diff --git a/baystation12.dme b/baystation12.dme index 2584fc6002..a1074dc190 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -210,7 +210,6 @@ #include "code\game\response_team.dm" #include "code\game\shuttle_engines.dm" #include "code\game\skincmd.dm" -#include "code\game\smoothwall.dm" #include "code\game\sound.dm" #include "code\game\supplyshuttle.dm" #include "code\game\antagonist\antagonist.dm" @@ -368,6 +367,7 @@ #include "code\game\machinery\turret_control.dm" #include "code\game\machinery\turrets.dm" #include "code\game\machinery\vending.dm" +#include "code\game\machinery\wall_frames.dm" #include "code\game\machinery\washing_machine.dm" #include "code\game\machinery\wishgranter.dm" #include "code\game\machinery\atmoalter\area_atmos_computer.dm" @@ -701,7 +701,6 @@ #include "code\game\objects\structures\door_assembly.dm" #include "code\game\objects\structures\electricchair.dm" #include "code\game\objects\structures\extinguisher.dm" -#include "code\game\objects\structures\false_walls.dm" #include "code\game\objects\structures\flora.dm" #include "code\game\objects\structures\girders.dm" #include "code\game\objects\structures\grille.dm" @@ -765,10 +764,10 @@ #include "code\game\turfs\unsimulated.dm" #include "code\game\turfs\simulated\floor.dm" #include "code\game\turfs\simulated\floor_types.dm" +#include "code\game\turfs\simulated\wall_attacks.dm" +#include "code\game\turfs\simulated\wall_icon.dm" +#include "code\game\turfs\simulated\wall_types.dm" #include "code\game\turfs\simulated\walls.dm" -#include "code\game\turfs\simulated\walls_mineral.dm" -#include "code\game\turfs\simulated\walls_misc.dm" -#include "code\game\turfs\simulated\walls_reinforced.dm" #include "code\game\turfs\space\space.dm" #include "code\game\turfs\space\transit.dm" #include "code\game\turfs\unsimulated\beach.dm" @@ -1039,6 +1038,7 @@ #include "code\modules\maps\reader.dm" #include "code\modules\maps\swapmaps.dm" #include "code\modules\maps\writer.dm" +#include "code\modules\materials\materials.dm" #include "code\modules\mining\abandonedcrates.dm" #include "code\modules\mining\alloys.dm" #include "code\modules\mining\coins.dm" @@ -1048,7 +1048,7 @@ #include "code\modules\mining\machine_unloading.dm" #include "code\modules\mining\mine_items.dm" #include "code\modules\mining\mine_turfs.dm" -#include "code\modules\mining\minerals.dm" +#include "code\modules\mining\mineral_effect.dm" #include "code\modules\mining\mint.dm" #include "code\modules\mining\money_bag.dm" #include "code\modules\mining\ore.dm" diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 5b0ae96726..99ff26c89a 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -83,7 +83,7 @@ force = 5.0 throwforce = 7.0 w_class = 2.0 - matter = list("metal" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50) attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed") /obj/item/weapon/cane/concealed @@ -271,7 +271,7 @@ w_class = 2.0 throw_speed = 4 throw_range = 20 - matter = list("metal" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 100) origin_tech = "magnets=1" /obj/item/weapon/staff @@ -321,7 +321,7 @@ var/amount = 1.0 var/laying = 0.0 var/old_lay = null - matter = list("metal" = 40) + matter = list(DEFAULT_WALL_MATERIAL = 40) attack_verb = list("whipped", "lashed", "disciplined", "tickled") suicide_act(mob/user) @@ -345,7 +345,7 @@ name = "power control module" icon_state = "power_mod" desc = "Heavy-duty switching circuits for power control." - matter = list("metal" = 50, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) /obj/item/weapon/module/power_control/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) if (istype(W, /obj/item/device/multitool)) @@ -467,35 +467,35 @@ desc = "A basic capacitor used in the construction of a variety of devices." icon_state = "capacitor" origin_tech = "powerstorage=1" - matter = list("metal" = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) /obj/item/weapon/stock_parts/scanning_module name = "scanning module" desc = "A compact, high resolution scanning module used in the construction of certain devices." icon_state = "scan_module" origin_tech = "magnets=1" - matter = list("metal" = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) /obj/item/weapon/stock_parts/manipulator name = "micro-manipulator" desc = "A tiny little manipulator used in the construction of certain devices." icon_state = "micro_mani" origin_tech = "materials=1;programming=1" - matter = list("metal" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 30) /obj/item/weapon/stock_parts/micro_laser name = "micro-laser" desc = "A tiny laser used in certain devices." icon_state = "micro_laser" origin_tech = "magnets=1" - matter = list("metal" = 10,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) /obj/item/weapon/stock_parts/matter_bin name = "matter bin" desc = "A container for hold compressed matter awaiting re-construction." icon_state = "matter_bin" origin_tech = "materials=1" - matter = list("metal" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 80) //Rank 2 @@ -504,7 +504,7 @@ desc = "An advanced capacitor used in the construction of a variety of devices." origin_tech = "powerstorage=3" rating = 2 - matter = list("metal" = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) /obj/item/weapon/stock_parts/scanning_module/adv name = "advanced scanning module" @@ -512,7 +512,7 @@ icon_state = "scan_module" origin_tech = "magnets=3" rating = 2 - matter = list("metal" = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) /obj/item/weapon/stock_parts/manipulator/nano name = "nano-manipulator" @@ -520,7 +520,7 @@ icon_state = "nano_mani" origin_tech = "materials=3,programming=2" rating = 2 - matter = list("metal" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 30) /obj/item/weapon/stock_parts/micro_laser/high name = "high-power micro-laser" @@ -528,7 +528,7 @@ icon_state = "high_micro_laser" origin_tech = "magnets=3" rating = 2 - matter = list("metal" = 10,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) /obj/item/weapon/stock_parts/matter_bin/adv name = "advanced matter bin" @@ -536,7 +536,7 @@ icon_state = "advanced_matter_bin" origin_tech = "materials=3" rating = 2 - matter = list("metal" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 80) //Rating 3 @@ -545,14 +545,14 @@ desc = "A super-high capacity capacitor used in the construction of a variety of devices." origin_tech = "powerstorage=5;materials=4" rating = 3 - matter = list("metal" = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) /obj/item/weapon/stock_parts/scanning_module/phasic name = "phasic scanning module" desc = "A compact, high resolution phasic scanning module used in the construction of certain devices." origin_tech = "magnets=5" rating = 3 - matter = list("metal" = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) /obj/item/weapon/stock_parts/manipulator/pico name = "pico-manipulator" @@ -560,7 +560,7 @@ icon_state = "pico_mani" origin_tech = "materials=5,programming=2" rating = 3 - matter = list("metal" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 30) /obj/item/weapon/stock_parts/micro_laser/ultra name = "ultra-high-power micro-laser" @@ -568,7 +568,7 @@ desc = "A tiny