Walls that look like shuttle walls (#7113)

This commit is contained in:
FluffMedic
2023-10-17 14:33:08 -04:00
committed by GitHub
parent 8c5b8a18a4
commit c673607f89
7 changed files with 897 additions and 0 deletions

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/turf/simulated/shuttlewalls/white
icon_state = "quartz"
/turf/simulated/shuttlewalls/white/Initialize(mapload)
. = ..(mapload, "quartz","quartz")
/turf/simulated/shuttlewalls/void
icon_state = "void"
/turf/simulated/shuttlewalls/void/Initialize(mapload)
. = ..(mapload, "void opal","void opal")
/turf/simulated/shuttlewalls/dark
icon_state = "dark"
/turf/simulated/shuttlewalls/dark/Initialize(mapload)
. = ..(mapload, "painite","painite")

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/turf/simulated/shuttlewalls
name = "wall"
desc = "A huge chunk of metal used to create shuttles."
icon = 'modular_chomp/icons/turf/shuttlewall_masks.dmi'
icon_state = "generic"
opacity = 1
density = TRUE
blocks_air = 1
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/icon/wall_masks = 'modular_chomp/icons/turf/shuttlewall_masks.dmi'
var/damage = 0
var/damage_overlay = 0
var/global/damage_overlays[16]
var/active
var/can_open = 0
var/datum/material/girder_material
var/datum/material/material
var/datum/material/reinf_material
var/last_state
var/construction_stage
var/list/wall_connections = list("0", "0", "0", "0")
/turf/simulated/shuttlewalls/Initialize(mapload, materialtype, rmaterialtype, girdertype)
. = ..()
icon_state = "blank"
if(!materialtype)
materialtype = DEFAULT_WALL_MATERIAL
material = get_material_by_name(materialtype)
if(!girdertype)
girdertype = DEFAULT_WALL_MATERIAL
girder_material = get_material_by_name(girdertype)
if(!isnull(rmaterialtype))
reinf_material = get_material_by_name(rmaterialtype)
update_material()
START_PROCESSING(SSturfs, src)
/turf/simulated/shuttlewalls/Destroy()
STOP_PROCESSING(SSturfs, src)
return ..()
/turf/simulated/shuttlewalls/examine_icon()
return icon(icon=initial(icon), icon_state=initial(icon_state))
/turf/simulated/shuttlewalls/process()
// Calling parent will kill processing
if(!radiate())
return PROCESS_KILL
/turf/simulated/shuttlewalls/proc/get_material()
return material
/turf/simulated/shuttlewalls/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj,/obj/item/projectile/beam))
burn(2500)
else if(istype(Proj,/obj/item/projectile/ion))
burn(500)
var/proj_damage = Proj.get_structure_damage()
//cap the amount of damage, so that things like emitters can't destroy walls in one hit.
var/damage = min(proj_damage, 100)
if(Proj.damage_type == BURN && damage > 0)
if(thermite)
thermitemelt()
if(istype(Proj,/obj/item/projectile/beam))
if(material && material.reflectivity >= 0.5) // Time to reflect lasers.
var/new_damage = damage * material.reflectivity
var/outgoing_damage = damage - new_damage
damage = new_damage
Proj.damage = outgoing_damage
visible_message("<span class='danger'>\The [src] reflects \the [Proj]!</span>")
// Find a turf near or on the original location to bounce to
var/new_x = Proj.starting.x + pick(0, 0, 0, -1, 1, -2, 2)
var/new_y = Proj.starting.y + pick(0, 0, 0, -1, 1, -2, 2)
//var/turf/curloc = get_turf(src)
var/turf/curloc = get_step(src, get_dir(src, Proj.starting))
Proj.penetrating += 1 // Needed for the beam to get out of the wall.
