Files
CHOMPStation2/code/unused/Agouri_stuff.dm
petethegoat@gmail.com dd909aa5f8 Added an upgraded mopbucket for the janitor and placed it on the map.
Updated the changelog.

Moved Agouri's vehicle code into his dm in unused. Moved the vehicle dmi into icons/obj.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5234 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-30 22:37:00 +00:00

1949 lines
57 KiB
Plaintext

/*
/obj/vehicle/airtight
//inner atmos
var/use_internal_tank = 0
var/internal_tank_valve = ONE_ATMOSPHERE
var/obj/machinery/portable_atmospherics/canister/internal_tank
var/datum/gas_mixture/cabin_air
var/obj/machinery/atmospherics/portables_connector/connected_port = null
var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature
var/datum/global_iterator/pr_give_air //moves air from tank to cabin
/obj/vehicle/airtight/New()
..()
src.add_airtank()
src.add_cabin()
src.add_airtight_iterators()
//######################################### Helpers for airtight vehicles #########################################
/obj/vehicle/airtight/proc/add_cabin()
cabin_air = new
cabin_air.temperature = T20C
cabin_air.volume = 200
cabin_air.oxygen = O2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
cabin_air.nitrogen = N2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
return cabin_air
/obj/vehicle/airtight/proc/add_airtank()
internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src)
return internal_tank
/obj/vehicle/airtight/proc/add_airtight_iterators()
pr_int_temp_processor = new /datum/global_iterator/vehicle_preserve_temp(list(src))
pr_give_air = new /datum/global_iterator/vehicle_tank_give_air(list(src))
//######################################### Specific datums for airtight vehicles #################################
/datum/global_iterator/vehicle_preserve_temp //normalizing cabin air temperature to 20 degrees celsium
delay = 20
process(var/obj/vehicle/airtight/V)
if(V.cabin_air && V.cabin_air.return_volume() > 0)
var/delta = V.cabin_air.temperature - T20C
V.cabin_air.temperature -= max(-10, min(10, round(delta/4,0.1)))
return
/datum/global_iterator/vehicle_tank_give_air
delay = 15
process(var/obj/vehicle/airtight/V)
if(V.internal_tank)
var/datum/gas_mixture/tank_air = V.internal_tank.return_air()
var/datum/gas_mixture/cabin_air = V.cabin_air
var/release_pressure = V.internal_tank_valve
var/cabin_pressure = cabin_air.return_pressure()
var/pressure_delta = min(release_pressure - cabin_pressure, (tank_air.return_pressure() - cabin_pressure)/2)
var/transfer_moles = 0
if(pressure_delta > 0) //cabin pressure lower than release pressure
if(tank_air.return_temperature() > 0)
transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = tank_air.remove(transfer_moles)
cabin_air.merge(removed)
else if(pressure_delta < 0) //cabin pressure higher than release pressure
var/datum/gas_mixture/t_air = V.get_turf_air()
pressure_delta = cabin_pressure - release_pressure
if(t_air)
pressure_delta = min(cabin_pressure - t_air.return_pressure(), pressure_delta)
if(pressure_delta > 0) //if location pressure is lower than cabin pressure
transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION)
var/datum/gas_mixture/removed = cabin_air.remove(transfer_moles)
if(t_air)
t_air.merge(removed)
else //just delete the cabin gas, we're in space or some shit
del(removed)
else
return stop()
return
//######################################### Atmospherics for vehicles #############################################
/obj/vehicle/proc/get_turf_air()
var/turf/T = get_turf(src)
if(T)
. = T.return_air()
return
/obj/vehicle/airtight/remove_air(amount)
if(use_internal_tank)
return cabin_air.remove(amount)
else
var/turf/T = get_turf(src)
if(T)
return T.remove_air(amount)
return
/obj/vehicle/airtight/return_air()
if(use_internal_tank)
return cabin_air
return get_turf_air()
/obj/vehicle/airtight/proc/return_pressure()
. = 0
if(use_internal_tank)
. = cabin_air.return_pressure()
else
var/datum/gas_mixture/t_air = get_turf_air()
if(t_air)
. = t_air.return_pressure()
return
/obj/vehicle/airtight/proc/return_temperature()
. = 0
if(use_internal_tank)
. = cabin_air.return_temperature()
else
var/datum/gas_mixture/t_air = get_turf_air()
if(t_air)
. = t_air.return_temperature()
return
/obj/vehicle/airtight/proc/connect(obj/machinery/atmospherics/portables_connector/new_port)
//Make sure not already connected to something else
if(connected_port || !new_port || new_port.connected_device)
return 0
//Make sure are close enough for a valid connection
if(new_port.loc != src.loc)
return 0
//Perform the connection
connected_port = new_port
connected_port.connected_device = src
//Actually enforce the air sharing
var/datum/pipe_network/network = connected_port.return_network(src)
if(network && !(internal_tank.return_air() in network.gases))
network.gases += internal_tank.return_air()
network.update = 1
log_message("Vehicle airtank connected to external port.")
return 1
/obj/vehicle/airtight/proc/disconnect()
if(!connected_port)
return 0
var/datum/pipe_network/network = connected_port.return_network(src)
if(network)
network.gases -= internal_tank.return_air()
connected_port.connected_device = null
connected_port = null
src.log_message("Vehicle airtank disconnected from external port.")
return 1
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/obj/vehicle
name = "Vehicle"
icon = 'icons/vehicles/vehicles.dmi'
density = 1
anchored = 1
unacidable = 1 //To avoid the pilot-deleting shit that came with mechas
layer = MOB_LAYER
//var/can_move = 1
var/mob/living/carbon/occupant = null
//var/step_in = 10 //make a step in step_in/10 sec.
//var/dir_in = 2//What direction will the mech face when entered/powered on? Defaults to South.