laser used in certain devices." origin_tech = "magnets=5" rating = 3 - matter = list("metal" = 10,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 20) /obj/item/weapon/stock_parts/matter_bin/super name = "super matter bin" @@ -576,7 +576,7 @@ icon_state = "super_matter_bin" origin_tech = "materials=5" rating = 3 - matter = list("metal" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 80) // Subspace stock parts @@ -585,35 +585,35 @@ icon_state = "subspace_ansible" desc = "A compact module capable of sensing extradimensional activity." origin_tech = "programming=3;magnets=5;materials=4;bluespace=2" - matter = list("metal" = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/filter name = "hyperwave filter" icon_state = "hyperwave_filter" desc = "A tiny device capable of filtering and converting super-intense radiowaves." origin_tech = "programming=4;magnets=2" - matter = list("metal" = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/amplifier name = "subspace amplifier" icon_state = "subspace_amplifier" desc = "A compact micro-machine capable of amplifying weak subspace transmissions." origin_tech = "programming=3;magnets=4;materials=4;bluespace=2" - matter = list("metal" = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/treatment name = "subspace treatment disk" icon_state = "treatment_disk" desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves." origin_tech = "programming=3;magnets=2;materials=5;bluespace=2" - matter = list("metal" = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/analyzer name = "subspace wavelength analyzer" icon_state = "wavelength_analyzer" desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths." origin_tech = "programming=3;magnets=4;materials=4;bluespace=2" - matter = list("metal" = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) /obj/item/weapon/stock_parts/subspace/crystal name = "ansible crystal" @@ -627,7 +627,7 @@ icon_state = "subspace_transmitter" desc = "A large piece of equipment used to open a window into the subspace dimension." origin_tech = "magnets=5;materials=5;bluespace=3" - matter = list("metal" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50) /obj/item/weapon/ectoplasm name = "ectoplasm" diff --git a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm index 7b6b1dc952..530b9b9567 100644 --- a/code/game/gamemodes/nuclear/pinpointer.dm +++ b/code/game/gamemodes/nuclear/pinpointer.dm @@ -8,7 +8,7 @@ item_state = "electronic" throw_speed = 4 throw_range = 20 - matter = list("metal" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 500) var/obj/item/weapon/disk/nuclear/the_disk = null var/active = 0 diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm index 076c0afbf3..d13f90d2be 100644 --- a/code/game/gamemodes/objective.dm +++ b/code/game/gamemodes/objective.dm @@ -798,7 +798,7 @@ datum/objective/heist/salvage choose_target() switch(rand(1,8)) if(1) - target = "metal" + target = DEFAULT_WALL_MATERIAL target_amount = 300 if(2) target = "glass" diff --git a/code/game/machinery/alarm.dm b/code/game/machinery/alarm.dm index 2b8ea74117..e1297510c8 100644 --- a/code/game/machinery/alarm.dm +++ b/code/game/machinery/alarm.dm @@ -836,8 +836,7 @@ else if(istype(W, /obj/item/weapon/wrench)) user << "You remove the fire alarm assembly from the wall!" - var/obj/item/alarm_frame/frame = new /obj/item/alarm_frame() - frame.loc = user.loc + new /obj/item/frame/air_alarm(get_turf(user)) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) qdel(src) @@ -864,51 +863,7 @@ Just a object used in constructing air alarms icon_state = "door_electronics" desc = "Looks like a circuit. Probably is." w_class = 2.0 - matter = list("metal" = 50, "glass" = 50) - - -/* -AIR ALARM ITEM -Handheld air alarm frame, for placing on walls -Code shamelessly copied from apc_frame -*/ -/obj/item/alarm_frame - name = "air alarm frame" - desc = "Used for building Air Alarms" - icon = 'icons/obj/monitors.dmi' - icon_state = "alarm_bitem" - flags = CONDUCT - -/obj/item/alarm_frame/attackby(obj/item/weapon/W as obj, mob/user as mob) - if (istype(W, /obj/item/weapon/wrench)) - new /obj/item/stack/sheet/metal( get_turf(src.loc), 2 ) - qdel(src) - return - ..() - -/obj/item/alarm_frame/proc/try_build(turf/on_wall) - if (get_dist(on_wall,usr)>1) - return - - var/ndir = get_dir(on_wall,usr) - if (!(ndir in cardinal)) - return - - var/turf/loc = get_turf(usr) - var/area/A = loc.loc - if (!istype(loc, /turf/simulated/floor)) - usr << "\red Air Alarm cannot be placed on this spot." - return - if (A.requires_power == 0 || A.name == "Space") - usr << "\red Air Alarm cannot be placed in this area." - return - - if(gotwallitem(loc, ndir)) - usr << "\red There's already an item on this wall!" - return - - new /obj/machinery/alarm(loc, ndir, 1) - qdel(src) + matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) /* FIRE ALARM @@ -1019,8 +974,7 @@ FIRE ALARM else if(istype(W, /obj/item/weapon/wrench)) user << "You remove the fire alarm assembly from the wall!" - var/obj/item/firealarm_frame/frame = new /obj/item/firealarm_frame() - frame.loc = user.loc + new /obj/item/frame/fire_alarm(get_turf(user)) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) qdel(src) return @@ -1183,53 +1137,7 @@ Just a object used in constructing fire alarms icon_state = "door_electronics" desc = "A circuit. It has a label on it, it says \"Can handle heat levels up to 40 degrees celsius!\"" w_class = 2.0 - matter = list("metal" = 50, "glass" = 50) - - -/* -FIRE ALARM ITEM -Handheld fire alarm frame, for placing on walls -Code shamelessly copied from apc_frame -*/ -/obj/item/firealarm_frame - name = "fire alarm frame" - desc = "Used for building Fire Alarms" - icon = 'icons/obj/monitors.dmi' - icon_state = "fire_bitem" - flags = CONDUCT - -/obj/item/firealarm_frame/attackby(obj/item/weapon/W as obj, mob/user as mob) - if (istype(W, /obj/item/weapon/wrench)) - new /obj/item/stack/sheet/metal( get_turf(src.loc), 2 ) - qdel(src) - return - ..() - -/obj/item/firealarm_frame/proc/try_build(turf/on_wall) - if (get_dist(on_wall,usr)>1) - return - - var/ndir = get_dir(on_wall,usr) - if (!(ndir in cardinal)) - return - - var/turf/loc = get_turf(usr) - var/area/A = loc.loc - if (!istype(loc, /turf/simulated/floor)) - usr << "\red Fire Alarm cannot be placed on this spot." - return - if (A.requires_power == 0 || A.name == "Space") - usr << "\red Fire Alarm cannot be placed in this area." - return - - if(gotwallitem(loc, ndir)) - usr << "\red There's already an item on this wall!" - return - - new /obj/machinery/firealarm(loc, ndir, 1) - - qdel(src) - + matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50) /obj/machinery/partyalarm name = "\improper PARTY BUTTON" diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index d60404d5de..f8f8a9c21e 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -9,8 +9,8 @@ active_power_usage = 2000 var/list/machine_recipes - var/list/stored_material = list("metal" = 0, "glass" = 0) - var/list/storage_capacity = list("metal" = 0, "glass" = 0) + var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0) + var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0) var/show_category = "All" var/hacked = 0 @@ -279,18 +279,20 @@ for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) man_rating += M.rating - storage_capacity["metal"] = mb_rating * 25000 + storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 25000 storage_capacity["glass"] = mb_rating * 12500 build_time = 50 / man_rating mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.8. Maximum rating of parts is 3 /obj/machinery/autolathe/dismantle() - var/list/sheets = list("metal" = /obj/item/stack/sheet/metal, "glass" = /obj/item/stack/sheet/glass) for(var/mat in stored_material) - var/T = sheets[mat] - var/obj/item/stack/sheet/S = new T + var/material/M = name_to_material[mat] + if(!istype(M)) + continue + var/obj/item/stack/sheet/S = new M.stack_type(get_turf(src)) if(stored_material[mat] > S.perunit) S.amount = round(stored_material[mat] / S.perunit) - S.loc = loc + else + qdel(S) ..() diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm index b9aa81e858..28691004f3 100644 --- a/code/game/machinery/camera/camera_assembly.dm +++ b/code/game/machinery/camera/camera_assembly.dm @@ -6,7 +6,7 @@ w_class = 2 anchored = 0 - matter = list("metal" = 700,"glass" = 300) + matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300) // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/osmium, /obj/item/weapon/stock_parts/scanning_module) diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index 76b08dba2c..0857d2d175 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -272,11 +272,7 @@ for(var/turf/simulated/floor/target_tile in range(2,loc)) target_tile.assume_gas("phoron", 35, 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/) - qdel (F) - for(var/turf/simulated/wall/mineral/phoron/W in range(3,src)) + for(var/turf/simulated/wall/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) @@ -613,7 +609,7 @@ About the new airlock wires panel: if (src.isElectrified()) if (istype(mover, /obj/item)) var/obj/item/i = mover - if (i.matter && ("metal" in i.matter) && i.matter["metal"] > 0) + if (i.matter && (DEFAULT_WALL_MATERIAL in i.matter) && i.matter[DEFAULT_WALL_MATERIAL] > 0) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() diff --git a/code/game/machinery/doors/airlock_electronics.dm b/code/game/machinery/doors/airlock_electronics.dm index 32e356de3f..78b8808d28 100644 --- a/code/game/machinery/doors/airlock_electronics.dm +++ b/code/game/machinery/doors/airlock_electronics.dm @@ -6,7 +6,7 @@ icon_state = "door_electronics" w_class = 2.0 //It should be tiny! -Agouri - matter = list("metal" = 50,"glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 50) req_access = list(access_engine) diff --git a/code/game/machinery/robot_fabricator.dm b/code/game/machinery/robot_fabricator.dm index 0c3ae56115..6b0cb71fbd 100644 --- a/code/game/machinery/robot_fabricator.dm +++ b/code/game/machinery/robot_fabricator.dm @@ -22,7 +22,7 @@ if(!M.get_amount()) return while(metal_amount < 150000 && M.amount) - src.metal_amount += O.matter["metal"] /*O:height * O:width * O:length * 100000.0*/ + src.metal_amount += O.matter[DEFAULT_WALL_MATERIAL] /*O:height * O:width * O:length * 100000.0*/ M.use(1) count++ diff --git a/code/game/machinery/wall_frames.dm b/code/game/machinery/wall_frames.dm new file mode 100644 index 0000000000..36e37cb9c6 --- /dev/null +++ b/code/game/machinery/wall_frames.dm @@ -0,0 +1,83 @@ +/obj/item/frame + name = "frame" + desc = "Used for building machines." + icon = 'icons/obj/monitors.dmi' + icon_state = "fire_bitem" + flags = CONDUCT + var/build_machine_type + var/refund_amt = 2 + var/refund_type = /obj/item/stack/sheet/metal + +/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob) + if (istype(W, /obj/item/weapon/wrench)) + new refund_type( get_turf(src.loc), refund_amt) + qdel(src) + return + ..() + +/obj/item/frame/proc/try_build(turf/on_wall) + if(!build_machine_type) + return + + if (get_dist(on_wall,usr)>1) + return + + var/ndir = get_dir(on_wall,usr) + if (!(ndir in cardinal)) + return + + var/turf/loc = get_turf(usr) + var/area/A = loc.loc + if (!istype(loc, /turf/simulated/floor)) + usr << "\The [src] Alarm cannot be placed in this area." + return + + if(gotwallitem(loc, ndir)) + usr << "" + return + + var/obj/machinery/M = new build_machine_type(loc, ndir, 1) + M.fingerprints = src.fingerprints + M.fingerprintshidden = src.fingerprintshidden + M.fingerprintslast = src.fingerprintslast + qdel(src) + +/obj/item/frame/fire_alarm + name = "fire alarm frame" + desc = "Used for building fire alarms." + build_machine_type = /obj/machinery/firealarm + +/obj/item/frame/air_alarm + name = "air alarm frame" + desc = "Used for building air alarms." + build_machine_type = /obj/machinery/alarm + +/obj/item/frame/light + name = "light fixture frame" + desc = "Used for building lights." + icon = 'icons/obj/lighting.dmi' + icon_state = "tube-construct-item" + build_machine_type = /obj/machinery/light_construct + +/obj/item/frame/light/small + name = "small light fixture frame" + icon_state = "bulb-construct-item" + refund_amt = 1 + build_machine_type = /obj/machinery/light_construct/small + +/obj/item/frame/rust + name = "Fuel Compressor frame" + icon = 'icons/rust.dmi' + icon_state = "fuel_compressor0" + w_class = 4 + refund_type = /obj/item/stack/sheet/plasteel + refund_amt = 12 + build_machine_type = /obj/machinery/rust_fuel_compressor + +/obj/item/frame/rust/assembly + name = "Fuel Assembly Port frame" + icon_state = "port2" + build_machine_type = /obj/machinery/rust_fuel_assembly_port diff --git a/code/game/mecha/equipment/mecha_equipment.dm b/code/game/mecha/equipment/mecha_equipment.dm index f53533828b..36f3ea6f85 100644 --- a/code/game/mecha/equipment/mecha_equipment.dm +++ b/code/game/mecha/equipment/mecha_equipment.dm @@ -9,7 +9,7 @@ force = 5 origin_tech = "materials=2" construction_time = 100 - construction_cost = list("metal"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000) var/equip_cooldown = 0 var/equip_ready = 1 var/energy_drain = 0 @@ -100,11 +100,11 @@ if (ispath(required_type)) return istype(M, required_type) - + for (var/path in required_type) if (istype(M, path)) return 1 - + return 0 /obj/item/mecha_parts/mecha_equipment/proc/attach(obj/mecha/M as obj) diff --git a/code/game/mecha/equipment/tools/medical_tools.dm b/code/game/mecha/equipment/tools/medical_tools.dm index adf27da034..b3c5180c7a 100644 --- a/code/game/mecha/equipment/tools/medical_tools.dm +++ b/code/game/mecha/equipment/tools/medical_tools.dm @@ -6,7 +6,7 @@ origin_tech = "programming=2;biotech=3" energy_drain = 20 range = MELEE - construction_cost = list("metal"=5000,"glass"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=5000,"glass"=10000) reliability = 1000 equip_cooldown = 20 var/mob/living/carbon/occupant = null @@ -394,7 +394,7 @@ equip_cooldown = 10 origin_tech = "materials=3;biotech=4;magnets=4;programming=3" construction_time = 200 - construction_cost = list("metal"=3000,"glass"=2000) + construction_cost = list(DEFAULT_WALL_MATERIAL=3000,"glass"=2000) required_type = /obj/mecha/medical New() diff --git a/code/game/mecha/equipment/tools/tools.dm b/code/game/mecha/equipment/tools/tools.dm index e7bd01c1ef..67d8e5667c 100644 --- a/code/game/mecha/equipment/tools/tools.dm +++ b/code/game/mecha/equipment/tools/tools.dm @@ -89,8 +89,13 @@ var/C = target.loc //why are these backwards? we may never know -Pete if(do_after_cooldown(target)) if(T == chassis.loc && src == chassis.selected) - if(istype(target, /turf/simulated/wall/r_wall)) - occupant_message("[target] is too durable to drill through.") + if(istype(target, /turf/simulated/wall)) + var/turf/simulated/wall/W = target + if(W.reinf_material) + occupant_message("[target] is too durable to drill through.") + else + log_message("Drilled through [target]") + target.ex_act(2) else if(istype(target, /turf/simulated/mineral)) for(var/turf/simulated/mineral/M in range(chassis,1)) if(get_dir(chassis,M)&chassis.dir) @@ -123,7 +128,7 @@ desc = "This is an upgraded version of the drill that'll pierce the heavens! (Can be attached to: Combat and Engineering Exosuits)" icon_state = "mecha_diamond_drill" origin_tech = "materials=4;engineering=3" - construction_cost = list("metal"=10000,"diamond"=6500) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"diamond"=6500) equip_cooldown = 20 force = 15 @@ -140,8 +145,9 @@ var/C = target.loc //why are these backwards? we may never know -Pete if(do_after_cooldown(target)) if(T == chassis.loc && src == chassis.selected) - if(istype(target, /turf/simulated/wall/r_wall)) - if(do_after_cooldown(target))//To slow down how fast mechs can drill through the station + if(istype(target, /turf/simulated/wall)) + var/turf/simulated/wall/W = target + if(!W.reinf_material || do_after_cooldown(target))//To slow down how fast mechs can drill through the station log_message("Drilled through [target]") target.ex_act(3) else if(istype(target, /turf/simulated/mineral)) @@ -255,7 +261,7 @@ energy_drain = 250 range = MELEE|RANGED construction_time = 1200 - construction_cost = list("metal"=30000,"phoron"=25000,"silver"=20000,"gold"=20000) + construction_cost = list(DEFAULT_WALL_MATERIAL=30000,"phoron"=25000,"silver"=20000,"gold"=20000) var/mode = 0 //0 - deconstruct, 1 - wall or floor, 2 - airlock. var/disabled = 0 //malf @@ -505,7 +511,7 @@ equip_cooldown = 10 energy_drain = 50 range = 0 - construction_cost = list("metal"=20000,"silver"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"silver"=5000) var/deflect_coeff = 1.15 var/damage_coeff = 0.8 @@ -555,7 +561,7 @@ equip_cooldown = 10 energy_drain = 50 range = 0 - construction_cost = list("metal"=20000,"gold"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"gold"=5000) var/deflect_coeff = 1.15 var/damage_coeff = 0.8 @@ -626,7 +632,7 @@ equip_cooldown = 20 energy_drain = 100 range = 0 - construction_cost = list("metal"=10000,"gold"=1000,"silver"=2000,"glass"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=1000,"silver"=2000,"glass"=5000) var/health_boost = 2 var/datum/global_iterator/pr_repair_droid var/icon/droid_overlay @@ -721,7 +727,7 @@ equip_cooldown = 10 energy_drain = 0 range = 0 - construction_cost = list("metal"=10000,"gold"=2000,"silver"=3000,"glass"=2000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"gold"=2000,"silver"=3000,"glass"=2000) var/datum/global_iterator/pr_energy_relay var/coeff = 100 var/list/use_channels = list(EQUIP,ENVIRON,LIGHT) @@ -838,7 +844,7 @@ equip_cooldown = 10 energy_drain = 0 range = MELEE - construction_cost = list("metal"=10000,"silver"=500,"glass"=1000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"silver"=500,"glass"=1000) var/datum/global_iterator/pr_mech_generator var/coeff = 100 var/obj/item/stack/sheet/fuel @@ -978,7 +984,7 @@ desc = "Generates power using uranium. Pollutes the environment." icon_state = "tesla" origin_tech = "powerstorage=3;engineering=3" - construction_cost = list("metal"=10000,"silver"=500,"glass"=1000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"silver"=500,"glass"=1000) max_fuel = 50000 fuel_per_cycle_idle = 10 fuel_per_cycle_active = 30 @@ -1089,7 +1095,7 @@ origin_tech = "engineering=1;biotech=1" energy_drain = 10 range = MELEE - construction_cost = list("metal"=5000,"glass"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=5000,"glass"=5000) reliability = 1000 equip_cooldown = 20 var/mob/living/carbon/occupant = null diff --git a/code/game/mecha/equipment/weapons/weapons.dm b/code/game/mecha/equipment/weapons/weapons.dm index 13d0600df4..61eaa214da 100644 --- a/code/game/mecha/equipment/weapons/weapons.dm +++ b/code/game/mecha/equipment/weapons/weapons.dm @@ -274,7 +274,7 @@ /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang//Because I am a heartless bastard -Sieve name = "\improper SOP-6 grenade launcher" projectile = /obj/item/weapon/grenade/flashbang/clusterbang - construction_cost = list("metal"=20000,"gold"=6000,"uranium"=6000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"gold"=6000,"uranium"=6000) /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang/limited/get_equip_info()//Limited version of the clusterbang launcher that can't reload return "* [chassis.selected==src?"":""][src.name][chassis.selected==src?"":""]\[[src.projectiles]\]" diff --git a/code/game/mecha/mech_fabricator.dm b/code/game/mecha/mech_fabricator.dm index cc1c1aedbb..9dadd13554 100644 --- a/code/game/mecha/mech_fabricator.dm +++ b/code/game/mecha/mech_fabricator.dm @@ -17,7 +17,7 @@ var/time_coeff = 1.5 //can be upgraded with research var/resource_coeff = 1.5 //can be upgraded with research var/list/resources = list( - "metal"=0, + DEFAULT_WALL_MATERIAL=0, "glass"=0, "gold"=0, "silver"=0, @@ -719,7 +719,7 @@ /obj/machinery/mecha_part_fabricator/proc/remove_material(var/mat_string, var/amount) var/type switch(mat_string) - if("metal") + if(DEFAULT_WALL_MATERIAL) type = /obj/item/stack/sheet/metal if("glass") type = /obj/item/stack/sheet/glass @@ -774,9 +774,9 @@ if(I.reliability != 100 && crit_fail) I.crit_fail = 1 I.loc = src.loc - if(src.resources["metal"] >= 3750) + if(src.resources[DEFAULT_WALL_MATERIAL] >= 3750) var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc) - G.amount = round(src.resources["metal"] / G.perunit) + G.amount = round(src.resources[DEFAULT_WALL_MATERIAL] / G.perunit) if(src.resources["glass"] >= 3750) var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc) G.amount = round(src.resources["glass"] / G.perunit) @@ -816,7 +816,7 @@ if(/obj/item/stack/sheet/mineral/phoron) material = "phoron" if(/obj/item/stack/sheet/metal) - material = "metal" + material = DEFAULT_WALL_MATERIAL if(/obj/item/stack/sheet/glass) material = "glass" if(/obj/item/stack/sheet/mineral/uranium) diff --git a/code/game/mecha/mecha_control_console.dm b/code/game/mecha/mecha_control_console.dm index 92d7f6ee66..d334d6eb29 100644 --- a/code/game/mecha/mecha_control_console.dm +++ b/code/game/mecha/mecha_control_console.dm @@ -70,7 +70,7 @@ icon_state = "motion2" origin_tech = "programming=2;magnets=2" construction_time = 50 - construction_cost = list("metal"=500) + construction_cost = list(DEFAULT_WALL_MATERIAL=500) proc/get_mecha_info() if(!in_mecha()) diff --git a/code/game/mecha/mecha_parts.dm b/code/game/mecha/mecha_parts.dm index c3257bb61b..6dba12db0c 100644 --- a/code/game/mecha/mecha_parts.dm +++ b/code/game/mecha/mecha_parts.dm @@ -12,14 +12,14 @@ flags = CONDUCT origin_tech = "programming=2;materials=2" var/construction_time = 100 - var/list/construction_cost = list("metal"=20000,"glass"=5000) + var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000) /obj/item/mecha_parts/chassis name="Mecha Chassis" icon_state = "backbone" var/datum/construction/construct - construction_cost = list("metal"=20000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000) flags = CONDUCT attackby(obj/item/W as obj, mob/user as mob) @@ -45,7 +45,7 @@ icon_state = "ripley_harness" origin_tech = "programming=2;materials=2;biotech=2;engineering=2" construction_time = 200 - construction_cost = list("metal"=40000,"glass"=15000) + construction_cost = list(DEFAULT_WALL_MATERIAL=40000,"glass"=15000) /obj/item/mecha_parts/part/ripley_left_arm name="Ripley Left Arm" @@ -53,7 +53,7 @@ icon_state = "ripley_l_arm" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 150 - construction_cost = list("metal"=25000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000) /obj/item/mecha_parts/part/ripley_right_arm name="Ripley Right Arm" @@ -61,7 +61,7 @@ icon_state = "ripley_r_arm" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 150 - construction_cost = list("metal"=25000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000) /obj/item/mecha_parts/part/ripley_left_leg name="Ripley Left Leg" @@ -69,7 +69,7 @@ icon_state = "ripley_l_leg" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 150 - construction_cost = list("metal"=30000) + construction_cost = list(DEFAULT_WALL_MATERIAL=30000) /obj/item/mecha_parts/part/ripley_right_leg name="Ripley Right Leg" @@ -77,13 +77,13 @@ icon_state = "ripley_r_leg" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 150 - construction_cost = list("metal"=30000) + construction_cost = list(DEFAULT_WALL_MATERIAL=30000) ///////// Gygax /obj/item/mecha_parts/chassis/gygax name = "Gygax Chassis" - construction_cost = list("metal"=25000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000) New() ..() @@ -95,7 +95,7 @@ icon_state = "gygax_harness" origin_tech = "programming=2;materials=2;biotech=3;engineering=3" construction_time = 300 - construction_cost = list("metal"=50000,"glass"=20000) + construction_cost = list(DEFAULT_WALL_MATERIAL=50000,"glass"=20000) /obj/item/mecha_parts/part/gygax_head name="Gygax Head" @@ -103,7 +103,7 @@ icon_state = "gygax_head" origin_tech = "programming=2;materials=2;magnets=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=20000,"glass"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=10000) /obj/item/mecha_parts/part/gygax_left_arm name="Gygax Left Arm" @@ -111,7 +111,7 @@ icon_state = "gygax_l_arm" origin_tech = "programming=2;materials=2;engineering=3" construction_time = 200 - construction_cost = list("metal"=30000) + construction_cost = list(DEFAULT_WALL_MATERIAL=30000) /obj/item/mecha_parts/part/gygax_right_arm name="Gygax Right Arm" @@ -119,35 +119,35 @@ icon_state = "gygax_r_arm" origin_tech = "programming=2;materials=2;engineering=3" construction_time = 200 - construction_cost = list("metal"=30000) + construction_cost = list(DEFAULT_WALL_MATERIAL=30000) /obj/item/mecha_parts/part/gygax_left_leg name="Gygax Left Leg" icon_state = "gygax_l_leg" origin_tech = "programming=2;materials=2;engineering=3" construction_time = 200 - construction_cost = list("metal"=35000) + construction_cost = list(DEFAULT_WALL_MATERIAL=35000) /obj/item/mecha_parts/part/gygax_right_leg name="Gygax Right Leg" icon_state = "gygax_r_leg" origin_tech = "programming=2;materials=2;engineering=3" construction_time = 200 - construction_cost = list("metal"=35000) + construction_cost = list(DEFAULT_WALL_MATERIAL=35000) /obj/item/mecha_parts/part/gygax_armour name="Gygax Armour Plates" icon_state = "gygax_armour" origin_tech = "materials=6;combat=4;engineering=5" construction_time = 600 - construction_cost = list("metal"=50000,"diamond"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=50000,"diamond"=10000) //////////// Durand /obj/item/mecha_parts/chassis/durand name = "Durand Chassis" - construction_cost = list("metal"=25000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000) New() ..() @@ -158,49 +158,49 @@ icon_state = "durand_harness" origin_tech = "programming=2;materials=3;biotech=3;engineering=3" construction_time = 300 - construction_cost = list("metal"=55000,"glass"=20000,"silver"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=55000,"glass"=20000,"silver"=10000) /obj/item/mecha_parts/part/durand_head name="Durand Head" icon_state = "durand_head" origin_tech = "programming=2;materials=3;magnets=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=25000,"glass"=10000,"silver"=3000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000,"glass"=10000,"silver"=3000) /obj/item/mecha_parts/part/durand_left_arm name="Durand Left Arm" icon_state = "durand_l_arm" origin_tech = "programming=2;materials=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=35000,"silver"=3000) + construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"silver"=3000) /obj/item/mecha_parts/part/durand_right_arm name="Durand Right Arm" icon_state = "durand_r_arm" origin_tech = "programming=2;materials=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=35000,"silver"=3000) + construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"silver"=3000) /obj/item/mecha_parts/part/durand_left_leg name="Durand Left Leg" icon_state = "durand_l_leg" origin_tech = "programming=2;materials=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=40000,"silver"=3000) + construction_cost = list(DEFAULT_WALL_MATERIAL=40000,"silver"=3000) /obj/item/mecha_parts/part/durand_right_leg name="Durand Right Leg" icon_state = "durand_r_leg" origin_tech = "programming=2;materials=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=40000,"silver"=3000) + construction_cost = list(DEFAULT_WALL_MATERIAL=40000,"silver"=3000) /obj/item/mecha_parts/part/durand_armour name="Durand Armour Plates" icon_state = "durand_armour" origin_tech = "materials=5;combat=4;engineering=5" construction_time = 600 - construction_cost = list("metal"=50000,"uranium"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=50000,"uranium"=10000) @@ -248,42 +248,42 @@ name="Phazon Torso" icon_state = "phazon_harness" construction_time = 300 - construction_cost = list("metal"=35000,"glass"=10000,"phoron"=20000) + construction_cost = list(DEFAULT_WALL_MATERIAL=35000,"glass"=10000,"phoron"=20000) origin_tech = "programming=5;materials=7;bluespace=6;powerstorage=6" /obj/item/mecha_parts/part/phazon_head name="Phazon Head" icon_state = "phazon_head" construction_time = 200 - construction_cost = list("metal"=15000,"glass"=5000,"phoron"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=15000,"glass"=5000,"phoron"=10000) origin_tech = "programming=4;materials=5;magnets=6" /obj/item/mecha_parts/part/phazon_left_arm name="Phazon Left Arm" icon_state = "phazon_l_arm" construction_time = 200 - construction_cost = list("metal"=20000,"phoron"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) origin_tech = "materials=5;bluespace=2;magnets=2" /obj/item/mecha_parts/part/phazon_right_arm name="Phazon Right Arm" icon_state = "phazon_r_arm" construction_time = 200 - construction_cost = list("metal"=20000,"phoron"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) origin_tech = "materials=5;bluespace=2;magnets=2" /obj/item/mecha_parts/part/phazon_left_leg name="Phazon Left Leg" icon_state = "phazon_l_leg" construction_time = 200 - construction_cost = list("metal"=20000,"phoron"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) origin_tech = "materials=5;bluespace=3;magnets=3" /obj/item/mecha_parts/part/phazon_right_leg name="Phazon Right Leg" icon_state = "phazon_r_leg" construction_time = 200 - construction_cost = list("metal"=20000,"phoron"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"phoron"=10000) origin_tech = "materials=5;bluespace=3;magnets=3" ///////// Odysseus @@ -300,7 +300,7 @@ name="Odysseus Head" icon_state = "odysseus_head" construction_time = 100 - construction_cost = list("metal"=2000,"glass"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=2000,"glass"=10000) origin_tech = "programming=3;materials=2" /obj/item/mecha_parts/part/odysseus_torso @@ -309,7 +309,7 @@ icon_state = "odysseus_torso" origin_tech = "programming=2;materials=2;biotech=2;engineering=2" construction_time = 180 - construction_cost = list("metal"=25000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000) /obj/item/mecha_parts/part/odysseus_left_arm name="Odysseus Left Arm" @@ -317,7 +317,7 @@ icon_state = "odysseus_l_arm" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 120 - construction_cost = list("metal"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000) /obj/item/mecha_parts/part/odysseus_right_arm name="Odysseus Right Arm" @@ -325,7 +325,7 @@ icon_state = "odysseus_r_arm" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 120 - construction_cost = list("metal"=10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000) /obj/item/mecha_parts/part/odysseus_left_leg name="Odysseus Left Leg" @@ -333,7 +333,7 @@ icon_state = "odysseus_l_leg" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 130 - construction_cost = list("metal"=15000) + construction_cost = list(DEFAULT_WALL_MATERIAL=15000) /obj/item/mecha_parts/part/odysseus_right_leg name="Odysseus Right Leg" @@ -341,11 +341,11 @@ icon_state = "odysseus_r_leg" origin_tech = "programming=2;materials=2;engineering=2" construction_time = 130 - construction_cost = list("metal"=15000) + construction_cost = list(DEFAULT_WALL_MATERIAL=15000) /*/obj/item/mecha_parts/part/odysseus_armour name="Odysseus Carapace" icon_state = "odysseus_armour" origin_tech = "materials=3;engineering=3" construction_time = 200 - construction_cost = list("metal"=15000)*/ + construction_cost = list(DEFAULT_WALL_MATERIAL=15000)*/ diff --git a/code/game/objects/effects/overlays.dm b/code/game/objects/effects/overlays.dm index aac0b7d56a..cc52bf7bbf 100644 --- a/code/game/objects/effects/overlays.dm +++ b/code/game/objects/effects/overlays.dm @@ -38,3 +38,17 @@ icon = 'icons/turf/space.dmi' icon_state = "bluespacify" layer = 10 + +/obj/effect/overlay/wallrot + name = "wallrot" + desc = "Ick..." + icon = 'icons/effects/wallrot.dmi' + anchored = 1 + density = 1 + layer = 5 + mouse_opacity = 0 + +/obj/effect/overlay/wallrot/New() + ..() + pixel_x += rand(-10, 10) + pixel_y += rand(-10, 10) diff --git a/code/game/objects/explosion_recursive.dm b/code/game/objects/explosion_recursive.dm index 9b03866b98..191fb01d47 100644 --- a/code/game/objects/explosion_recursive.dm +++ b/code/game/objects/explosion_recursive.dm @@ -88,9 +88,6 @@ proc/explosion_rec(turf/epicenter, power) /turf/simulated/wall explosion_resistance = 10 -/turf/simulated/wall/r_wall - explosion_resistance = 25 - //Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station. //direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force. /turf/proc/explosion_spread(power, direction) diff --git a/code/game/objects/items/ashtray.dm b/code/game/objects/items/ashtray.dm index 24e9adb5ad..abb6adb48d 100644 --- a/code/game/objects/items/ashtray.dm +++ b/code/game/objects/items/ashtray.dm @@ -82,7 +82,7 @@ icon_broken = "ashtray_bork_bl" max_butts = 14 health = 24.0 - matter = list("metal" = 30,"glass" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 30) empty_desc = "Cheap plastic ashtray." throwforce = 3.0 die() @@ -102,7 +102,7 @@ icon_broken = "ashtray_bork_br" max_butts = 10 health = 72.0 - matter = list("metal" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 80) empty_desc = "Massive bronze ashtray." throwforce = 10.0 diff --git a/code/game/objects/items/blueprints.dm b/code/game/objects/items/blueprints.dm index 57fb2d647c..9ec1a2e144 100644 --- a/code/game/objects/items/blueprints.dm +++ b/code/game/objects/items/blueprints.dm @@ -201,10 +201,6 @@ move an amendment to the drawing.

return BORDER_BETWEEN if (locate(/obj/machinery/door) in T2) return BORDER_2NDTILE - if (locate(/obj/structure/falsewall) in T2) - return BORDER_2NDTILE - if (locate(/obj/structure/falserwall) in T2) - return BORDER_2NDTILE return BORDER_NONE diff --git a/code/game/objects/items/devices/debugger.dm b/code/game/objects/items/devices/debugger.dm index faab1ee054..0e066a4817 100644 --- a/code/game/objects/items/devices/debugger.dm +++ b/code/game/objects/items/devices/debugger.dm @@ -17,7 +17,7 @@ throw_speed = 3 desc = "You can use this on airlocks or APCs to try to hack them without cutting wires." - matter = list("metal" = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) origin_tech = "magnets=1;engineering=1" var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage diff --git a/code/game/objects/items/devices/flash.dm b/code/game/objects/items/devices/flash.dm index 0c1106f12a..42a4967bfe 100644 --- a/code/game/objects/items/devices/flash.dm +++ b/code/game/objects/items/devices/flash.dm @@ -194,7 +194,7 @@ desc = "When a problem arises, SCIENCE is the solution." icon_state = "sflash" origin_tech = "magnets=2;combat=1" - var/construction_cost = list("metal"=750,"glass"=750) + var/construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=750) var/construction_time=100 /obj/item/device/flash/synthetic/attack(mob/living/M as mob, mob/user as mob) diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm index aeff3464fa..29bcbc4332 100644 --- a/code/game/objects/items/devices/flashlight.dm +++ b/code/game/objects/items/devices/flashlight.dm @@ -8,7 +8,7 @@ flags = CONDUCT slot_flags = SLOT_BELT - matter = list("metal" = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) icon_action_button = "action_flashlight" var/on = 0 diff --git a/code/game/objects/items/devices/multitool.dm b/code/game/objects/items/devices/multitool.dm index a31a866bc7..b876fbd27a 100644 --- a/code/game/objects/items/devices/multitool.dm +++ b/code/game/objects/items/devices/multitool.dm @@ -16,7 +16,7 @@ throw_speed = 3 desc = "You can use this on airlocks or APCs to try to hack them without cutting wires." - matter = list("metal" = 50,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) origin_tech = "magnets=1;engineering=1" var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage diff --git a/code/game/objects/items/devices/powersink.dm b/code/game/objects/items/devices/powersink.dm index 623c57be89..21d0474a68 100644 --- a/code/game/objects/items/devices/powersink.dm +++ b/code/game/objects/items/devices/powersink.dm @@ -11,7 +11,7 @@ throw_speed = 1 throw_range = 2 - matter = list("metal" = 750,"waste" = 750) + matter = list(DEFAULT_WALL_MATERIAL = 750,"waste" = 750) origin_tech = "powerstorage=3;syndicate=5" var/drain_rate = 1500000 // amount of power to drain per tick diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm index e7f9ec3b9f..e5e94fc93d 100644 --- a/code/game/objects/items/devices/radio/electropack.dm +++ b/code/game/objects/items/devices/radio/electropack.dm @@ -8,7 +8,7 @@ slot_flags = SLOT_BACK w_class = 5.0 - matter = list("metal" = 10000,"glass" = 2500) + matter = list(DEFAULT_WALL_MATERIAL = 10000,"glass" = 2500) var/code = 2 diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index e2e2c2b365..85f4ed4b89 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -4,7 +4,7 @@ var/radio_desc = "" icon_state = "headset" item_state = "headset" - matter = list("metal" = 75) + matter = list(DEFAULT_WALL_MATERIAL = 75) subspace_transmission = 1 canhear_range = 0 // can't hear headsets from very far away diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 5c979f0569..2018aa7919 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -26,7 +26,7 @@ throw_range = 9 w_class = 2 - matter = list("glass" = 25,"metal" = 75) + matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75) var/const/FREQ_LISTENING = 1 diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 1a646d3fe1..f42a3995dc 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -16,7 +16,7 @@ REAGENT SCANNER w_class = 2 item_state = "electronic" - matter = list("metal" = 150) + matter = list(DEFAULT_WALL_MATERIAL = 150) origin_tech = "magnets=1;engineering=1" @@ -73,7 +73,7 @@ REAGENT SCANNER w_class = 2.0 throw_speed = 5 throw_range = 10 - matter = list("metal" = 200) + matter = list(DEFAULT_WALL_MATERIAL = 200) origin_tech = "magnets=1;biotech=1" var/mode = 1; @@ -238,7 +238,7 @@ REAGENT SCANNER throw_speed = 4 throw_range = 20 - matter = list("metal" = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) origin_tech = "magnets=1;engineering=1" @@ -285,7 +285,7 @@ REAGENT SCANNER throw_speed = 4 throw_range = 20 - matter = list("metal" = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) origin_tech = "magnets=2;biotech=2" var/details = 0 @@ -358,7 +358,7 @@ REAGENT SCANNER throwforce = 5 throw_speed = 4 throw_range = 20 - matter = list("metal" = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) origin_tech = "magnets=2;biotech=2" var/details = 0 @@ -417,7 +417,7 @@ REAGENT SCANNER throwforce = 0 throw_speed = 3 throw_range = 7 - matter = list("metal" = 30,"glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 20) /obj/item/device/slime_scanner/attack(mob/living/M as mob, mob/living/user as mob) if (!isslime(M)) diff --git a/code/game/objects/items/devices/taperecorder.dm b/code/game/objects/items/devices/taperecorder.dm index 7e450c8f96..35d04e4d08 100644 --- a/code/game/objects/items/devices/taperecorder.dm +++ b/code/game/objects/items/devices/taperecorder.dm @@ -5,7 +5,7 @@ item_state = "analyzer" w_class = 2.0 - matter = list("metal" = 60,"glass" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 60,"glass" = 30) var/emagged = 0.0 var/recording = 0.0 diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 6e2f9dd64a..e1ebc9fdc1 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -6,7 +6,7 @@ flags = CONDUCT slot_flags = SLOT_BELT var/construction_time = 100 - var/list/construction_cost = list("metal"=20000,"glass"=5000) + var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=20000,"glass"=5000) var/list/part = null // Order of args is important for installing robolimbs. var/sabotaged = 0 //Emagging limbs can have repercussions when installed as prosthetics. var/model_info @@ -33,7 +33,7 @@ desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "l_arm" construction_time = 200 - construction_cost = list("metal"=18000) + construction_cost = list(DEFAULT_WALL_MATERIAL=18000) part = list("l_arm","l_hand") model_info = 1 @@ -42,7 +42,7 @@ desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "r_arm" construction_time = 200 - construction_cost = list("metal"=18000) + construction_cost = list(DEFAULT_WALL_MATERIAL=18000) part = list("r_arm","r_hand") model_info = 1 @@ -51,7 +51,7 @@ desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "l_leg" construction_time = 200 - construction_cost = list("metal"=15000) + construction_cost = list(DEFAULT_WALL_MATERIAL=15000) part = list("l_leg","l_foot") model_info = 1 @@ -60,7 +60,7 @@ desc = "A skeletal limb wrapped in pseudomuscles, with a low-conductivity case." icon_state = "r_leg" construction_time = 200 - construction_cost = list("metal"=15000) + construction_cost = list(DEFAULT_WALL_MATERIAL=15000) part = list("r_leg","r_foot") model_info = 1 @@ -69,7 +69,7 @@ desc = "A heavily reinforced case containing cyborg logic boards, with space for a standard power cell." icon_state = "chest" construction_time = 350 - construction_cost = list("metal"=40000) + construction_cost = list(DEFAULT_WALL_MATERIAL=40000) var/wires = 0.0 var/obj/item/weapon/cell/cell = null @@ -78,7 +78,7 @@ desc = "A standard reinforced braincase, with spine-plugged neural socket and sensor gimbals." icon_state = "head" construction_time = 350 - construction_cost = list("metal"=25000) + construction_cost = list(DEFAULT_WALL_MATERIAL=25000) var/obj/item/device/flash/flash1 = null var/obj/item/device/flash/flash2 = null @@ -87,7 +87,7 @@ desc = "A complex metal backbone with standard limb sockets and pseudomuscle anchors." icon_state = "robo_suit" construction_time = 500 - construction_cost = list("metal"=50000) + construction_cost = list(DEFAULT_WALL_MATERIAL=50000) var/obj/item/robot_parts/l_arm/l_arm = null var/obj/item/robot_parts/r_arm/r_arm = null var/obj/item/robot_parts/l_leg/l_leg = null diff --git a/code/game/objects/items/robot/robot_upgrades.dm b/code/game/objects/items/robot/robot_upgrades.dm index 92798eb92e..10fb1dc6fd 100644 --- a/code/game/objects/items/robot/robot_upgrades.dm +++ b/code/game/objects/items/robot/robot_upgrades.dm @@ -7,7 +7,7 @@ icon = 'icons/obj/module.dmi' icon_state = "cyborg_upgrade" var/construction_time = 120 - var/construction_cost = list("metal"=10000) + var/construction_cost = list(DEFAULT_WALL_MATERIAL=10000) var/locked = 0 var/require_module = 0 var/installed = 0 @@ -43,7 +43,7 @@ name = "robot reclassification board" desc = "Used to rename a cyborg." icon_state = "cyborg_upgrade1" - construction_cost = list("metal"=35000) + construction_cost = list(DEFAULT_WALL_MATERIAL=35000) var/heldname = "default name" /obj/item/borg/upgrade/rename/attack_self(mob/user as mob) @@ -61,7 +61,7 @@ /obj/item/borg/upgrade/restart name = "robot emergency restart module" desc = "Used to force a restart of a disabled-but-repaired robot, bringing it back online." - construction_cost = list("metal"=60000 , "glass"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=60000 , "glass"=5000) icon_state = "cyborg_upgrade1" @@ -85,7 +85,7 @@ /obj/item/borg/upgrade/vtec name = "robotic VTEC Module" desc = "Used to kick in a robot's VTEC systems, increasing their