// redirect the projectile
Proj.redirect(new_x, new_y, curloc, null)
take_damage(damage)
return
/turf/simulated/shuttlewalls/hitby(AM as mob|obj, var/speed=THROWFORCE_SPEED_DIVISOR)
..()
if(ismob(AM))
return
var/tforce = AM:throwforce * (speed/THROWFORCE_SPEED_DIVISOR)
if (tforce < 15)
return
take_damage(tforce)
/turf/simulated/shuttlewalls/proc/clear_plants()
for(var/obj/effect/overlay/wallrot/WR in src)
qdel(WR)
for(var/obj/effect/plant/plant in range(src, 1))
if(!plant.floor) //shrooms drop to the floor
plant.floor = 1
plant.update_icon()
plant.pixel_x = 0
plant.pixel_y = 0
plant.update_neighbors()
/turf/simulated/shuttlewalls/ChangeTurf(var/turf/N, var/tell_universe, var/force_lighting_update, var/preserve_outdoors)
clear_plants()
..(N, tell_universe, force_lighting_update, preserve_outdoors)
//Appearance
/turf/simulated/shuttlewalls/examine(mob/user)
. = ..()
if(!damage)
. += "<span class='notice'>It looks fully intact.</span>"
else
var/dam = damage / material.integrity
if(dam <= 0.3)
. += "<span class='warning'>It looks slightly damaged.</span>"
else if(dam <= 0.6)
. += "<span class='warning'>It looks moderately damaged.</span>"
else
. += "<span class='danger'>It looks heavily damaged.</span>"
if(locate(/obj/effect/overlay/wallrot) in src)
. += "<span class='warning'>There is fungus growing on [src].</span>"
//Damage
/turf/simulated/shuttlewalls/melt()
if(!can_melt())
return
src.ChangeTurf(/turf/simulated/floor/plating)
var/turf/simulated/floor/F = src
if(!F)
return
F.burn_tile()
F.icon_state = "wall_thermite"
visible_message("<span class='danger'>\The [src] spontaneously combusts!.</span>") //!!OH SHIT!!
return
/turf/simulated/shuttlewalls/take_damage(dam)
if(dam)
damage = max(0, damage + dam)
update_damage()
return
/turf/simulated/shuttlewalls/proc/update_damage()
var/cap = material.integrity
if(reinf_material)
cap += reinf_material.integrity
if(locate(/obj/effect/overlay/wallrot) in src)
cap = cap / 10
if(damage >= cap)
dismantle_wall()
else
update_icon()
return
/turf/simulated/shuttlewalls/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :(
burn(exposed_temperature)
/turf/simulated/shuttlewalls/adjacent_fire_act(turf/simulated/floor/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume)
burn(adj_temp)
if(adj_temp > material.melting_point)
take_damage(log(RAND_F(0.9, 1.1) * (adj_temp - material.melting_point)))
return ..()
/turf/simulated/shuttlewalls/proc/dismantle_wall(var/devastated, var/explode, var/no_product)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(!no_product)
if(reinf_material)
reinf_material.place_dismantled_girder(src, reinf_material, girder_material)
else
material.place_dismantled_girder(src, null, girder_material)
if(!devastated)
material.place_dismantled_product(src)
if (!reinf_material)
material.place_dismantled_product(src)
for(var/obj/O in src.contents) //Eject contents!
if(istype(O,/obj/structure/sign/poster))
var/obj/structure/sign/poster/P = O
P.roll_and_drop(src)
else
O.loc = src
clear_plants()
material = get_material_by_name("placeholder")
reinf_material = null
girder_material = null
update_connections(1)
ChangeTurf(/turf/simulated/floor/plating)
/turf/simulated/shuttlewalls/ex_act(severity)
switch(severity)
if(1.0)
if(girder_material.explosion_resistance >= 25 && prob(girder_material.explosion_resistance))
new /obj/structure/girder/displaced(src, girder_material.name)
src.ChangeTurf(get_base_turf_by_area(src))
if(2.0)
if(prob(75))
take_damage(rand(150, 250))
else
dismantle_wall(1,1)
if(3.0)
take_damage(rand(0, 250))
else
return
// Wall-rot effect, a nasty fungus that destroys walls.