//var/step_energy_drain = 10
var/health = 300 //health is health
//var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
//the values in this list show how much damage will pass through, not how much will be absorbed.
var/list/damage_absorption = list("brute"=0.8,"fire"=1.2,"bullet"=0.9,"laser"=1,"energy"=1,"bomb"=1)
var/obj/item/weapon/cell/cell //Our power source
var/state = 0
var/list/log = new
var/last_message = 0
var/add_req_access = 1
var/maint_access = 1
//var/dna //dna-locking the mech
var/list/proc_res = list() //stores proc owners, like proc_res["functionname"] = owner reference
var/datum/effect/effect/system/spark_spread/spark_system = new
var/lights = 0
var/lights_power = 6
//inner atmos //These go in airtight.dm, not all vehicles are space-faring -Agouri
//var/use_internal_tank = 0
//var/internal_tank_valve = ONE_ATMOSPHERE
//var/obj/machinery/portable_atmospherics/canister/internal_tank
//var/datum/gas_mixture/cabin_air
//var/obj/machinery/atmospherics/portables_connector/connected_port = null
var/obj/item/device/radio/radio = null
var/max_temperature = 2500
//var/internal_damage_threshold = 50 //health percentage below which internal damage is possible
var/internal_damage = 0 //contains bitflags
var/list/operation_req_access = list()//required access level for mecha operation
var/list/internals_req_access = list(access_engine,access_robotics)//required access level to open cell compartment
//var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature //In airtight.dm you go -Agouri
var/datum/global_iterator/pr_inertial_movement //controls intertial movement in spesss
//var/datum/global_iterator/pr_give_air //moves air from tank to cabin //Y-you too -Agouri
var/datum/global_iterator/pr_internal_damage //processes internal damage
var/wreckage
var/list/equipment = new
var/obj/selected
//var/max_equip = 3
var/datum/events/events
/obj/vehicle/New()
..()
events = new
icon_state += "-unmanned"
add_radio()
//add_cabin() //No cabin for non-airtights
spark_system.set_up(2, 0, src)
spark_system.attach(src)
add_cell()
add_iterators()
removeVerb(/obj/mecha/verb/disconnect_from_port)
removeVerb(/atom/movable/verb/pull)
log_message("[src.name]'s functions initialised. Work protocols active - Entering IDLE mode.")
loc.Entered(src)
return
//################ Helpers ###########################################################
/obj/vehicle/proc/removeVerb(verb_path)
verbs -= verb_path
/obj/vehicle/proc/addVerb(verb_path)
verbs += verb_path
/*/obj/vehicle/proc/add_airtank() //In airtight.dm -Agouri
internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src)
return internal_tank*/
/obj/vehicle/proc/add_cell(var/obj/item/weapon/cell/C=null)
if(C)
C.forceMove(src)
cell = C
return
cell = new(src)
cell.charge = 15000
cell.maxcharge = 15000
/*/obj/vehicle/proc/add_cabin() //In airtight.dm -Agouri
cabin_air = new
cabin_air.temperature = T20C
cabin_air.volume = 200
cabin_air.oxygen = O2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
cabin_air.nitrogen = N2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature)
return cabin_air*/
/obj/vehicle/proc/add_radio()
radio = new(src)
radio.name = "[src] radio"
radio.icon = icon
radio.icon_state = icon_state
radio.subspace_transmission = 1
/obj/vehicle/proc/add_iterators()
pr_inertial_movement = new /datum/global_iterator/vehicle_intertial_movement(null,0)
//pr_internal_damage = new /datum/global_iterator/vehicle_internal_damage(list(src),0)
//pr_int_temp_processor = new /datum/global_iterator/vehicle_preserve_temp(list(src)) //In airtight.dm's add_airtight_iterators -Agouri
//pr_give_air = new /datum/global_iterator/vehicle_tank_give_air(list(src) //Same here -Agouri
/obj/vehicle/proc/check_for_support()
if(locate(/obj/structure/grille, orange(1, src)) || locate(/obj/structure/lattice, orange(1, src)) || locate(/turf/simulated, orange(1, src)) || locate(/turf/unsimulated, orange(1, src)))
return 1
else
return 0
//################ Logs and messages ############################################
/obj/vehicle/proc/log_message(message as text,red=null)
log.len++
log[log.len] = list("time"=world.timeofday,"message"="[red?"<font color='red'>":null][message][red?"</font>":null]")
return log.len
//################ Global Iterator Datums ######################################
/datum/global_iterator/vehicle_intertial_movement //inertial movement in space
delay = 7
process(var/obj/vehicle/V as obj, direction)
if(direction)
if(!step(V, direction)||V.check_for_support())
src.stop()
else
src.stop()
return
/datum/global_iterator/mecha_internal_damage // processing internal damage
process(var/obj/mecha/mecha)
if(!mecha.hasInternalDamage())
return stop()
if(mecha.hasInternalDamage(MECHA_INT_FIRE))
if(!mecha.hasInternalDamage(MECHA_INT_TEMP_CONTROL) && prob(5))
mecha.clearInternalDamage(MECHA_INT_FIRE)
if(mecha.internal_tank)
if(mecha.internal_tank.return_pressure()>mecha.internal_tank.maximum_pressure && !(mecha.hasInternalDamage(MECHA_INT_TANK_BREACH)))
mecha.setInternalDamage(MECHA_INT_TANK_BREACH)
var/datum/gas_mixture/int_tank_air = mecha.internal_tank.return_air()
if(int_tank_air && int_tank_air.return_volume()>0) //heat the air_contents
int_tank_air.temperature = min(6000+T0C, int_tank_air.temperature+rand(10,15))
if(mecha.cabin_air && mecha.cabin_air.return_volume()>0)
mecha.cabin_air.temperature = min(6000+T0C, mecha.cabin_air.return_temperature()+rand(10,15))
if(mecha.cabin_air.return_temperature()>mecha.max_temperature/2)
mecha.take_damage(4/round(mecha.max_temperature/mecha.cabin_air.return_temperature(),0.1),"fire")
if(mecha.hasInternalDamage(MECHA_INT_TEMP_CONTROL)) //stop the mecha_preserve_temp loop datum
mecha.pr_int_temp_processor.stop()
if(mecha.hasInternalDamage(MECHA_INT_TANK_BREACH)) //remove some air from internal tank
if(mecha.internal_tank)
var/datum/gas_mixture/int_tank_air = mecha.internal_tank.return_air()
