Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores.

This commit is contained in:
Zuhayr
2015-04-26 12:53:26 +09:30
parent 12cb60daa3
commit dbf8e53020
104 changed files with 745 additions and 731 deletions
+37 -57
View File
@@ -6,7 +6,7 @@
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/mineral = "steel"
var/opening = 0
/obj/structure/falsewall/New()
@@ -87,65 +87,45 @@
user << "\red You must wait until the door has stopped moving."
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "\red The wall is blocked!"
var/material/M = name_to_mineral[mineral]
if(istype(W, /obj/item/weapon/screwdriver))
if(!istype(M) || !M.walltype_solid)
user << "You cannot find any bolts on the wall."
return
if(istype(W, /obj/item/weapon/screwdriver))
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
if(!mineral || mineral == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
var/turf/T = get_turf(src)
if(T)
T.ChangeTurf(M.walltype_solid)
del(src)
return
var/cutting
if(istype(W, /obj/item/weapon/melee/energy/blade) || istype(W, /obj/item/weapon/pickaxe))
cutting = 1
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.welding)
cutting = 1
if(cutting)
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "\red The wall is blocked!"
return
if(!istype(M) || !M.walltype_solid)
user << "You cannot weld this wall."
return
T.ChangeTurf(M.walltype_solid)
if(mineral != "phoron")//Stupid shit keeps me from pushing the attackby() to phoron walls -Sieve
T = get_turf(src) // Still not sure what the above is for, leaving it for now. ~Z
T.attackby(W,user)
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT:welding )
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")//Stupid shit keeps me from pushing the attackby() to phoron walls -Sieve
T = get_turf(src)
T.attackby(W,user)
del(src)
else
user << "\blue You can't reach, close it first!"
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")
T = get_turf(src)
T.attackby(W,user)
del(src)
user << "\blue You can't reach, close it first!"
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "phoron")
T = get_turf(src)
T.attackby(W,user)
del(src)
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
@@ -167,7 +147,7 @@
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
var/mineral = "steel"
var/opening = 0
/obj/structure/falserwall/New()
+57 -77
View File
@@ -89,88 +89,68 @@
new/obj/structure/girder/displaced( src.loc )
del(src)
else if(istype(W, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/S = W
if(!anchored)
if(S.use(2))
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now finalising reinforced wall.</span>"
if(do_after(user, 50))
if (S.use(1))
user << "<span class='notice'>Wall fully reinforced!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now reinforcing girders...</span>"
if (do_after(user,60))
if(S.use(1))
user << "<span class='notice'>Girders reinforced!</span>"
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
else if(istype(W, /obj/item/stack/sheet))
var/obj/item/stack/sheet/S = W
switch(S.type)
if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
if(!anchored)
if(S.use(2))
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
new /obj/structure/falsewall (src.loc)
del(src)
else
if(S.get_amount() < 2) return ..()
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if (S.use(2))
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
if(/obj/item/stack/sheet/plasteel, /obj/item/stack/sheet/plasteel/cyborg)
if(!anchored)
if(S.use(2))
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
del(src)
else
if (src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now finalising reinforced wall.</span>"
if(do_after(user, 50))
if (S.use(1))
user << "<span class='notice'>Wall fully reinforced!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
else
if(S.get_amount() < 1) return ..()
user << "<span class='notice'>Now reinforcing girders...</span>"
if (do_after(user,60))
if(S.use(1))
user << "<span class='notice'>Girders reinforced!</span>"
new/obj/structure/girder/reinforced( src.loc )
del(src)
return
if(S.sheettype)
var/M = S.sheettype
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
user << "You cannot plate the girder in that material."
return
if(!anchored)
if(S.amount < 2) return
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
var/F = text2path("/obj/structure/falsewall/[M]")
new F (src.loc)
del(src)
else
if(S.amount < 2) return ..()
user << "\blue Now adding plating..."
if (do_after(user,40))
if(!src || !S || S.amount < 2) return
S.use(2)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X) X.add_hiddenprint(usr)
del(src)
return
var/material/M = name_to_mineral[S.sheettype]
add_hiddenprint(usr)
if(!anchored)
if(!istype(M) || !M.walltype_false)
user << "<span class='notice'>You cannot make a false wall using this material.</span>"
return
if(S.use(2))
user << "<span class='notice'>You create a false wall! Push on it to open or close the passage.</span>"
new M.walltype_false (src.loc)
del(src)
else
if(!istype(M) || !M.walltype_solid)
user << "<span class='notice'>You cannot plate a wall in this material.</span>"
return
if(S.get_amount() < 2)
return ..()
user << "<span class='notice'>Now adding plating...</span>"
if (do_after(user,40))
if (S.use(2))
user << "<span class='notice'>You added the plating!</span>"
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(M.walltype_solid)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X)
X.add_hiddenprint(usr)
del(src)
return
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
+6 -20
View File
@@ -10,7 +10,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
var/mineralType = "metal"
var/mineralType = "steel"
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
@@ -119,24 +119,10 @@
Dismantle(1)
proc/Dismantle(devastated = 0)
if(!devastated)
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
var/material/M = name_to_mineral[mineralType]
if(istype(M))
for(var/i = (devastated? 1 : 3), i <= oreAmount, i++)
new M.stack_type(get_turf(src))
del(src)
ex_act(severity = 1)
@@ -155,7 +141,7 @@
return
/obj/structure/mineral_door/iron
mineralType = "metal"
mineralType = "iron"
hardness = 3
/obj/structure/mineral_door/silver