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https://github.com/CHOMPStation2/CHOMPStation2.git
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188 lines
5.9 KiB
Plaintext
188 lines
5.9 KiB
Plaintext
/turf/simulated/floor
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name = "plating"
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desc = "Unfinished flooring."
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icon = 'icons/turf/flooring/plating.dmi'
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icon_state = "plating"
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// Damage to flooring.
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var/broken
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var/burnt
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// Plating data.
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var/base_name = "plating"
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var/base_desc = "The naked hull."
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var/base_icon = 'icons/turf/flooring/plating.dmi'
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var/base_icon_state = "plating"
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var/list/old_decals = null
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// Flooring data.
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var/flooring_override
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var/initial_flooring
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var/decl/flooring/flooring
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var/mineral = DEFAULT_WALL_MATERIAL
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var/can_be_plated = TRUE // This is here for inheritance's sake. Override to FALSE for turfs you don't want someone to simply slap a plating over such as hazards.
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thermal_conductivity = 0.040
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heat_capacity = 10000
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/turf/simulated/floor/is_plating()
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return (!flooring || flooring.is_plating)
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/turf/simulated/floor/Initialize(mapload, floortype)
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. = ..()
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if(!floortype && initial_flooring)
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floortype = initial_flooring
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if(floortype)
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set_flooring(get_flooring_data(floortype), TRUE)
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. = INITIALIZE_HINT_LATELOAD // We'll update our icons after everyone is ready
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if(can_dirty && can_start_dirty)
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if(prob(dirty_prob))
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dirt += rand(50,100)
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update_dirt() //5% chance to start with dirt on a floor tile- give the janitor something to do
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/turf/simulated/floor/LateInitialize()
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. = ..()
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update_icon()
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/turf/simulated/floor/proc/swap_decals()
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var/current_decals = decals
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decals = old_decals
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old_decals = current_decals
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/turf/simulated/floor/proc/set_flooring(var/decl/flooring/newflooring, var/initializing)
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//make_plating(defer_icon_update = 1)
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if(is_plating() && !initializing) // Plating -> Flooring
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swap_decals()
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flooring = newflooring
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if(!initializing)
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update_icon(1)
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levelupdate()
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//This proc will set floor_type to null and the update_icon() proc will then change the icon_state of the turf
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//This proc auto corrects the grass tiles' siding.
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/turf/simulated/floor/proc/make_plating(var/place_product, var/defer_icon_update)
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cut_overlays()
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for(var/obj/effect/decal/writing/W in src)
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qdel(W)
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name = base_name
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desc = base_desc
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icon = base_icon
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icon_state = base_icon_state
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color = null
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if(!is_plating()) // Flooring -> Plating
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swap_decals()
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if(flooring.build_type && place_product)
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new flooring.build_type(src, flooring.build_cost) //VOREstation Edit: conservation of mass
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var/newtype = flooring.get_plating_type()
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if(newtype) // Has a custom plating type to become
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set_flooring(get_flooring_data(newtype))
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else
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flooring = null
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set_light(0)
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broken = null
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burnt = null
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flooring_override = null
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levelupdate()
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if(!defer_icon_update)
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update_icon(1)
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/turf/simulated/floor/levelupdate()
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var/floored_over = !is_plating()
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for(var/obj/O in src)
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O.hide(O.hides_under_flooring() && floored_over)
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/turf/simulated/floor/can_engrave()
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return (!flooring || flooring.can_engrave)
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/turf/simulated/floor/proc/cause_slip(var/mob/living/M)
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PROTECTED_PROC(TRUE)
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return
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/* CHOMPEdit - moved this block to modular_chomp\code\game\objects\items\weapons\rcd.dm
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/turf/simulated/floor/rcd_values(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_FLOORWALL)
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// A wall costs four sheets to build (two for the grider and two for finishing it).
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var/cost = RCD_SHEETS_PER_MATTER_UNIT * 4
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// R-walls cost five sheets, however.
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if(the_rcd.make_rwalls)
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cost += RCD_SHEETS_PER_MATTER_UNIT * 1
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return list(
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RCD_VALUE_MODE = RCD_FLOORWALL,
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RCD_VALUE_DELAY = 2 SECONDS,
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RCD_VALUE_COST = cost
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)
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if(RCD_AIRLOCK)
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// Airlock assemblies cost four sheets. Let's just add another for the electronics/wires/etc.
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return list(
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RCD_VALUE_MODE = RCD_AIRLOCK,
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RCD_VALUE_DELAY = 5 SECONDS,
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RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5
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)
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if(RCD_WINDOWGRILLE)
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// One steel sheet for the girder (two rods, which is one sheet).
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return list(
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RCD_VALUE_MODE = RCD_WINDOWGRILLE,
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RCD_VALUE_DELAY = 1 SECOND,
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RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 1
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)
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if(RCD_DECONSTRUCT)
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// Old RCDs made deconning the floor cost 10 units (IE, three times on full RCD).
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// Now it's ten sheets worth of units (which is the same capacity-wise, three times on full RCD).
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return list(
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RCD_VALUE_MODE = RCD_DECONSTRUCT,
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RCD_VALUE_DELAY = 5 SECONDS,
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RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 10
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)
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return FALSE
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/turf/simulated/floor/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_FLOORWALL)
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to_chat(user, span_notice("You build a wall."))
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ChangeTurf(/turf/simulated/wall)
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var/turf/simulated/wall/T = get_turf(src) // Ref to the wall we just built.
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// Apparently set_material(...) for walls requires refs to the material singletons and not strings.
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// This is different from how other material objects with their own set_material(...) do it, but whatever.
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var/datum/material/M = name_to_material[the_rcd.material_to_use]
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T.set_material(M, the_rcd.make_rwalls ? M : null, M)
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T.add_hiddenprint(user)
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return TRUE
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if(RCD_AIRLOCK)
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if(locate(/obj/machinery/door/airlock) in src)
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return FALSE // No more airlock stacking.
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to_chat(user, span_notice("You build an airlock."))
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new the_rcd.airlock_type(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(locate(/obj/structure/grille) in src)
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return FALSE
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to_chat(user, span_notice("You construct the grille."))
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var/obj/structure/grille/G = new(src)
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G.anchored = TRUE
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return TRUE
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if(RCD_DECONSTRUCT)
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to_chat(user, span_notice("You deconstruct \the [src]."))
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ChangeTurf(get_base_turf_by_area(src), preserve_outdoors = TRUE)
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return TRUE
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*/
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/turf/simulated/floor/occult_act(mob/living/user)
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to_chat(user, span_cult("You consecrate the floor."))
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ChangeTurf(/turf/simulated/floor/cult, preserve_outdoors = TRUE)
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return TRUE
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/turf/simulated/floor/click_alt(mob/user)
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if(isliving(user))
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var/mob/living/livingUser = user
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if(try_graffiti(livingUser, livingUser.get_active_hand()))
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return
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. = ..()
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