var/datum/gas_mixture/leaked_gas = int_tank_air.remove_ratio(0.10)
if(mecha.loc && hascall(mecha.loc,"assume_air"))
mecha.loc.assume_air(leaked_gas)
else
del(leaked_gas)
if(mecha.hasInternalDamage(MECHA_INT_SHORT_CIRCUIT))
if(mecha.get_charge())
mecha.spark_system.start()
mecha.cell.charge -= min(20,mecha.cell.charge)
mecha.cell.maxcharge -= min(20,mecha.cell.maxcharge)
return
*/
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
/*/turf/DblClick()
if(istype(usr, /mob/living/silicon/ai))
return move_camera_by_click()
if(usr.stat || usr.restrained() || usr.lying)
return ..()
if(usr.hand && istype(usr.l_hand, /obj/item/weapon/flamethrower))
var/turflist = getline(usr,src)
var/obj/item/weapon/flamethrower/F = usr.l_hand
F.flame_turf(turflist)
else if(!usr.hand && istype(usr.r_hand, /obj/item/weapon/flamethrower))
var/turflist = getline(usr,src)
var/obj/item/weapon/flamethrower/F = usr.r_hand
F.flame_turf(turflist)
return ..()
/turf/New()
..()
for(var/atom/movable/AM as mob|obj in src)
spawn( 0 )
src.Entered(AM)
return
return
/turf/ex_act(severity)
return 0
/turf/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
..()
return 0
/turf/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/bullet/gyro))
explosion(src, -1, 0, 2)
..()
return 0
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
if (!mover || !isturf(mover.loc))
return 1
//First, check objects to block exit that are not on the border
for(var/obj/obstacle in mover.loc)
if((obstacle.flags & ~ON_BORDER) && (mover != obstacle) && (forget != obstacle))
if(!obstacle.CheckExit(mover, src))
mover.Bump(obstacle, 1)
return 0
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in mover.loc)
if((border_obstacle.flags & ON_BORDER) && (mover != border_obstacle) && (forget != border_obstacle))
if(!border_obstacle.CheckExit(mover, src))
mover.Bump(border_obstacle, 1)
return 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
return 0
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
return 0
//Finally, check objects/mobs to block entry that are not on the border
for(var/atom/movable/obstacle in src)
if(obstacle.flags & ~ON_BORDER)
if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle))
mover.Bump(obstacle, 1)
return 0
return 1 //Nothing found to block so return success!
/turf/Entered(atom/movable/M as mob|obj)
var/loopsanity = 100
if(ismob(M))
if(!M:lastarea)
M:lastarea = get_area(M.loc)
if(M:lastarea.has_gravity == 0)
inertial_drift(M)
/*
if(M.flags & NOGRAV)
inertial_drift(M)
*/
else if(!istype(src, /turf/space))
M:inertia_dir = 0
..()
var/objects = 0
for(var/atom/A as mob|obj|turf|area in src)
if(objects > loopsanity) break
objects++
spawn( 0 )
if ((A && M))
A.HasEntered(M, 1)
return
objects = 0
for(var/atom/A as mob|obj|turf|area in range(1))
if(objects > loopsanity) break
objects++
spawn( 0 )
if ((A && M))
A.HasProximity(M, 1)
return
return
/turf/proc/inertial_drift(atom/movable/A as mob|obj)
if(!(A.last_move)) return
if((istype(A, /mob/) && src.x > 2 && src.x < (world.maxx - 1) && src.y > 2 && src.y < (world.maxy-1)))
var/mob/M = A
if(M.Process_Spacemove(1))
M.inertia_dir = 0
return
spawn(5)
if((M && !(M.anchored) && (M.loc == src)))
if(M.inertia_dir)
step(M, M.inertia_dir)
return
M.inertia_dir = M.last_move
step(M, M.inertia_dir)
return
/turf/proc/levelupdate()
for(var/obj/O in src)
if(O.level == 1)
O.hide(src.intact)
// override for space turfs, since they should never hide anything
/turf/space/levelupdate()
for(var/obj/O in src)
if(O.level == 1)
O.hide(0)
// Removes all signs of lattice on the pos of the turf -Donkieyo
/turf/proc/RemoveLattice()
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
del L
/turf/proc/ReplaceWithFloor(explode=0)
var/prior_icon = icon_old
var/old_dir = dir
var/turf/simulated/floor/W = new /turf/simulated/floor( locate(src.x, src.y, src.z) )
W.RemoveLattice()
W.dir = old_dir
if(prior_icon) W.icon_state = prior_icon
else W.icon_state = "floor"
if (!explode)
W.opacity = 1
W.sd_SetOpacity(0)
//This is probably gonna make lighting go a bit wonky in bombed areas, but sd_SetOpacity was the primary reason bombs have been so laggy. --NEO
W.levelupdate()
return W
/turf/proc/ReplaceWithPlating()
var/prior_icon = icon_old
var/old_dir = dir
var/turf/simulated/floor/plating/W = new /turf/simulated/floor/plating( locate(src.x, src.y, src.z) )
W.RemoveLattice()
W.dir = old_dir
if(prior_icon) W.icon_state = prior_icon
else W.icon_state = "plating"
W.opacity = 1
W.sd_SetOpacity(0)
W.levelupdate()
return W
/turf/proc/ReplaceWithEngineFloor()
var/old_dir = dir
var/turf/simulated/floor/engine/E = new /turf/simulated/floor/engine( locate(src.x, src.y, src.z) )
E.dir = old_dir
E.icon_state = "engine"
/turf/simulated/Entered(atom/A, atom/OL)
if (istype(A,/mob/living/carbon))
var/mob/living/carbon/M = A
if(M.lying) return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes))
if(H.m_intent == "run")
if(H.footstep >= 2)
H.footstep = 0
else
H.footstep++
if(H.footstep == 0)
playsound(src, "clownstep", 50, 1) // this will get annoying very fast.
else
playsound(src, "clownstep", 20, 1)
switch (src.wet)
if(1)
if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes
if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP))
M.stop_pulling()
step(M, M.dir)
M << "\blue You slipped on the wet floor!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Stun(8)
M.Weaken(5)
else
M.inertia_dir = 0
return
else if(!istype(M, /mob/living/carbon/slime))
if (M.m_intent == "run")
M.stop_pulling()
step(M, M.dir)
M << "\blue You slipped on the wet floor!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Stun(8)
M.Weaken(5)
else
M.inertia_dir = 0
return
if(2) //lube
if(!istype(M, /mob/living/carbon/slime))
M.stop_pulling()
step(M, M.dir)
spawn(1) step(M, M.dir)
spawn(2) step(M, M.dir)
spawn(3) step(M, M.dir)
spawn(4) step(M, M.dir)
M.take_organ_damage(2) // Was 5 -- TLE
M << "\blue You slipped on the floor!"