/turf/simulated/shuttlewalls/proc/rot()
if(locate(/obj/effect/overlay/wallrot) in src)
return FALSE
// Wall-rot can't go onto walls that are surrounded in all four cardinal directions.
// Because of spores, or something. It's actually to avoid the pain that is removing wallrot surrounded by
// four r-walls.
var/at_least_one_open_turf = FALSE
for(var/direction in GLOB.cardinal)
var/turf/T = get_step(src, direction)
if(!T.check_density())
at_least_one_open_turf = TRUE
break
if(!at_least_one_open_turf)
return FALSE
var/number_rots = rand(2,3)
for(var/i=0, i<number_rots, i++)
new/obj/effect/overlay/wallrot(src)
return TRUE
/turf/simulated/shuttlewalls/proc/can_melt()
if(material.flags & MATERIAL_UNMELTABLE)
return 0
return 1
/turf/simulated/shuttlewalls/proc/thermitemelt(mob/user as mob)
if(!can_melt())
return
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = TRUE
O.density = TRUE
O.plane = ABOVE_PLANE
if(girder_material.integrity >= 150 && !girder_material.is_brittle()) //Strong girders will remain in place when a wall is melted.
dismantle_wall(1,1)
else
src.ChangeTurf(/turf/simulated/floor/plating)
var/turf/simulated/floor/F = src
F.burn_tile()
F.icon_state = "dmg[rand(1,4)]"
to_chat(user, "<span class='warning'>The thermite starts melting through the wall.</span>")
spawn(100)
if(O)
qdel(O)
// F.sd_LumReset() //TODO: ~Carn
return
/turf/simulated/shuttlewalls/proc/radiate()
var/total_radiation = material.radioactivity + (reinf_material ? reinf_material.radioactivity / 2 : 0) + (girder_material ? girder_material.radioactivity / 2 : 0)
if(!total_radiation)
return
SSradiation.radiate(src, total_radiation)
return total_radiation
/turf/simulated/shuttlewalls/proc/burn(temperature)
if(material.combustion_effect(src, temperature, 0.7))
spawn(2)
new /obj/structure/girder(src, girder_material.name)
src.ChangeTurf(/turf/simulated/floor)
for(var/turf/simulated/wall/W in range(3,src))
W.burn((temperature/4))
for(var/obj/machinery/door/airlock/phoron/D in range(3,src))
D.ignite(temperature/4)
/turf/simulated/shuttlewalls/can_engrave()
return (material && material.hardness >= 10 && material.hardness <= 100)
/turf/simulated/shuttlewalls/AltClick(mob/user)
if(isliving(user))
var/mob/living/livingUser = user
if(try_graffiti(livingUser, livingUser.get_active_hand()))
return
. = ..()

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//Interactions
/turf/simulated/shuttlewalls/proc/toggle_open(var/mob/user)
if(can_open == WALL_OPENING)
return
SSradiation.resistance_cache.Remove(src)
if(density)
can_open = WALL_OPENING
//flick("[material.icon_base]fwall_opening", src)
density = FALSE
blocks_air = ZONE_BLOCKED
update_icon()
update_air()
set_light(0)
src.blocks_air = 0
set_opacity(0)
for(var/turf/simulated/turf in loc)
air_master.mark_for_update(turf)
else
can_open = WALL_OPENING
//flick("[material.icon_base]fwall_closing", src)
density = TRUE
blocks_air = AIR_BLOCKED
update_icon()
update_air()
set_light(1)
src.blocks_air = 1
set_opacity(1)
