/turf/simulated/wall/r_wall
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon_state = "r_wall"
opacity = 1
density = 1
damage_cap = 200
max_temperature = 6000
walltype = "rwall"
var/d_state = 0
/turf/simulated/wall/r_wall/attack_hand(mob/user as mob)
if (HULK in user.mutations)
if (prob(10) || rotting)
usr << text("\blue You smash through the wall.")
usr.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
return
if(rotting)
user << "\blue This wall feels rather unstable."
return
user << "\blue You push the wall but nothing happens!"
playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
return
/turf/simulated/wall/r_wall/attackby(obj/item/W as obj, mob/user as mob)
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
user << "You don't have the dexterity to do this!"
return
//get the user's location
if( !istype(user.loc, /turf) ) return //can't do this stuff whilst inside objects and such
if(rotting)
if(istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "You burn away the fungi with \the [WT]."
playsound(src, 'sound/items/Welder.ogg', 10, 1)
for(var/obj/effect/E in src) if(E.name == "Wallrot")
del E
rotting = 0
return
else if(!is_sharp(W) && W.force >= 10 || W.force >= 20)
user << "\The [src] crumbles away under the force of your [W.name]."
src.dismantle_wall()
return
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if( thermite )
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
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()
user << "You slash \the [src] with \the [EB]; the thermite ignites!"
playsound(src, "sparks", 50, 1)
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/melee/energy/blade))
user << "This wall is too thick to slice through. You will need to find a different path."
return
if(damage && istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
user << "You start repairing the damage to [src]."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, max(5, damage / 5)) && WT && WT.isOn())
user << "You finish repairing the damage to [src]."
take_damage(-damage)
return
else
user << "You need more welding fuel to complete this task."
return
var/turf/T = user.loc //get user's location for delay checks
//DECONSTRUCTION
switch(d_state)
if(0)
if (istype(W, /obj/item/weapon/wirecutters))
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
src.d_state = 1
src.icon_state = "r_wall-1"
new /obj/item/stack/rods( src )
user << "You cut the outer grille."
return
if(1)
if (istype(W, /obj/item/weapon/screwdriver))
user << "You begin removing the support lines."
playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
sleep(40)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 1 && user.loc == T && user.get_active_hand() == W )
src.d_state = 2
src.icon_state = "r_wall-2"
user << "You remove the support lines."
return
//REPAIRING (replacing the outer grille for cosmetic damage)
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/O = W
src.d_state = 0
src.icon_state = "r_wall"
relativewall_neighbours() //call smoothwall stuff
user << "You replace the outer grille."
if (O.amount > 1)
O.amount--
else
del(O)
return
if(2)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "You begin slicing through the metal cover."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return
if( d_state == 2 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 3
src.icon_state = "r_wall-3"
user << "You press firmly on the cover, dislodging it."
else
user << "You need more welding fuel to complete this task."
return
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
user << "You begin slicing through the metal cover."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
sleep(40)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 2 && user.loc == T && user.get_active_hand() == W )
src.d_state = 3
src.icon_state = "r_wall-3"
user << "You press firmly on the cover, dislodging it."
return
if(3)
if (istype(W, /obj/item/weapon/crowbar))
user << "You struggle to pry off the cover."
playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 3 && user.loc == T && user.get_active_hand() == W )
src.d_state = 4
src.icon_state = "r_wall-4"
user << "You pry off the cover."
return
if(4)
if (istype(W, /obj/item/weapon/wrench))
user << "You start loosening the anchoring bolts which secure the support rods to their frame."
playsound(src, 'sound/items/Ratchet.ogg', 100, 1)
sleep(40)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 4 && user.loc == T && user.get_active_hand() == W )
src.d_state = 5
src.icon_state = "r_wall-5"
user << "You remove the bolts anchoring the support rods."
return
if(5)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "You begin slicing through the support rods."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return
if( d_state == 5 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 6
src.icon_state = "r_wall-6"
new /obj/item/stack/rods( src )
user << "The support rods drop out as you cut them loose from the frame."
else
user << "You need more welding fuel to complete this task."
return
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
user << "You begin slicing through the support rods."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
sleep(70)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( d_state == 5 && user.loc == T && user.get_active_hand() == W )
src.d_state = 6
src.icon_state = "r_wall-6"
new /obj/item/stack/rods( src )
user << "The support rods drop out as you cut them loose from the frame."
return
if(6)
if( istype(W, /obj/item/weapon/crowbar) )
user << "You struggle to pry off the outer sheath."
playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "You pry off the outer sheath."
dismantle_wall()
return
//vv OK, we weren't performing a valid deconstruction step or igniting thermite,let's check the other possibilities vv
//DRILLING
if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
user << "You begin to drill though the wall."
sleep(200)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return
if( user.loc == T && user.get_active_hand() == W )
user << "Your drill tears though the last of the reinforced plating."
dismantle_wall()
//REPAIRING
else if( istype(W, /obj/item/stack/sheet/metal) && d_state )
var/obj/item/stack/sheet/metal/MS = W
user << "You begin patching-up the wall with \a [MS]."
sleep( max(20*d_state,100) ) //time taken to repair is proportional to the damage! (max 10 seconds)
if( !istype(src, /turf/simulated/wall/r_wall) || !user || !MS || !T ) return
if( user.loc == T && user.get_active_hand() == MS && d_state )
src.d_state = 0
src.icon_state = "r_wall"
relativewall_neighbours() //call smoothwall stuff
user << "You repair the last of the damage."
if (MS.amount > 1)
MS.amount--
else
del(MS)
//APC
else if( istype(W,/obj/item/apc_frame) )
var/obj/item/apc_frame/AH = W
AH.try_build(src)
else if( istype(W,/obj/item/alarm_frame) )
var/obj/item/alarm_frame/AH = W
AH.try_build(src)
else if(istype(W,/obj/item/firealarm_frame))
var/obj/item/firealarm_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame))
var/obj/item/light_fixture_frame/AH = W
AH.try_build(src)
return
else if(istype(W,/obj/item/light_fixture_frame/small))
var/obj/item/light_fixture_frame/small/AH = W
AH.try_build(src)
return
//Poster stuff
else if(istype(W,/obj/item/weapon/contraband/poster))
place_poster(W,user)
return
//Finally, CHECKING FOR FALSE WALLS if it isn't damaged
else if(!d_state)
return attack_hand(user)
return