/obj/structure icon = 'icons/obj/structures.dmi' w_class = ITEMSIZE_NO_CONTAINER blocks_emissive = EMISSIVE_BLOCK_GENERIC var/breakable var/parts var/block_turf_edges = FALSE // If true, turf edge icons will not be made on the turf this occupies. var/list/connections var/list/other_connections var/list/blend_objects = null // Objects which to blend with //CHOMPEdit default null var/list/noblend_objects = null //Objects to avoid blending with (such as children of listed blend objects. //CHOMPEdit default null /obj/structure/Destroy() if(parts) new parts(loc) return ..() /obj/structure/attack_hand(mob/user) if(breakable) if(HULK in user.mutations) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) attack_generic(user,1,"smashes") else if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.species.can_shred(user)) attack_generic(user,1,"slices") SEND_SIGNAL(src, COMSIG_CLIMBABLE_SHAKE_CLIMBERS, user) return ..() /obj/structure/attack_tk() return /obj/structure/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(50)) qdel(src) return if(3.0) return /obj/structure/proc/can_touch(var/mob/user) if (!user) return 0 if(!Adjacent(user)) return 0 if (user.restrained() || user.buckled) to_chat(user, span_notice("You need your hands and legs free for this.")) return 0 if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened) return 0 if (isAI(user)) to_chat(user, span_notice("You need hands for this.")) return 0 return 1 /obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb) if(!breakable || damage < STRUCTURE_MIN_DAMAGE_THRESHOLD) return 0 visible_message(span_danger("[user] [attack_verb] the [src] apart!")) user.do_attack_animation(src) spawn(1) qdel(src) return 1 /obj/structure/proc/can_visually_connect() return anchored /obj/structure/proc/can_visually_connect_to(var/obj/structure/S) return istype(S, src) /obj/structure/proc/update_connections(propagate = 0) var/list/dirs = list() var/list/other_dirs = list() for(var/obj/structure/S in orange(src, 1)) if(can_visually_connect_to(S)) if(S.can_visually_connect()) if(propagate) S.update_connections() S.update_icon() dirs += get_dir(src, S) if(!can_visually_connect()) connections = list("0", "0", "0", "0") other_connections = list("0", "0", "0", "0") return FALSE for(var/direction in GLOB.cardinal) var/turf/T = get_step(src, direction) var/success = 0 for(var/b_type in blend_objects) if(istype(T, b_type)) success = 1 if(propagate) var/turf/simulated/wall/W = T if(istype(W)) W.update_connections(1) if(success) break // breaks inner loop if(!success) blend_obj_loop: for(var/obj/O in T) for(var/b_type in blend_objects) if(istype(O, b_type)) success = 1 for(var/obj/structure/S in T) if(istype(S, src)) success = 0 for(var/nb_type in noblend_objects) if(istype(O, nb_type)) success = 0 if(success) break blend_obj_loop // breaks outer loop if(success) dirs += get_dir(src, T) other_dirs += get_dir(src, T) refresh_neighbors() connections = dirs_to_corner_states(dirs) other_connections = dirs_to_corner_states(other_dirs) return TRUE /obj/structure/proc/refresh_neighbors() for(var/turf/T as anything in RANGE_TURFS(1, src)) T.update_icon()