for(var/turf/simulated/turf in loc)
air_master.mark_for_update(turf)
can_open = WALL_CAN_OPEN
update_icon()
/turf/simulated/shuttlewalls/proc/update_air()
if(!air_master)
return
for(var/turf/simulated/turf in loc)
update_thermal(turf)
air_master.mark_for_update(turf)
/turf/simulated/shuttlewalls/proc/update_thermal(var/turf/simulated/source)
if(istype(source))
if(density && opacity)
source.thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
else
source.thermal_conductivity = initial(source.thermal_conductivity)
/turf/simulated/shuttlewalls/proc/fail_smash(var/mob/user)
var/damage_lower = 25
var/damage_upper = 75
if(isanimal(user))
var/mob/living/simple_mob/S = user
playsound(src, S.attack_sound, 75, 1)
if(!(S.melee_damage_upper >= STRUCTURE_MIN_DAMAGE_THRESHOLD * 2))
to_chat(user, "<span class='notice'>You bounce against the wall.</span>")
return FALSE
damage_lower = S.melee_damage_lower
damage_upper = S.melee_damage_upper
to_chat(user, "<span class='danger'>You smash against the wall!</span>")
user.do_attack_animation(src)
take_damage(rand(damage_lower,damage_upper))
/turf/simulated/shuttlewalls/proc/success_smash(var/mob/user)
to_chat(user, "<span class='danger'>You smash through the wall!</span>")
user.do_attack_animation(src)
if(isanimal(user))
var/mob/living/simple_mob/S = user
playsound(src, S.attack_sound, 75, 1)
spawn(1)
dismantle_wall(1)
/turf/simulated/shuttlewalls/proc/try_touch(var/mob/user, var/rotting)
if(rotting)
if(reinf_material)
to_chat(user, "<span class='danger'>\The [reinf_material.display_name] feels porous and crumbly.</span>")
else
to_chat(user, "<span class='danger'>\The [material.display_name] crumbles under your touch!</span>")
dismantle_wall()
return 1
if(!can_open)
if(!material.wall_touch_special(src, user))
to_chat(user, "<span class='notice'>You push the wall, but nothing happens.</span>")
playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
else
toggle_open(user)
return 0
/turf/simulated/shuttlewalls/attack_hand(var/mob/user)
radiate()
add_fingerprint(user)
user.setClickCooldown(user.get_attack_speed())
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if (HULK in user.mutations)
if (rotting || !prob(material.hardness))
success_smash(user)
else
fail_smash(user)
return 1
try_touch(user, rotting)
/turf/simulated/shuttlewalls/attack_generic(var/mob/user, var/damage, var/attack_message)
radiate()
user.setClickCooldown(user.get_attack_speed())
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if(damage < STRUCTURE_MIN_DAMAGE_THRESHOLD * 2)
try_touch(user, rotting)
return
if(rotting)
return success_smash(user)
if(reinf_material)
if(damage >= max(material.hardness, reinf_material.hardness) )
return success_smash(user)
else if(damage >= material.hardness)
return success_smash(user)
return fail_smash(user)
/turf/simulated/shuttlewalls/attackby(var/obj/item/weapon/W, var/mob/user)
user.setClickCooldown(user.get_attack_speed(W))
/*
//As with the floors, only this time it works AND tries pushing the wall after it's done.