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
M.Weaken(10)
..()
/turf/proc/ReplaceWithSpace()
var/old_dir = dir
var/turf/space/S = new /turf/space( locate(src.x, src.y, src.z) )
S.dir = old_dir
return S
/turf/proc/ReplaceWithLattice()
var/old_dir = dir
var/turf/space/S = new /turf/space( locate(src.x, src.y, src.z) )
S.dir = old_dir
new /obj/structure/lattice( locate(src.x, src.y, src.z) )
return S
/turf/proc/ReplaceWithWall()
var/old_icon = icon_state
var/turf/simulated/wall/S = new /turf/simulated/wall( locate(src.x, src.y, src.z) )
S.icon_old = old_icon
S.opacity = 0
S.sd_NewOpacity(1)
return S
/turf/proc/ReplaceWithRWall()
var/old_icon = icon_state
var/turf/simulated/wall/r_wall/S = new /turf/simulated/wall/r_wall( locate(src.x, src.y, src.z) )
S.icon_old = old_icon
S.opacity = 0
S.sd_NewOpacity(1)
return S
/turf/simulated/wall/New()
..()
/turf/simulated/wall/proc/dismantle_wall(devastated=0, explode=0)
if(istype(src,/turf/simulated/wall/r_wall))
if(!devastated)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
new /obj/structure/girder/reinforced(src)
new /obj/item/stack/sheet/plasteel( src )
else
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/plasteel( src )
else if(istype(src,/turf/simulated/wall/cult))
if(!devastated)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
new /obj/effect/decal/remains/human(src)
else
new /obj/effect/decal/remains/human(src)
else
if(!devastated)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
new /obj/structure/girder(src)
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
else
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
new /obj/item/stack/sheet/metal( src )
ReplaceWithPlating(explode)
/turf/simulated/wall/examine()
set src in oview(1)
usr << "It looks like a regular wall."
return
/turf/simulated/wall/ex_act(severity)
switch(severity)
if(1.0)
//SN src = null
src.ReplaceWithSpace()
del(src)
return
if(2.0)
if (prob(50))
dismantle_wall(0,1)
else
dismantle_wall(1,1)
if(3.0)
var/proba
if (istype(src, /turf/simulated/wall/r_wall))
proba = 15
else
proba = 40
if (prob(proba))
dismantle_wall(0,1)
else
return
/turf/simulated/wall/blob_act()
if(prob(50))
dismantle_wall()
/turf/simulated/wall/attack_paw(mob/user as mob)
if ((user.mutations & HULK))
if (prob(40))
usr << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
return
return src.attack_hand(user)
/turf/simulated/wall/attack_animal(mob/living/simple_animal/M as mob)
if(M.wall_smash)
if (istype(src, /turf/simulated/wall/r_wall))
M << text("\blue This wall is far too strong for you to destroy.")
return
else
if (prob(40))
M << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
M << text("\blue You smash against the wall.")
return
M << "\blue You push the wall but nothing happens!"
return
/turf/simulated/wall/attack_hand(mob/user as mob)
if ((user.mutations & HULK))
if (prob(40))
usr << text("\blue You smash through the wall.")
dismantle_wall(1)
return
else
usr << text("\blue You punch the wall.")
return
user << "\blue You push the wall but nothing happens!"
playsound(src.loc, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
return
/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
var/turf/T = get_turf(user)
if (!( istype(T, /turf) ))
return
if (thermite)
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.density = 1
O.layer = 5
var/turf/simulated/floor/F = ReplaceWithPlating()
F.burn_tile()
F.icon_state = "wall_thermite"
user << "\red The thermite melts the wall."
spawn(100) del(O)
F.sd_LumReset()
return
if (W:remove_fuel(0,user))
W:welding = 2
user << "\blue Now disassembling the outer wall plating."
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(100)
if (W && istype(src, /turf/simulated/wall))
if ((get_turf(user) == T && user.equipped() == W))
user << "\blue You disassembled the outer wall plating."
dismantle_wall()
W:welding = 1
else
user << "\blue You need more welding fuel to complete this task."
return
else if (istype(W, /obj/item/weapon/pickaxe/plasmacutter))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (thermite)
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.density = 1
O.layer = 5
var/turf/simulated/floor/F = ReplaceWithPlating()
F.burn_tile()
F.icon_state = "wall_thermite"
user << "\red The thermite melts the wall."
spawn(100) del(O)
F.sd_LumReset()
return
else
user << "\blue Now disassembling the outer wall plating."
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if (W && istype(src, /turf/simulated/wall))
if ((get_turf(user) == T && user.equipped() == W))
user << "\blue You disassembled the outer wall plating."
dismantle_wall()
for(var/mob/O in viewers(user, 5))
O.show_message(text("\blue The wall was sliced apart by []!", user), 1, text("\red You hear metal being sliced apart."), 2)
return
else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = user.loc
user << "\blue Now drilling through wall."
sleep(60)
if (W && istype(src, /turf/simulated/wall))
if ((user.loc == T && user.equipped() == W))
dismantle_wall(1)
for(var/mob/O in viewers(user, 5))
O.show_message(text("\blue The wall was drilled apart by []!", user), 1, text("\red You hear metal being drilled appart."), 2)
return
else if(istype(W, /obj/item/weapon/melee/energy/blade))
var/turf/T = user.loc
user << "\blue Now slicing through wall."
W:spark_system.start()
playsound(src.loc, "sparks", 50, 1)
sleep(70)
if (W && istype(src, /turf/simulated/wall))
if ((user.loc == T && user.equipped() == W))
W:spark_system.start()
playsound(src.loc, "sparks", 50, 1)
playsound(src.loc, 'sound/weapons/blade1.ogg', 50, 1)
dismantle_wall(1)
for(var/mob/O in viewers(user, 5))
O.show_message(text("\blue The wall was sliced apart by []!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2)
return
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/weapon/contraband/poster))
var/obj/item/weapon/contraband/poster/P = W
if(P.resulting_poster)
var/check = 0
var/stuff_on_wall = 0
for( var/obj/O in src.contents) //Let's see if it already has a poster on it or too much stuff
if(istype(O,/obj/effect/decal/poster))
check = 1
break
stuff_on_wall++
if(stuff_on_wall==3)
check = 1
break
if(check)
user << "<FONT COLOR='RED'>The wall is far too cluttered to place a poster!</FONT>"
return
user << "<FONT COLOR='blue'>You start placing the poster on the wall...</FONT>" //Looks like it's uncluttered enough. Place the poster.
