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CHOMPStation2/code/game/turfs/simulated/walls_mineral.dm
Mloc-Argent d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00

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/turf/simulated/wall/mineral
name = "mineral wall"
desc = "This shouldn't exist"
icon_state = ""
var/last_event = 0
var/active = null
/turf/simulated/wall/mineral/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = "gold0"
walltype = "gold"
mineral = "gold"
//var/electro = 1
//var/shocked = null
/turf/simulated/wall/mineral/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny!"
icon_state = "silver0"
walltype = "silver"
mineral = "silver"
//var/electro = 0.75
//var/shocked = null
/turf/simulated/wall/mineral/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = "diamond0"
walltype = "diamond"
mineral = "diamond"
/turf/simulated/wall/mineral/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = "sandstone0"
walltype = "sandstone"
mineral = "sandstone"
/turf/simulated/wall/mineral/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = "uranium0"
walltype = "uranium"
mineral = "uranium"
/turf/simulated/wall/mineral/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
T.radiate()
last_event = world.time
active = null
return
return
/turf/simulated/wall/mineral/uranium/attack_hand(mob/user as mob)
radiate()
..()
/turf/simulated/wall/mineral/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
radiate()
..()
/turf/simulated/wall/mineral/uranium/Bumped(AM as mob|obj)
radiate()
..()
/turf/simulated/wall/mineral/phoron
name = "phoron wall"
desc = "A wall with phoron plating. This is definately a bad idea."
icon_state = "phoron0"
walltype = "phoron"
mineral = "phoron"
/turf/simulated/wall/mineral/phoron/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(is_hot(W) > 300)//If the temperature of the object is over 300, then ignite
ignite(is_hot(W))
return
..()
/turf/simulated/wall/mineral/phoron/proc/PhoronBurn(temperature)
spawn(2)
new /obj/structure/girder(src)
src.ChangeTurf(/turf/simulated/floor)
for(var/turf/simulated/floor/target_tile in range(0,src))
target_tile.assume_gas("phoron", 20, 400+T0C)
spawn (0) target_tile.hotspot_expose(temperature, 400)
for(var/obj/structure/falsewall/phoron/F in range(3,src))//Hackish as fuck, but until temperature_expose works, there is nothing I can do -Sieve
var/turf/T = get_turf(F)
T.ChangeTurf(/turf/simulated/wall/mineral/phoron/)
del (F)
for(var/turf/simulated/wall/mineral/phoron/W in range(3,src))
W.ignite((temperature/4))//Added so that you can't set off a massive chain reaction with a small flame
for(var/obj/machinery/door/airlock/phoron/D in range(3,src))
D.ignite(temperature/4)
/turf/simulated/wall/mineral/phoron/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :(
if(exposed_temperature > 300)
PhoronBurn(exposed_temperature)
/turf/simulated/wall/mineral/phoron/proc/ignite(exposed_temperature)
if(exposed_temperature > 300)
PhoronBurn(exposed_temperature)
/turf/simulated/wall/mineral/phoron/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj,/obj/item/projectile/beam))
PhoronBurn(2500)
else if(istype(Proj,/obj/item/projectile/ion))
PhoronBurn(500)
..()
/*
/turf/simulated/wall/mineral/proc/shock()
if (electrocute_mob(user, C, src))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
return 1
else
return 0
/turf/simulated/wall/mineral/proc/attackby(obj/item/weapon/W as obj, mob/user as mob)
if((mineral == "gold") || (mineral == "silver"))
if(shocked)
shock()
*/