if(!construction_stage && user.a_intent == I_HELP)
if(try_graffiti(user,W))
return
*/
if (!user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return
//get the user's location
if(!istype(user.loc, /turf))
return //can't do this stuff whilst inside objects and such
if(W)
radiate()
if(is_hot(W))
burn(is_hot(W))
if(istype(W, /obj/item/device/electronic_assembly/wallmount))
var/obj/item/device/electronic_assembly/wallmount/IC = W
IC.mount_assembly(src, user)
return
if(istype(W, /obj/item/stack/tile/roofing))
var/expended_tile = FALSE // To track the case. If a ceiling is built in a multiz zlevel, it also necessarily roofs it against weather
var/turf/T = GetAbove(src)
var/obj/item/stack/tile/roofing/R = W
// Place plating over a wall
if(T)
if(istype(T, /turf/simulated/open) || istype(T, /turf/space))
if(R.use(1)) // Cost of roofing tiles is 1:1 with cost to place lattice and plating
T.ReplaceWithLattice()
T.ChangeTurf(/turf/simulated/floor, preserve_outdoors = TRUE)
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] patches a hole in the ceiling.</span>", "<span class='notice'>You patch a hole in the ceiling.</span>")
expended_tile = TRUE
else
to_chat(user, "<span class='warning'>There aren't any holes in the ceiling to patch here.</span>")
return
// Create a ceiling to shield from the weather
if(is_outdoors())
if(expended_tile || R.use(1)) // Don't need to check adjacent turfs for a wall, we're building on one
make_indoors()
if(!expended_tile) // Would've already played a sound
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
user.visible_message("<span class='notice'>[user] roofs \the [src], shielding it from the elements.</span>", "<span class='notice'>You roof \the [src] tile, shielding it from the elements.</span>")
return
if(locate(/obj/effect/overlay/wallrot) in src)
if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if( WT.remove_fuel(0,user) )
to_chat(user, "<span class='notice'>You burn away the fungi with \the [WT].</span>")
playsound(src, WT.usesound, 10, 1)
for(var/obj/effect/overlay/wallrot/WR in src)
qdel(WR)
return
else if(!is_sharp(W) && W.force >= 10 || W.force >= 20)
to_chat(user, "<span class='notice'>\The [src] crumbles away under the force of your [W.name].</span>")
src.dismantle_wall(1)
return
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if(thermite)
if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if( WT.remove_fuel(0,user) )
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
thermitemelt(user)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
to_chat(user, "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>")
playsound(src, "sparks", 50, 1)
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
thermitemelt(user)
return
var/turf/T = user.loc //get user's location for delay checks
if(damage && W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
to_chat(user, "<span class='notice'>You start repairing the damage to [src].</span>")
playsound(src, WT.usesound, 100, 1)
if(do_after(user, max(5, damage / 5) * WT.toolspeed) && WT && WT.isOn())
to_chat(user, "<span class='notice'>You finish repairing the damage to [src].</span>")
take_damage(-damage)
else
to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return
user.update_examine_panel(src)
return
// Basic dismantling.
//var/dismantle_toolspeed = 0
if(isnull(construction_stage) || !reinf_material)
var/cut_delay = 60 - material.cut_delay
var/dismantle_verb
var/dismantle_sound
if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if(!WT.isOn())
return
if(!WT.remove_fuel(0,user))
to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return
dismantle_verb = "cutting"
dismantle_sound = W.usesound
// cut_delay *= 0.7 // Tools themselves now can shorten the time it takes.
else if(istype(W,/obj/item/weapon/melee/energy/blade))
dismantle_sound = "sparks"
dismantle_verb = "slicing"
//dismantle_toolspeed = 1
cut_delay *= 0.5
else if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/P = W
dismantle_verb = P.drill_verb
dismantle_sound = P.drill_sound
cut_delay -= P.digspeed
if(dismantle_verb)
to_chat(user, "<span class='notice'>You begin [dismantle_verb] through the outer plating.</span>")
if(dismantle_sound)
playsound(src, dismantle_sound, 100, 1)
if(cut_delay < 0)
cut_delay = 0
if(!do_after(user,cut_delay * W.toolspeed))
return
to_chat(user, "<span class='notice'>You remove the outer plating.</span>")
dismantle_wall()
user.visible_message("<span class='warning'>The wall was torn open by [user]!</span>")
return
//Reinforced dismantling.