P.resulting_poster.loc = src
var/temp = P.resulting_poster.icon_state
var/temp_loc = user.loc
P.resulting_poster.icon_state = "poster_being_set"
playsound(P.resulting_poster.loc, 'sound/items/poster_being_created.ogg', 100, 1)
sleep(24)
if(user.loc == temp_loc)//Let's check if he still is there
user << "<FONT COLOR='blue'>You place the poster!</FONT>"
P.resulting_poster.icon_state = temp
src.contents += P.resulting_poster
del(P)
else
user << "<FONT COLOR='BLUE'>You stop placing the poster.</FONT>"
P.resulting_poster.loc = P
P.resulting_poster.icon_state = temp
else
return attack_hand(user)
return
/turf/simulated/wall/r_wall/attackby(obj/item/W as obj, mob/user as mob)
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if(!istype(src, /turf/simulated/wall/r_wall))
return // this may seem stupid and redundant but apparently floors can call this attackby() proc, it was spamming shit up. -- Doohl
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
W:eyecheck(user)
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (thermite)
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.density = 1
O.layer = 5
var/turf/simulated/floor/F = ReplaceWithPlating()
F.burn_tile()
F.icon_state = "wall_thermite"
user << "\red The thermite melts the wall."
spawn(100) del(O)
F.sd_LumReset()
return
if (src.d_state == 2)
W:welding = 2
user << "\blue Slicing metal cover."
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if ((user.loc == T && user.equipped() == W))
src.d_state = 3
user << "\blue You removed the metal cover."
W:welding = 1
else if (src.d_state == 5)
W:welding = 2
user << "\blue Removing support rods."
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(100)
if ((user.loc == T && user.equipped() == W))
src.d_state = 6
new /obj/item/stack/rods( src )
user << "\blue You removed the support rods."
W:welding = 1
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
var/turf/T = user.loc
if (!( istype(T, /turf) ))
return
if (thermite)
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "Thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.density = 1
O.layer = 5
var/turf/simulated/floor/F = ReplaceWithPlating()
F.burn_tile()
F.icon_state = "wall_thermite"
user << "\red The thermite melts the wall."
spawn(100) del(O)
F.sd_LumReset()
return
if (src.d_state == 2)
user << "\blue Slicing metal cover."
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(40)
if ((user.loc == T && user.equipped() == W))
src.d_state = 3
user << "\blue You removed the metal cover."
else if (src.d_state == 5)
user << "\blue Removing support rods."
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(70)
if ((user.loc == T && user.equipped() == W))
src.d_state = 6
new /obj/item/stack/rods( src )
user << "\blue You removed the support rods."
else if(istype(W, /obj/item/weapon/melee/energy/blade))
user << "\blue This wall is too thick to slice through. You will need to find a different path."
return
else if (istype(W, /obj/item/weapon/wrench))
if (src.d_state == 4)
var/turf/T = user.loc
user << "\blue Detaching support rods."
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
sleep(40)
if ((user.loc == T && user.equipped() == W))
src.d_state = 5
user << "\blue You detach the support rods."
else if (istype(W, /obj/item/weapon/wirecutters))
if (src.d_state == 0)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
src.d_state = 1
new /obj/item/stack/rods( src )
else if (istype(W, /obj/item/weapon/screwdriver))
if (src.d_state == 1)
var/turf/T = user.loc
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Removing support lines."
sleep(40)
if ((user.loc == T && user.equipped() == W))
src.d_state = 2
user << "\blue You removed the support lines."
else if (istype(W, /obj/item/weapon/crowbar))
if (src.d_state == 3)
var/turf/T = user.loc
user << "\blue Prying cover off."
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if ((user.loc == T && user.equipped() == W))
src.d_state = 4
user << "\blue You removed the cover."
else if (src.d_state == 6)
var/turf/T = user.loc
user << "\blue Prying outer sheath off."
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if(src)
if ((user.loc == T && user.equipped() == W))
user << "\blue You removed the outer sheath."
dismantle_wall()
return
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = user.loc
user << "\blue You begin to drill though, this will take some time."
sleep(200)
if(src)
if ((user.loc == T && user.equipped() == W))
user << "\blue Your drill tears though the reinforced plating."
dismantle_wall()
return
else if ((istype(W, /obj/item/stack/sheet/metal)) && (src.d_state))
var/turf/T = user.loc
user << "\blue Repairing wall."
sleep(100)
if ((user.loc == T && user.equipped() == W))
src.d_state = 0
src.icon_state = initial(src.icon_state)
user << "\blue You repaired the wall."
if (W:amount > 1)
W:amount--
else
del(W)
else if(istype(W,/obj/item/weapon/contraband/poster))
var/obj/item/weapon/contraband/poster/P = W
if(P.resulting_poster)
var/check = 0
var/stuff_on_wall = 0
for( var/obj/O in src.contents) //Let's see if it already has a poster on it or too much stuff
if(istype(O,/obj/effect/decal/poster))
check = 1
break
stuff_on_wall++
if(stuff_on_wall==3)
check = 1
break
if(check)
user << "<FONT COLOR='RED'>The wall is far too cluttered to place a poster!</FONT>"
return
user << "<FONT COLOR='blue'>You start placing the poster on the wall...</FONT>" //Looks like it's uncluttered enough. Place the poster.
