ..()
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ini_dir = dir
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if(climbable)
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AddElement(/datum/element/climbable)
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if(density && flags_1 & ON_BORDER_1) // blocks normal movement from and to the direction it's facing.
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
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/obj/structure/railing/attackby(obj/item/I, mob/living/user, params)
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..()
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
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if(atom_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=1))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(I.use_tool(src, user, 40, volume=50))
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atom_integrity = max_integrity
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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/obj/structure/railing/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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. = ..()
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if(!anchored)
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to_chat(user, span_warning("You cut apart the railing."))
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/deconstruct(disassembled)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 6)
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transfer_fingerprints_to(rod)
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return ..()
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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if(flags_1&NODECONSTRUCT_1)
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return
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to_chat(user, span_notice("You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor..."))
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
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set_anchored(!anchored)
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to_chat(user, span_notice("You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor."))
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return TRUE
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/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
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. = ..()
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if(border_dir & dir)
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return . || mover.throwing || mover.movement_type & (FLYING | FLOATING)
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return TRUE
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/obj/structure/railing/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
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if(!(to_dir & dir))
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return TRUE
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return ..()
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/obj/structure/railing/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving == src)
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return // Let's not block ourselves.
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if(!(direction & dir))
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return
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if (!density)
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return
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if (leaving.throwing)
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return
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if (leaving.movement_type & (PHASING | FLYING | FLOATING))
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return
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if (leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/railing/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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