else
switch(construction_stage)
if(6)
if (W.has_tool_quality(TOOL_WIRECUTTER))
playsound(src, W.usesound, 100, 1)
construction_stage = 5
user.update_examine_panel(src)
to_chat(user, "<span class='notice'>You cut through the outer grille.</span>")
update_icon()
return
if(5)
if (W.has_tool_quality(TOOL_SCREWDRIVER))
to_chat(user, "<span class='notice'>You begin removing the support lines.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user,40 * W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 5)
return
construction_stage = 4
user.update_examine_panel(src)
update_icon()
to_chat(user, "<span class='notice'>You unscrew the support lines.</span>")
return
else if (W.has_tool_quality(TOOL_WIRECUTTER))
construction_stage = 6
user.update_examine_panel(src)
to_chat(user, "<span class='notice'>You mend the outer grille.</span>")
playsound(src, W.usesound, 100, 1)
update_icon()
return
if(4)
var/cut_cover
if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
cut_cover=1
else
to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return
else if (istype(W, /obj/item/weapon/pickaxe/plasmacutter))
cut_cover = 1
if(cut_cover)
to_chat(user, "<span class='notice'>You begin slicing through the metal cover.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user, 60 * W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 4)
return
construction_stage = 3
user.update_examine_panel(src)
update_icon()
to_chat(user, "<span class='notice'>You press firmly on the cover, dislodging it.</span>")
return
else if (W.has_tool_quality(TOOL_SCREWDRIVER))
to_chat(user, "<span class='notice'>You begin screwing down the support lines.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user,40 * W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 4)
return
construction_stage = 5
user.update_examine_panel(src)
update_icon()
to_chat(user, "<span class='notice'>You screw down the support lines.</span>")
return
if(3)
if (W.has_tool_quality(TOOL_CROWBAR))
to_chat(user, "<span class='notice'>You struggle to pry off the cover.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user,100 * W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 3)
return
construction_stage = 2
user.update_examine_panel(src)
update_icon()
to_chat(user, "<span class='notice'>You pry off the cover.</span>")
return
if(2)
if (W.has_tool_quality(TOOL_WRENCH))
to_chat(user, "<span class='notice'>You start loosening the anchoring bolts which secure the support rods to their frame.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user,40 * W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 2)
return
construction_stage = 1
user.update_examine_panel(src)
update_icon()
to_chat(user, "<span class='notice'>You remove the bolts anchoring the support rods.</span>")
return
if(1)
var/cut_cover
if(W.has_tool_quality(TOOL_WELDER))
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if( WT.remove_fuel(0,user) )
cut_cover=1
else
to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
cut_cover = 1
if(cut_cover)
to_chat(user, "<span class='notice'>You begin slicing through the support rods.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user,70 * W.toolspeed) || !istype(src, /turf/simulated/wall) || construction_stage != 1)
return
construction_stage = 0
user.update_examine_panel(src)
update_icon()
to_chat(user, "<span class='notice'>You slice through the support rods.</span>")
return
if(0)
if(W.has_tool_quality(TOOL_CROWBAR))
to_chat(user, "<span class='notice'>You struggle to pry off the outer sheath.</span>")
playsound(src, W.usesound, 100, 1)
if(!do_after(user,100 * W.toolspeed) || !istype(src, /turf/simulated/wall) || !user || !W || !T )
return
if(user.loc == T && user.get_active_hand() == W )
to_chat(user, "<span class='notice'>You pry off the outer sheath.</span>")
dismantle_wall()
return
if(istype(W,/obj/item/frame))
var/obj/item/frame/F = W
F.try_build(src, user)
return
else if(!istype(W,/obj/item/weapon/rcd) && !istype(W, /obj/item/weapon/reagent_containers))
return attack_hand(user)

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/turf/simulated/shuttlewalls/proc/update_material()
if(!material)
return
if(reinf_material)
construction_stage = 6
else
construction_stage = null
if(!material)
material = get_material_by_name(DEFAULT_WALL_MATERIAL)
if(material)
explosion_resistance = material.explosion_resistance
if(reinf_material && reinf_material.explosion_resistance > explosion_resistance)
explosion_resistance = reinf_material.explosion_resistance
if(reinf_material)
name = "reinforced [material.display_name] wall"
desc = "It seems to be a section of wall reinforced with [reinf_material.display_name] and plated with [material.display_name]."
else
name = "[material.display_name] wall"
desc = "It seems to be a section of wall plated with [material.display_name]."