P.resulting_poster.loc = src
var/temp = P.resulting_poster.icon_state
var/temp_loc = user.loc
P.resulting_poster.icon_state = "poster_being_set"
playsound(P.resulting_poster.loc, 'sound/items/poster_being_created.ogg', 100, 1)
sleep(24)
if(user.loc == temp_loc)//Let's check if he still is there
user << "<FONT COLOR='blue'>You place the poster!</FONT>"
P.resulting_poster.icon_state = temp
src.contents += P.resulting_poster
del(P)
else
user << "<FONT COLOR='BLUE'>You stop placing the poster.</FONT>"
P.resulting_poster.loc = P
P.resulting_poster.icon_state = temp
return
if(istype(W,/obj/item/apc_frame))
var/obj/item/apc_frame/AH = W
AH.try_build(src)
return
if(src.d_state > 0)
src.icon_state = "r_wall-[d_state]"
else
return attack_hand(user)
return
/turf/simulated/wall/meteorhit(obj/M as obj)
if (prob(15))
dismantle_wall()
else if(prob(70))
ReplaceWithPlating()
else
ReplaceWithLattice()
return 0
//This is so damaged or burnt tiles or platings don't get remembered as the default tile
var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","damaged4",
"damaged5","panelscorched","floorscorched1","floorscorched2","platingdmg1","platingdmg2",
"platingdmg3","plating","light_on","light_on_flicker1","light_on_flicker2",
"light_on_clicker3","light_on_clicker4","light_on_clicker5","light_broken",
"light_on_broken","light_off","wall_thermite","grass1","grass2","grass3","grass4",
"asteroid","asteroid_dug",
"asteroid0","asteroid1","asteroid2","asteroid3","asteroid4",
"asteroid5","asteroid6","asteroid7","asteroid8",
"burning","oldburning","light-on-r","light-on-y","light-on-g","light-on-b")
var/list/plating_icons = list("plating","platingdmg1","platingdmg2","platingdmg3","asteroid","asteroid_dug")
/turf/simulated/floor
//Note to coders, the 'intact' var can no longer be used to determine if the floor is a plating or not.
//Use the is_plating(), is_plasteel_floor() and is_light_floor() procs instead. --Errorage
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "floor"
var/icon_regular_floor = "floor" //used to remember what icon the tile should have by default
var/icon_plating = "plating"
thermal_conductivity = 0.040
heat_capacity = 10000
var/broken = 0
var/burnt = 0
var/obj/item/stack/tile/floor_tile = new/obj/item/stack/tile/plasteel
airless
icon_state = "floor"
name = "airless floor"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
New()
..()
name = "floor"
light
name = "Light floor"
luminosity = 5
icon_state = "light_on"
floor_tile = new/obj/item/stack/tile/light
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
var/n = name //just in case commands rename it in the ..() call
..()
spawn(4)
update_icon()
name = n
grass
name = "Grass patch"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass
New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
/turf/simulated/floor/vault
icon_state = "rockvault"
New(location,type)
..()
icon_state = "[type]vault"
/turf/simulated/wall/vault
icon_state = "rockvault"
New(location,type)
..()
icon_state = "[type]vault"
/turf/simulated/floor/engine
name = "reinforced floor"
icon_state = "engine"
thermal_conductivity = 0.025
heat_capacity = 325000
/turf/simulated/floor/engine/cult
name = "engraved floor"
icon_state = "cult"
/turf/simulated/floor/engine/n20
New()
..()
var/datum/gas_mixture/adding = new
var/datum/gas/sleeping_agent/trace_gas = new
trace_gas.moles = 2000
adding.trace_gases += trace_gas
adding.temperature = T20C
assume_air(adding)
/turf/simulated/floor/engine/vacuum
name = "vacuum floor"
icon_state = "engine"
oxygen = 0
nitrogen = 0.001
temperature = TCMB
/turf/simulated/floor/plating
name = "plating"
icon_state = "plating"
floor_tile = null
intact = 0
/turf/simulated/floor/plating/airless
icon_state = "plating"
name = "airless plating"
oxygen = 0.01
nitrogen = 0.01
temperature = TCMB
New()
..()
name = "plating"
/turf/simulated/floor/grid
icon = 'icons/turf/floors.dmi'
icon_state = "circuit"
/turf/simulated/floor/New()
..()
if(icon_state in icons_to_ignore_at_floor_init) //so damaged/burned tiles or plating icons aren't saved as the default
icon_regular_floor = "floor"
else
icon_regular_floor = icon_state
//turf/simulated/floor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
// if ((istype(mover, /obj/machinery/vehicle) && !(src.burnt)))
// if (!( locate(/obj/machinery/mass_driver, src) ))
// return 0
// return ..()
/turf/simulated/floor/ex_act(severity)
//set src in oview(1)
switch(severity)
if(1.0)
src.ReplaceWithSpace()
if(2.0)
switch(pick(1,2;75,3))
if (1)
src.ReplaceWithLattice()
if(prob(33)) new /obj/item/stack/sheet/metal(src)
if(2)
src.ReplaceWithSpace()
if(3)
if(prob(80))
src.break_tile_to_plating()
else
src.break_tile()
src.hotspot_expose(1000,CELL_VOLUME)
if(prob(33)) new /obj/item/stack/sheet/metal(src)
if(3.0)
if (prob(50))
src.break_tile()
src.hotspot_expose(1000,CELL_VOLUME)
return
/turf/simulated/floor/blob_act()
return
turf/simulated/floor/proc/update_icon()
if(is_plasteel_floor())
if(!broken && !burnt)
icon_state = icon_regular_floor
if(is_plating())
if(!broken && !burnt)
icon_state = icon_plating //Because asteroids are 'platings' too.
if(is_light_floor())
var/obj/item/stack/tile/light/T = floor_tile
if(T.on)
switch(T.state)
if(0)
icon_state = "light_on"
sd_SetLuminosity(5)
if(1)
var/num = pick("1","2","3","4")
icon_state = "light_on_flicker[num]"
sd_SetLuminosity(5)
if(2)
icon_state = "light_on_broken"
sd_SetLuminosity(5)
if(3)
icon_state = "light_off"
sd_SetLuminosity(0)
else
sd_SetLuminosity(0)
icon_state = "light_off"
if(is_grass_floor())
if(!broken && !burnt)
if(!(icon_state in list("grass1","grass2","grass3","grass4")))
icon_state = "grass[pick("1","2","3","4")]"
spawn(1)
if(istype(src,/turf/simulated/floor)) //Was throwing runtime errors due to a chance of it changing to space halfway through.
if(air)
update_visuals(air)
turf/simulated/floor/return_siding_icon_state()
..()
if(is_grass_floor())
var/dir_sum = 0
for(var/direction in cardinal)
var/turf/T = get_step(src,direction)
if(!(T.is_grass_floor()))
dir_sum += direction
if(dir_sum)
return "wood_siding[dir_sum]"
else
return 0
/turf/simulated/floor/attack_paw(mob/user as mob)
return src.attack_hand(user)
/turf/simulated/floor/attack_hand(mob/user as mob)
if (is_light_floor())
var/obj/item/stack/tile/light/T = floor_tile
T.on = !T.on
update_icon()
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
M.start_pulling(t)
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/simulated/floor/engine/attackby(obj/item/weapon/C as obj, mob/user as mob)
if(!C)
return
if(!user)
return
if(istype(C, /obj/item/weapon/wrench))
user << "\blue Removing rods..."
