mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
Adjusts door repair to use a welding tool
This commit is contained in:
@@ -855,7 +855,7 @@ About the new airlock wires panel:
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return
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return
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src.add_fingerprint(user)
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src.add_fingerprint(user)
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if((istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
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if(!repairing && (istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
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var/obj/item/weapon/weldingtool/W = C
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var/obj/item/weapon/weldingtool/W = C
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if(W.remove_fuel(0,user))
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if(W.remove_fuel(0,user))
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if(!src.welded)
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if(!src.welded)
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@@ -869,7 +869,7 @@ About the new airlock wires panel:
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else if(istype(C, /obj/item/weapon/screwdriver))
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else if(istype(C, /obj/item/weapon/screwdriver))
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if (src.p_open)
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if (src.p_open)
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if (stat & BROKEN)
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if (stat & BROKEN)
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usr << "The airlock control panel is too damaged to be closed!"
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usr << "<span class='warning'>The panel is broken and cannot be closed.</span>"
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else
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else
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src.p_open = 0
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src.p_open = 0
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else
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else
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@@ -884,7 +884,7 @@ About the new airlock wires panel:
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else if(istype(C, /obj/item/weapon/pai_cable)) // -- TLE
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else if(istype(C, /obj/item/weapon/pai_cable)) // -- TLE
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var/obj/item/weapon/pai_cable/cable = C
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var/obj/item/weapon/pai_cable/cable = C
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cable.plugin(src, user)
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cable.plugin(src, user)
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else if(istype(C, /obj/item/weapon/crowbar))
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else if(!repairing && istype(C, /obj/item/weapon/crowbar))
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var/beingcrowbarred = null
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var/beingcrowbarred = null
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if(istype(C, /obj/item/weapon/crowbar) )
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if(istype(C, /obj/item/weapon/crowbar) )
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beingcrowbarred = 1 //derp, Agouri
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beingcrowbarred = 1 //derp, Agouri
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@@ -1117,7 +1117,7 @@ About the new airlock wires panel:
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update_icon()
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update_icon()
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/obj/machinery/door/airlock/proc/hasPower()
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/obj/machinery/door/airlock/proc/hasPower()
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return ((src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0) && !(stat & NOPOWER))
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return ((src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0) && !(stat & NOPOWER|BROKEN))
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/obj/machinery/door/airlock/proc/prison_open()
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/obj/machinery/door/airlock/proc/prison_open()
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src.unlock()
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src.unlock()
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@@ -2,6 +2,8 @@
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#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
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#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
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#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
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#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
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#define DOOR_REPAIR_AMOUNT 50 //amount of health regained per stack amount used
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/obj/machinery/door
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/obj/machinery/door
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name = "Door"
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name = "Door"
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desc = "It opens and closes."
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desc = "It opens and closes."
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@@ -27,6 +29,7 @@
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var/health
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var/health
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var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon
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var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon
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var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon
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var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon
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var/obj/item/stack/sheet/metal/repairing
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//Multi-tile doors
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//Multi-tile doors
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dir = EAST
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dir = EAST
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@@ -147,7 +150,6 @@
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tforce = AM:throwforce
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tforce = AM:throwforce
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playsound(src.loc, hitsound, 100, 1)
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playsound(src.loc, hitsound, 100, 1)
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take_damage(tforce)
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take_damage(tforce)
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//..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
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return
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return
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/obj/machinery/door/attack_ai(mob/user as mob)
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/obj/machinery/door/attack_ai(mob/user as mob)
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@@ -170,27 +172,69 @@
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user = null
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user = null
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if(!src.requiresID())
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if(!src.requiresID())
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user = null
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user = null
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if(istype(I, /obj/item/stack/sheet/metal))
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if(istype(I, /obj/item/stack/sheet/metal))
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if(stat & BROKEN)
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if(stat & BROKEN)
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user << "\blue [src.name] is damaged beyond repair and must be reconstructed!"
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user << "<span class='notice'>It looks like \the [src] is pretty busted. It's going to need more than just patching up now.</span>"
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return
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return
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if(health >= maxhealth)
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if(health >= maxhealth)
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user << "\blue Nothing to fix!"
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user << "<span class='notice'>Nothing to fix!</span>"
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return
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return
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if(!density)
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user << "<span class='warning'>\The [src] must be closed before you can repair it.</span>"
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return
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//figure out how much metal we need
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var/amount_needed = (maxhealth - health) / DOOR_REPAIR_AMOUNT
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amount_needed = (round(amount_needed) == amount_needed)? amount_needed : round(amount_needed) + 1 //Why does BYOND not have a ceiling proc?