if(material.opacity > 0.5 && !opacity)
set_light(1)
else if(material.opacity < 0.5 && opacity)
set_light(0)
SSradiation.resistance_cache.Remove(src)
update_connections(1)
update_icon()
/turf/simulated/shuttlewalls/proc/set_material(var/datum/material/newmaterial, var/datum/material/newrmaterial, var/datum/material/newgmaterial)
material = newmaterial
reinf_material = newrmaterial
if(!newgmaterial)
girder_material = DEFAULT_WALL_MATERIAL
else
girder_material = newgmaterial
update_material()
/turf/simulated/wall/update_icon()
if(!material)
return
if(!damage_overlays[1]) //list hasn't been populated
generate_overlays()
cut_overlays()
var/image/I
if(!density)
I = image(wall_masks, "[material.icon_base]fwall_open")
I.color = material.icon_colour
add_overlay(I)
return
for(var/i = 1 to 4)
I = image(wall_masks, "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
I.color = material.icon_colour
add_overlay(I)
if(reinf_material)
if(construction_stage != null && construction_stage < 6)
I = image(wall_masks, "reinf_construct-[construction_stage]")
I.color = reinf_material.icon_colour
add_overlay(I)
else
if("[reinf_material.icon_reinf]0" in cached_icon_states(wall_masks))
// Directional icon
for(var/i = 1 to 4)
I = image(wall_masks, "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
I.color = reinf_material.icon_colour
add_overlay(I)
else if("[reinf_material.icon_reinf]" in cached_icon_states(wall_masks))
I = image(wall_masks, reinf_material.icon_reinf)
I.color = reinf_material.icon_colour
add_overlay(I)
var/image/texture = material.get_wall_texture()
if(texture)
add_overlay(texture)
if(damage != 0)
var/integrity = material.integrity
if(reinf_material)
integrity += reinf_material.integrity
var/overlay = round(damage / integrity * damage_overlays.len) + 1
if(overlay > damage_overlays.len)
overlay = damage_overlays.len
add_overlay(damage_overlays[overlay])
return
/turf/simulated/shuttlewalls/proc/generate_overlays()
var/alpha_inc = 256 / damage_overlays.len
for(var/i = 1; i <= damage_overlays.len; i++)
var/image/img = image(icon = 'modular_chomp/icons/turf/shuttlewall.dmi', icon_state = "overlay_damage")
img.blend_mode = BLEND_MULTIPLY
img.alpha = (i * alpha_inc) - 1
damage_overlays[i] = img
/turf/simulated/shuttlewalls/proc/update_connections(propagate = 0)
if(!material)
return
var/list/dirs = list()
var/inrange = orange(src, 1)
for(var/turf/simulated/wall/W in inrange)
if(!W.material)
continue
if(propagate)
W.update_connections()
W.update_icon()
if(can_join_with_wall(W))
dirs += get_dir(src, W)
for(var/obj/structure/low_wall/WF in inrange)
if(can_join_with_low_wall(WF))
dirs += get_dir(src, WF)
special_wall_connections(dirs, inrange)
wall_connections = dirs_to_corner_states(dirs)
/turf/simulated/shuttlewalls/proc/special_wall_connections(list/dirs, list/inrange)
if(material.icon_base == "hull") // Could be improved...
var/additional_dirs = 0
for(var/direction in alldirs)
var/turf/T = get_step(src,direction)
if(T && (locate(/obj/structure/hull_corner) in T))
dirs += direction
additional_dirs |= direction
if(additional_dirs)
for(var/diag_dir in cornerdirs)
if ((additional_dirs & diag_dir) == diag_dir)
dirs += diag_dir
/turf/simulated/shuttlewalls/proc/can_join_with_wall(var/turf/simulated/wall/W)
//No blending if no material
if(!material || !W.material)
return 0
//We can blend if either is the same, or a subtype, of the other one
if(istype(W.material, material.type) || istype(material, W.material.type))
return 1
//Also blend if they have the same iconbase
if(material.icon_base == W.material.icon_base)
return 1
return 0
/turf/simulated/shuttlewalls/proc/can_join_with_low_wall(var/obj/structure/low_wall/WF)
return FALSE

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