playsound(src.loc, 'sound/items/Ratchet.ogg', 80, 1)
if(do_after(user, 30))
new /obj/item/stack/rods(src, 2)
ReplaceWithFloor()
var/turf/simulated/floor/F = src
F.make_plating()
return
/turf/simulated/floor/proc/gets_drilled()
return
/turf/simulated/floor/proc/break_tile_to_plating()
if(!is_plating())
make_plating()
break_tile()
/turf/simulated/floor/is_plasteel_floor()
if(istype(floor_tile,/obj/item/stack/tile/plasteel))
return 1
else
return 0
/turf/simulated/floor/is_light_floor()
if(istype(floor_tile,/obj/item/stack/tile/light))
return 1
else
return 0
/turf/simulated/floor/is_grass_floor()
if(istype(floor_tile,/obj/item/stack/tile/grass))
return 1
else
return 0
/turf/simulated/floor/is_plating()
if(!floor_tile)
return 1
return 0
/turf/simulated/floor/proc/break_tile()
if(istype(src,/turf/simulated/floor/engine)) return
if(istype(src,/turf/simulated/floor/mech_bay_recharge_floor))
src.ReplaceWithPlating()
if(broken) return
if(is_plasteel_floor())
src.icon_state = "damaged[pick(1,2,3,4,5)]"
broken = 1
else if(is_plasteel_floor())
src.icon_state = "light_broken"
broken = 1
else if(is_plating())
src.icon_state = "platingdmg[pick(1,2,3)]"
broken = 1
else if(is_grass_floor())
src.icon_state = "sand[pick("1","2","3")]"
broken = 1
/turf/simulated/floor/proc/burn_tile()
if(istype(src,/turf/simulated/floor/engine)) return
if(broken || burnt) return
if(is_plasteel_floor())
src.icon_state = "damaged[pick(1,2,3,4,5)]"
burnt = 1
else if(is_plasteel_floor())
src.icon_state = "floorscorched[pick(1,2)]"
burnt = 1
else if(is_plating())
src.icon_state = "panelscorched"
burnt = 1
else if(is_grass_floor())
src.icon_state = "sand[pick("1","2","3")]"
burnt = 1
//This proc will delete the floor_tile and the update_iocn() proc will then change the icon_state of the turf
//This proc auto corrects the grass tiles' siding.
/turf/simulated/floor/proc/make_plating()
if(istype(src,/turf/simulated/floor/engine)) return
if(is_grass_floor())
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
if(!floor_tile) return
del(floor_tile)
icon_plating = "plating"
sd_SetLuminosity(0)
floor_tile = null
intact = 0
broken = 0
burnt = 0
update_icon()
levelupdate()
//This proc will make the turf a plasteel floor tile. The expected argument is the tile to make the turf with
//If none is given it will make a new object. dropping or unequipping must be handled before or after calling
//this proc.
/turf/simulated/floor/proc/make_plasteel_floor(var/obj/item/stack/tile/plasteel/T = null)
broken = 0
burnt = 0
intact = 1
sd_SetLuminosity(0)
if(T)
if(istype(T,/obj/item/stack/tile/plasteel))
floor_tile = T
if (icon_regular_floor)
icon_state = icon_regular_floor
else
icon_state = "floor"
icon_regular_floor = icon_state
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/plasteel
icon_state = "floor"
icon_regular_floor = icon_state
update_icon()
levelupdate()
//This proc will make the turf a light floor tile. The expected argument is the tile to make the turf with
//If none is given it will make a new object. dropping or unequipping must be handled before or after calling
//this proc.
/turf/simulated/floor/proc/make_light_floor(var/obj/item/stack/tile/light/T = null)
broken = 0
burnt = 0
intact = 1
if(T)
if(istype(T,/obj/item/stack/tile/light))
floor_tile = T
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/light
update_icon()
levelupdate()
//This proc will make a turf into a grass patch. Fun eh? Insert the grass tile to be used as the argument
//If no argument is given a new one will be made.
/turf/simulated/floor/proc/make_grass_floor(var/obj/item/stack/tile/grass/T = null)
broken = 0
burnt = 0
intact = 1
if(T)
if(istype(T,/obj/item/stack/tile/grass))
floor_tile = T
update_icon()
levelupdate()
return
//if you gave a valid parameter, it won't get thisf ar.
floor_tile = new/obj/item/stack/tile/grass
update_icon()
levelupdate()
/turf/simulated/floor/attackby(obj/item/C as obj, mob/user as mob)
if(!C || !user)
return 0
if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
if(is_light_floor())
var/obj/item/stack/tile/light/T = floor_tile
if(T.state)
user.u_equip(C)
del(C)
T.state = C //fixing it by bashing it with a light bulb, fun eh?
update_icon()
user << "\blue You replace the light bulb."
else
user << "\blue The lightbulb seems fine, no need to replace it."
if(istype(C, /obj/item/weapon/crowbar) && (!(is_plating())))
if(broken || burnt)
user << "\red You remove the broken plating."
else
user << "\red You remove the [floor_tile.name]."
new floor_tile.type(src)
make_plating()
playsound(src.loc, 'sound/items/Crowbar.ogg', 80, 1)
return
if(istype(C, /obj/item/stack/rods))
var/obj/item/stack/rods/R = C
if (is_plating())
if (R.amount >= 2)
user << "\blue Reinforcing the floor..."
if(do_after(user, 30) && R && R.amount >= 2 && is_plating())
ReplaceWithEngineFloor()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 80, 1)
R.use(2)
return
else
user << "\red You need more rods."
else
user << "\red You must remove the plating first."
return
if(istype(C, /obj/item/stack/tile))
if(is_plating())
if(!broken && !burnt)
var/obj/item/stack/tile/T = C
floor_tile = new T.type
intact = 1
if(istype(T,/obj/item/stack/tile/light))
var/obj/item/stack/tile/light/L = T
var/obj/item/stack/tile/light/F = floor_tile
F.state = L.state
F.on = L.on
if(istype(T,/obj/item/stack/tile/grass))
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding gets updated properly
T.use(1)
update_icon()
levelupdate()
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
else
user << "\blue This section is too damaged to support a tile. Use a welder to fix the damage."
