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CHOMPStation2/code/game/objects/structures.dm
2024-05-01 22:32:00 +02:00

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/obj/structure
icon = 'icons/obj/structures.dmi'
w_class = ITEMSIZE_NO_CONTAINER
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/climbable
var/climb_delay = 3.5 SECONDS
var/breakable
var/parts
var/list/climbers
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/Initialize()
. = ..()
if(climbable)
verbs += /obj/structure/proc/climb_on
/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(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(user))
attack_generic(user,1,"slices")
if(LAZYLEN(climbers) && !(user in climbers))
user.visible_message("<span class='warning'>[user.name] shakes \the [src].</span>", \
"<span class='notice'>You shake \the [src].</span>")
structure_shaken()
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/climb_on()
set name = "Climb structure"
set desc = "Climbs onto a structure."
set category = "Object"
set src in oview(1)
do_climb(usr)
/obj/structure/MouseDrop_T(mob/target, mob/user)
var/mob/living/H = user
if(istype(H) && can_climb(H) && target == user)
do_climb(target)
else
return ..()
/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
if (!climbable || !can_touch(user) || (!post_climb_check && (user in climbers)))
return 0
if (!user.Adjacent(src))
to_chat(user, "<span class='danger'>You can't climb there, the way is blocked.</span>")
return 0
var/obj/occupied = turf_is_crowded()
if(occupied)
to_chat(user, "<span class='danger'>There's \a [occupied] in the way.</span>")
return 0
return 1
/obj/structure/proc/turf_is_crowded()
var/turf/T = get_turf(src)
if(!T || !istype(T))
return "empty void"
if(T.density)
return T
for(var/obj/O in T.contents)
if(istype(O,/obj/structure))
var/obj/structure/S = O
if(S.climbable) continue
if(O && O.density && !(O.flags & ON_BORDER)) //ON_BORDER structures are handled by the Adjacent() check.
return O
return 0
/obj/structure/proc/do_climb(var/mob/living/user)
if (!can_climb(user))
return
usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
LAZYDISTINCTADD(climbers, user)
if(!do_after(user,(issmall(user) ? climb_delay * 0.6 : climb_delay)))
LAZYREMOVE(climbers, user)
return
if (!can_climb(user, post_climb_check=1))
LAZYREMOVE(climbers, user)
return
usr.forceMove(climb_to(user))
if (get_turf(user) == get_turf(src))
usr.visible_message("<span class='warning'>[user] climbs onto \the [src]!</span>")
LAZYREMOVE(climbers, user)
/obj/structure/proc/climb_to(var/mob/living/user)
return get_turf(src)
/obj/structure/proc/structure_shaken()
for(var/mob/living/M in climbers)
M.Weaken(1)
to_chat(M, "<span class='danger'>You topple as you are shaken off \the [src]!</span>")
climbers.Cut(1,2)
for(var/mob/living/M in get_turf(src))
if(M.lying) return //No spamming this on people.
M.Weaken(3)
to_chat(M, "<span class='danger'>You topple as \the [src] moves under you!</span>")
if(prob(25))
var/damage = rand(15,30)
var/mob/living/carbon/human/H = M
if(!istype(H))
to_chat(H, "<span class='danger'>You land heavily!</span>")
M.adjustBruteLoss(damage)
return
var/obj/item/organ/external/affecting
switch(pick(list("ankle","wrist","head","knee","elbow")))
if("ankle")
affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
if("knee")
affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
if("wrist")
affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
if("elbow")
affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
if("head")
affecting = H.get_organ(BP_HEAD)
if(affecting)
to_chat(M, "<span class='danger'>You land heavily on your [affecting.name]!</span>")
affecting.take_damage(damage, 0)
if(affecting.parent)
affecting.parent.add_autopsy_data("Misadventure", damage)
else
to_chat(H, "<span class='danger'>You land heavily!</span>")
H.adjustBruteLoss(damage)
H.UpdateDamageIcon()
H.updatehealth()
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 class='notice'>You need your hands and legs free for this.</span>")
return 0
if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
return 0
if (isAI(user))
to_chat(user, "<span class='notice'>You need hands for this.</span>")
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 class='danger'>[user] [attack_verb] the [src] apart!</span>")
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 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()