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Bubberstation/code/game/objects/structures/plasticflaps.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/plasticflaps
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps. Definitely can't get past those. No way."
gender = PLURAL
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
can_atmos_pass = ATMOS_PASS_NO
/obj/structure/plasticflaps/opaque
opacity = TRUE
/obj/structure/plasticflaps/Initialize(mapload)
. = ..()
alpha = 0
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
/obj/structure/plasticflaps/examine(mob/user)
. = ..()
if(anchored)
. += span_notice("[src] are <b>screwed</b> to the floor.")
else
. += span_notice("[src] are no longer <i>screwed</i> to the floor, and the flaps can be <b>cut</b> apart.")
/obj/structure/plasticflaps/screwdriver_act(mob/living/user, obj/item/W)
if(..())
return TRUE
add_fingerprint(user)
var/action = anchored ? "unscrews [src] from" : "screws [src] to"
var/uraction = anchored ? "unscrew [src] from" : "screw [src] to"
user.visible_message(span_warning("[user] [action] the floor."), span_notice("You start to [uraction] the floor..."), span_hear("You hear rustling noises."))
if(!W.use_tool(src, user, 100, volume=100, extra_checks = CALLBACK(src, .proc/check_anchored_state, anchored)))
return TRUE
set_anchored(!anchored)
update_atmos_behaviour()
air_update_turf(TRUE)
to_chat(user, span_notice("You [uraction] the floor."))
return TRUE
///Update the flaps behaviour to gases, if not anchored will let air pass through
/obj/structure/plasticflaps/proc/update_atmos_behaviour()
can_atmos_pass = anchored ? ATMOS_PASS_YES : ATMOS_PASS_NO
/obj/structure/plasticflaps/wirecutter_act(mob/living/user, obj/item/W)
. = ..()
if(!anchored)
user.visible_message(span_warning("[user] cuts apart [src]."), span_notice("You start to cut apart [src]."), span_hear("You hear cutting."))
if(W.use_tool(src, user, 50, volume=100))
if(anchored)
return TRUE
to_chat(user, span_notice("You cut apart [src]."))
var/obj/item/stack/sheet/plastic/five/P = new(loc)
if (!QDELETED(P))
P.add_fingerprint(user)
qdel(src)
return TRUE
/obj/structure/plasticflaps/proc/check_anchored_state(check_anchored)
if(anchored != check_anchored)
return FALSE
return TRUE
/obj/structure/plasticflaps/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
if(isliving(caller))
if(isbot(caller))
return TRUE
var/mob/living/living_caller = caller
var/ventcrawler = HAS_TRAIT(living_caller, TRAIT_VENTCRAWLER_ALWAYS) || HAS_TRAIT(living_caller, TRAIT_VENTCRAWLER_NUDE)
if(!ventcrawler && living_caller.mob_size != MOB_SIZE_TINY)
return FALSE
if(caller?.pulling)
return CanAStarPass(ID, to_dir, caller.pulling)
return TRUE //diseases, stings, etc can pass
/obj/structure/plasticflaps/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(mover.pass_flags & PASSFLAPS) //For anything specifically engineered to cross plastic flaps.
return TRUE
if(mover.pass_flags & PASSGLASS)
return prob(60)
if(istype(mover, /obj/structure/bed))
var/obj/structure/bed/bed_mover = mover
if(bed_mover.density || bed_mover.has_buckled_mobs())//if it's a bed/chair and is dense or someone is buckled, it will not pass
return FALSE
else if(istype(mover, /obj/structure/closet/cardboard))
var/obj/structure/closet/cardboard/cardboard_mover = mover
if(cardboard_mover.move_delay)
return FALSE
else if(ismecha(mover))
return FALSE
else if(isliving(mover)) // You Shall Not Pass!
var/mob/living/living_mover = mover
if(istype(living_mover.buckled, /mob/living/simple_animal/bot/mulebot)) // mulebot passenger gets a free pass.
return TRUE
if(living_mover.body_position == STANDING_UP && living_mover.mob_size != MOB_SIZE_TINY && !(HAS_TRAIT(living_mover, TRAIT_VENTCRAWLER_ALWAYS) || HAS_TRAIT(living_mover, TRAIT_VENTCRAWLER_NUDE)))
return FALSE //If you're not laying down, or a small creature, or a ventcrawler, then no pass.
/obj/structure/plasticflaps/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/plastic/five(loc)
qdel(src)
/obj/structure/plasticflaps/Initialize(mapload)
. = ..()
air_update_turf(TRUE, TRUE)
/obj/structure/plasticflaps/Destroy()
var/atom/oldloc = loc
. = ..()
if (oldloc)
oldloc.air_update_turf(TRUE, FALSE)