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var/obj/item/stack/sheet/metal/metalstack = I
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var/obj/item/stack/sheet/metal/metalstack = I
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var/health_per_sheet = 50
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var/transfer
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var/initialhealth = health
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if (repairing)
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src.health = min(maxhealth, health + 100, health + (metalstack.amount * health_per_sheet))
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transfer = metalstack.transfer_to(repairing, amount_needed - repairing.amount)
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user.visible_message("\The [user] patches some dents on \the [src] with \the [metalstack].")
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if (!transfer)
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metalstack.use(round((health - initialhealth)/health_per_sheet))
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user << "<span class='warning'>You must weld or remove \the [repairing] from \the [src] before you can add anything else.</span>"
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else
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repairing = metalstack.split(amount_needed)
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if (repairing)
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repairing.loc = src
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transfer = repairing.amount
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if (transfer)
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user << "<span class='notice'>You fit [transfer] [metalstack.singular_name]\s to damaged and broken parts on \the [src].</span>"
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return
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return
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if(src.density && ((operable() && istype(I, /obj/item/weapon/card/emag)) || istype(I, /obj/item/weapon/melee/energy/blade)))
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if(repairing && istype(I, /obj/item/weapon/weldingtool))
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if(!density)
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user << "<span class='warning'>\The [src] must be closed before you can repair it.</span>"
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return
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var/obj/item/weapon/weldingtool/welder = I
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if(welder.remove_fuel(0,user))
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user << "<span class='notice'>You start to fix dents and weld \the [repairing] into place.</span>"
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, 5 * repairing.amount) && welder && welder.isOn())
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user << "<span class='notice'>You finish repairing the damage to \the [src].</span>"
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health = between(health, health + repairing.amount*DOOR_REPAIR_AMOUNT, maxhealth)
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update_icon()
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del(repairing)
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return
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if(repairing && istype(I, /obj/item/weapon/crowbar))
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user << "<span class='notice'>You remove \the [repairing].</span>"
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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repairing.loc = user.loc
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repairing = null
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return
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if(src.density && (operable() && istype(I, /obj/item/weapon/card/emag)))
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flick("door_spark", src)
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flick("door_spark", src)
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sleep(6)
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sleep(6)
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open()
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open()
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operating = -1
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operating = -1
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return 1
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return 1
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//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
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//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
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if(src.density && istype(I, /obj/item/weapon) && user.a_intent == "hurt" && !istype(I, /obj/item/weapon/card))
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if(src.density && istype(I, /obj/item/weapon) && user.a_intent == "hurt" && !istype(I, /obj/item/weapon/card))
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var/obj/item/weapon/W = I
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var/obj/item/weapon/W = I
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@@ -198,16 +242,18 @@
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if(W.force < min_force)
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if(W.force < min_force)
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user.visible_message("\red <B>\The [user] hits \the [src] with \the [W] with no visible effect.</B>" )
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user.visible_message("\red <B>\The [user] hits \the [src] with \the [W] with no visible effect.</B>" )
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else
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else
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user.visible_message("\red <B>\The [user] forcefully slams \the [src] with \the [W]!</B>" )
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user.visible_message("\red <B>\The [user] forcefully strikes \the [src] with \the [W]!</B>" )
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playsound(src.loc, hitsound, 100, 1)
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playsound(src.loc, hitsound, 100, 1)
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take_damage(W.force)
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take_damage(W.force)
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return
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return
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if(src.allowed(user) && operable())
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if(src.allowed(user) && operable())
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if(src.density)
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if(src.density)
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open()
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open()
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else
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else
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close()
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close()
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return
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return
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if(src.density && !(stat & (NOPOWER|BROKEN)))
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if(src.density && !(stat & (NOPOWER|BROKEN)))
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flick("door_deny", src)
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flick("door_deny", src)
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return
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return
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@@ -220,8 +220,12 @@
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var/transfer = max(min(tamount, src.amount, initial(max_amount)), 0)
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var/transfer = max(min(tamount, src.amount, initial(max_amount)), 0)
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var/orig_amount = src.amount
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if (transfer && src.use(transfer))
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if (transfer && src.use(transfer))
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return new src.type(loc, transfer)
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var/obj/item/stack/newstack = new src.type(loc, transfer)
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if (prob(transfer/orig_amount * 100))
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newstack.copy_evidences(src)
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return newstack
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return null
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return null
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/obj/item/stack/proc/get_amount()
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/obj/item/stack/proc/get_amount()
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