if(istype(C, /obj/item/weapon/cable_coil))
if(is_plating())
var/obj/item/weapon/cable_coil/coil = C
coil.turf_place(src, user)
else
user << "\red You must remove the plating first."
if(istype(C, /obj/item/weapon/shovel))
if(is_grass_floor())
new /obj/item/weapon/ore/glass(src)
new /obj/item/weapon/ore/glass(src) //Make some sand if you shovel grass
user << "\blue You shovel the grass."
make_plating()
else
user << "\red You cannot shovel this."
if(istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/welder = C
if(welder.welding && (is_plating()))
if(broken || burnt)
if(welder.remove_fuel(0,user))
user << "\red You fix some dents on the broken plating."
playsound(src.loc, 'sound/items/Welder.ogg', 80, 1)
icon_state = "plating"
burnt = 0
broken = 0
else
user << "\blue You need more welding fuel to complete this task."
/turf/unsimulated/floor/attack_paw(user as mob)
return src.attack_hand(user)
/turf/unsimulated/floor/attack_hand(var/mob/user as mob)
if ((!( user.canmove ) || user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/mob/t = M.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
M.start_pulling(t)
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
// imported from space.dm
/turf/space/attack_paw(mob/user as mob)
return src.attack_hand(user)
/turf/space/attack_hand(mob/user as mob)
if ((user.restrained() || !( user.pulling )))
return
if (user.pulling.anchored)
return
if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
return
if (ismob(user.pulling))
var/mob/M = user.pulling
var/atom/movable/t = M.pulling
M.stop_pulling()
step(user.pulling, get_dir(user.pulling.loc, src))
M.start_pulling(t)
else
step(user.pulling, get_dir(user.pulling.loc, src))
return
/turf/space/attackby(obj/item/C as obj, mob/user as mob)
if (istype(C, /obj/item/stack/rods))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
return
var/obj/item/stack/rods/R = C
user << "\blue Constructing support lattice ..."
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
R.use(1)
return
if (istype(C, /obj/item/stack/tile/plasteel))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
var/obj/item/stack/tile/plasteel/S = C
del(L)
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
S.build(src)
S.use(1)
return
else
user << "\red The plating is going to need some support."
return
// Ported from unstable r355
/turf/space/Entered(atom/movable/A as mob|obj)
..()
if ((!(A) || src != A.loc || istype(null, /obj/effect/beam))) return
inertial_drift(A)
if(ticker && ticker.mode)
// Okay, so let's make it so that people can travel z levels but not nuke disks!
// if(ticker.mode.name == "nuclear emergency") return
if(ticker.mode.name == "extended"||ticker.mode.name == "sandbox")
Sandbox_Spacemove(A)
else
if (src.x <= 2 || A.x >= (world.maxx - 1) || src.y <= 2 || A.y >= (world.maxy - 1))
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
if(istype(A, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks travel Z levels ... And moving this shit down here so it only fires when they're actually trying to change z-level.
return
if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear)))
if(istype(A, /mob/living))
var/mob/living/MM = A
if(MM.client)
MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is."
return
var/move_to_z_str = pickweight(accessable_z_levels)
var/move_to_z = text2num(move_to_z_str)
if(!move_to_z)
return
A.z = move_to_z
if(src.x <= 2)
A.x = world.maxx - 2
else if (A.x >= (world.maxx - 1))
A.x = 3
else if (src.y <= 2)
A.y = world.maxy - 2
else if (A.y >= (world.maxy - 1))
A.y = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
// if(istype(A, /obj/structure/closet/coffin))
// coffinhandler.Add(A)
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x
var/cur_y
var/next_x
var/next_y
var/target_z
var/list/y_arr
if(src.x <= 1)
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (--cur_x||global_map.len)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Target Z = [target_z]"
world << "Next X = [next_x]"
//debug
*/
if(target_z)
A.z = target_z
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.x >= world.maxx)
if(istype(A, /obj/effect/meteor))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (++cur_x > global_map.len ? 1 : cur_x)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Target Z = [target_z]"
world << "Next X = [next_x]"
//debug
*/
if(target_z)
A.z = target_z
A.x = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y <= 1)
if(istype(A, /obj/effect/meteor))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = global_map[cur_x]
next_y = (--cur_y||y_arr.len)
target_z = y_arr[next_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Next Y = [next_y]"
world << "Target Z = [target_z]"
//debug
*/
if(target_z)
A.z = target_z
A.y = world.maxy - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y >= world.maxy)
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
del(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = global_map[cur_x]
next_y = (++cur_y > y_arr.len ? 1 : cur_y)
target_z = y_arr[next_y]
/*
//debug
world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
world << "Next Y = [next_y]"
world << "Target Z = [target_z]"
//debug
*/
if(target_z)
A.z = target_z
A.y = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
return
/obj/effect/vaultspawner
var/maxX = 6
var/maxY = 6
var/minX = 2
var/minY = 2
/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null)
if(!type)
type = pick("sandstone","rock","alien")
var/lowBoundX = location.x
var/lowBoundY = location.y
var/hiBoundX = location.x + rand(lX,uX)
var/hiBoundY = location.y + rand(lY,uY)
var/z = location.z
for(var/i = lowBoundX,i<=hiBoundX,i++)
for(var/j = lowBoundY,j<=hiBoundY,j++)
if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY)
new /turf/simulated/wall/vault(locate(i,j,z),type)
else
new /turf/simulated/floor/vault(locate(i,j,z),type)
del(src)
/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N
//Useful to batch-add creatures to the list.
for(var/mob/living/M in src)
if(M==U) continue//Will not harm U. Since null != M, can be excluded to kill everyone.
spawn(0)
M.gib()
for(var/obj/mecha/M in src)//Mecha are not gibbed but are damaged.
spawn(0)
M.take_damage(100, "brute")
for(var/obj/effect/critter/M in src)
spawn(0)
M.Die()
/turf/proc/Bless()
if(flags & NOJAUNT)
return
flags |= NOJAUNT
overlays += image('icons/effects/water.dmi',src,"holywater")*/