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Bubberstation/code/game/objects/structures/girders.dm
Jordie bd12598404 Merge pull request #9376 from spasticVerbalizer/stackingFalseWalls
Adds check to prevent false wall stacking, fixes #6449
2015-05-11 00:07:11 +10:00

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#define GIRDER_NORMAL 0
#define GIRDER_REINF_STRUTS 1
#define GIRDER_REINF 2
#define GIRDER_DISPLACED 3
#define GIRDER_DISASSEMBLED 4
/obj/structure/girder
name = "girder"
icon_state = "girder"
anchored = 1
density = 1
layer = 2
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob, params)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver) && state == GIRDER_DISPLACED)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 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, target = src))
if(state == GIRDER_DISASSEMBLED)
return
state = GIRDER_DISASSEMBLED
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(istype(W, /obj/item/weapon/wrench) && state == GIRDER_DISPLACED)
if (!istype(src.loc, /turf/simulated/floor))
user << "<span class='warning'>A floor must be present to secure the girder!</span>"
return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "<span class='notice'>You start securing the girder...</span>"
if(do_after(user, 40, target = src))
user << "<span class='notice'>You secure the girder.</span>"
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
user << "<span class='notice'>You start slicing apart the girder...</span>"
if(do_after(user, 30, target = src))
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
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/screwdriver) && state == GIRDER_REINF)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "<span class='notice'>You start unsecuring support struts...</span>"
if(do_after(user, 40, target = src))
user << "<span class='notice'>You unsecure the support struts.</span>"
state = GIRDER_REINF_STRUTS
else if(istype(W, /obj/item/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "<span class='notice'>You start removing support struts...</span>"
if(do_after(user, 40, target = src))
user << "<span class='notice'>You remove the support struts.</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/weapon/wrench) && state == GIRDER_NORMAL && anchored )
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "<span class='notice'>You start unsecuring the girder...</span>"
if(do_after(user, 40, target = src))
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/stack/sheet))
if (istype(src.loc, /turf/simulated/wall))
user << "<span class='warning'>There is already a wall present!</span>"
return
if (!istype(src.loc, /turf/simulated/floor))
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)
user << "<span class='warning'>There is already a false wall present!</span>"
return
var/obj/item/stack/sheet/S = W
switch(S.type)
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.get_amount() < 2)
user << "<span class='warning'>You need two sheets of metal to create a false wall!</span>"
return
user << "<span class='notice'>You start building a false wall...</span>"
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.amount < 2)
return
S.use(2)
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)
user << "<span class='warning'>You need two sheets of metal to finish a wall!</span>"
return
user << "<span class='notice'>You start adding plating...</span>"
if (do_after(user, 40))
if(loc == null || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You add the plating.</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X)
transfer_fingerprints_to(X)
qdel(src)
return
if(/obj/item/stack/sheet/plasteel)
if(!anchored)
if(S.amount < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall!</span>"
return
user << "<span class='notice'>You start building a reinforced false wall...</span>"
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.amount < 2)
return
S.use(2)
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 (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.amount < 1) return ..()
user << "<span class='notice'>You start finalizing the reinforced wall...</span>"
if(do_after(user, 50))
if(!src.loc || !S || S.amount < 1)
return
S.use(1)
user << "<span class='notice'>You fully reinforce the wall.</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) transfer_fingerprints_to(X)
qdel(src)
return
else
if(S.amount < 1) return ..()
user << "<span class='notice'>You start reinforcing the girder...</span>"
if (do_after(user, 60))
if(!src.loc || !S || S.amount < 1)
return
S.use(1)
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(!anchored)
if(S.amount < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall!</span>"
return
S.use(2)
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.amount < 2) return ..()
user << "<span class='notice'>You start adding plating...</span>"
if (do_after(user, 40))
if(!src.loc || !S || S.amount < 2)
return
S.use(2)
user << "<span class='notice'>You add the plating.</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) transfer_fingerprints_to(X)
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.
user.drop_item()
P.loc = src.loc
user << "<span class='notice'>You fit the pipe into \the [src].</span>"
else
..()
/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/blob_act()
if(prob(40))
qdel(src)
/obj/structure/girder/ex_act(severity, target)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(70))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
if(3.0)
if (prob(15))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
return
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = 0
state = GIRDER_DISPLACED
girderpasschance = 25
layer = 2.45
/obj/structure/girder/reinforced
name = "reinforced girder"
icon_state = "reinforced"
state = GIRDER_REINF
girderpasschance = 0
/obj/structure/girder/reinforced/ex_act(severity, target)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
if(3.0)
if (prob(5))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
return
return
/obj/structure/cultgirder
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
anchored = 1
density = 1
layer = 2
/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob, params)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("<span class='warning'>[user] disassembles the girder.</span>", \
"<span class='notice'>You start to disassemble the girder...</span>", "You hear welding and clanking.")
if(do_after(user, 40))
if( !WT.isOn() )
return
user << "<span class='notice'>You disassemble the girder.</span>"
var/obj/effect/decal/remains/human/R = new (get_turf(src))
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
user << "<span class='notice'>You start slicing apart the girder...</span>"
if(do_after(user, 30))
user << "<span class='notice'>You slice apart the girder.</span>"
var/obj/effect/decal/remains/human/R = new (get_turf(src))
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
user << "<span class='notice'>Your jackhammer smashes through the girder!</span>"
var/obj/effect/decal/remains/human/R = new (get_turf(src))
transfer_fingerprints_to(R)
D.playDigSound()
qdel(src)
/obj/structure/cultgirder/blob_act()
if(prob(40))
qdel(src)
/obj/structure/cultgirder/ex_act(severity, target)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
new /obj/effect/decal/remains/human(loc)
qdel(src)
return
if(3.0)
if (prob(5))
new /obj/effect/decal/remains/human(loc)
qdel(src)
return
else
return