speed." - construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 5000) icon_state = "cyborg_upgrade2" require_module = 1 @@ -102,7 +102,7 @@ /obj/item/borg/upgrade/tasercooler name = "robotic Rapid Taser Cooling Module" desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate." - construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500) + construction_cost = list(DEFAULT_WALL_MATERIAL=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500) icon_state = "cyborg_upgrade3" require_module = 1 @@ -137,7 +137,7 @@ /obj/item/borg/upgrade/jetpack name = "mining robot jetpack" desc = "A carbon dioxide jetpack suitable for low-gravity mining operations." - construction_cost = list("metal"=10000,"phoron"=15000,"uranium" = 20000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"phoron"=15000,"uranium" = 20000) icon_state = "cyborg_upgrade3" require_module = 1 @@ -159,7 +159,7 @@ /obj/item/borg/upgrade/syndicate/ name = "illegal equipment module" desc = "Unlocks the hidden, deadlier functions of a robot" - construction_cost = list("metal"=10000,"glass"=15000,"diamond" = 10000) + construction_cost = list(DEFAULT_WALL_MATERIAL=10000,"glass"=15000,"diamond" = 10000) icon_state = "cyborg_upgrade3" require_module = 1 diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index 143539968e..e3bbce8386 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -9,7 +9,7 @@ throwforce = 15.0 throw_speed = 5 throw_range = 20 - matter = list("metal" = 1875) + matter = list(DEFAULT_WALL_MATERIAL = 1875) max_amount = 60 attack_verb = list("hit", "bludgeoned", "whacked") diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index ec0ece216e..a4d9e631e8 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -144,7 +144,7 @@ singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" - matter = list("metal" = 1875,"glass" = 3750) + matter = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750) origin_tech = "materials=2" created_window = /obj/structure/window/reinforced @@ -200,7 +200,7 @@ desc = "Phoron glass which has been reinforced with metal rods." singular_name = "reinforced phoron glass sheet" icon_state = "sheet-phoronrglass" - matter = list("glass" = 7500,"metal" = 1875) + matter = list("glass" = 7500,DEFAULT_WALL_MATERIAL = 1875) origin_tech = "materials=4;phorontech=2" created_window = /obj/structure/window/phoronreinforced diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 4be7f6e7f7..1fefeca1ab 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -69,29 +69,30 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \ ), 4), \ null, \ new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade), \ - new/datum/stack_recipe("light fixture frame", /obj/item/light_fixture_frame, 2), \ - new/datum/stack_recipe("small light fixture frame", /obj/item/light_fixture_frame/small, 1), \ + new/datum/stack_recipe("light fixture frame", /obj/item/frame/light, 2), \ + new/datum/stack_recipe("small light fixture frame", /obj/item/frame/light/small, 1), \ null, \ new/datum/stack_recipe("apc frame", /obj/item/apc_frame, 2), \ - new/datum/stack_recipe("air alarm frame", /obj/item/alarm_frame, 2), \ - new/datum/stack_recipe("fire alarm frame", /obj/item/firealarm_frame, 2), \ + new/datum/stack_recipe("air alarm frame", /obj/item/frame/air_alarm, 2), \ + new/datum/stack_recipe("fire alarm frame", /obj/item/frame/fire_alarm, 2), \ null, \ new/datum/stack_recipe("knife blade", /obj/item/butterflyblade, 6, time = 20, one_per_turf = 0, on_floor = 1) \ ) /obj/item/stack/sheet/metal - name = "metal" - desc = "Sheets made out off metal. It has been dubbed Metal Sheets." + name = DEFAULT_WALL_MATERIAL + desc = "Sheets made out off steel." singular_name = "metal sheet" icon_state = "sheet-metal" - matter = list("metal" = 3750) + matter = list(DEFAULT_WALL_MATERIAL = 3750) throwforce = 14.0 flags = CONDUCT origin_tech = "materials=1" + sheettype = DEFAULT_WALL_MATERIAL /obj/item/stack/sheet/metal/cyborg - name = "metal synthesizer" - desc = "A device that makes metal sheets." + name = "steel synthesizer" + desc = "A device that makes steel sheets." gender = NEUTER matter = null uses_charge = 1 @@ -109,21 +110,22 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \ var/global/list/datum/stack_recipe/plasteel_recipes = list ( \ new/datum/stack_recipe("AI core", /obj/structure/AIcore, 4, time = 50, one_per_turf = 1), \ new/datum/stack_recipe("Metal crate", /obj/structure/closet/crate, 10, time = 50, one_per_turf = 1), \ - new/datum/stack_recipe("RUST fuel assembly port frame", /obj/item/rust_fuel_assembly_port_frame, 12, time = 50, one_per_turf = 1), \ - new/datum/stack_recipe("RUST fuel compressor frame", /obj/item/rust_fuel_compressor_frame, 12, time = 50, one_per_turf = 1), \ + new/datum/stack_recipe("RUST fuel assembly port frame", /obj/item/frame/rust/assembly, 12, time = 50, one_per_turf = 1), \ + new/datum/stack_recipe("RUST fuel compressor frame", /obj/item/frame/rust, 12, time = 50, one_per_turf = 1), \ new/datum/stack_recipe("knife grip", /obj/item/butterflyhandle, 4, time = 20, one_per_turf = 0, on_floor = 1), ) /obj/item/stack/sheet/plasteel name = "plasteel" singular_name = "plasteel sheet" - desc = "This sheet is an alloy of iron and phoron." + desc = "This sheet is an alloy of iron and platinum." icon_state = "sheet-plasteel" item_state = "sheet-metal" - matter = list("metal" = 7500) + matter = list(DEFAULT_WALL_MATERIAL = 7500) throwforce = 15.0 flags = CONDUCT origin_tech = "materials=2" + sheettype = "plasteel" /obj/item/stack/sheet/plasteel/cyborg name = "plasteel synthesizer" diff --git a/code/game/objects/items/stacks/tiles/plasteel.dm b/code/game/objects/items/stacks/tiles/plasteel.dm index 3215d0efaf..86af65a2fa 100644 --- a/code/game/objects/items/stacks/tiles/plasteel.dm +++ b/code/game/objects/items/stacks/tiles/plasteel.dm @@ -4,7 +4,7 @@ desc = "Those could work as a pretty decent throwing weapon" icon_state = "tile" force = 6.0 - matter = list("metal" = 937.5) + matter = list(DEFAULT_WALL_MATERIAL = 937.5) throwforce = 15.0 throw_speed = 5 throw_range = 20 diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index b6c9c5b14b..5f5fbff188 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -146,7 +146,7 @@ slot_flags = SLOT_BELT|SLOT_HOLSTER w_class = 3.0 - matter = list("glass" = 10,"metal" = 10) + matter = list("glass" = 10,DEFAULT_WALL_MATERIAL = 10) attack_verb = list("struck", "pistol whipped", "hit", "bashed") var/bullets = 7.0 @@ -201,7 +201,7 @@ flags = CONDUCT w_class = 1.0 - matter = list("metal" = 10,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 10,"glass" = 10) var/amount_left = 7.0 diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm index 52e7fac02d..da169c6dfc 100644 --- a/code/game/objects/items/weapons/RCD.dm +++ b/code/game/objects/items/weapons/RCD.dm @@ -13,7 +13,7 @@ throw_speed = 1 throw_range = 5 w_class = 3.0 - matter = list("metal" = 50000) + matter = list(DEFAULT_WALL_MATERIAL = 50000) origin_tech = "engineering=4;materials=2" var/datum/effect/effect/system/spark_spread/spark_system var/stored_matter = 0 @@ -105,9 +105,10 @@ build_type = "floor" build_turf = /turf/simulated/floor/plating/airless else if(deconstruct && istype(T,/turf/simulated/wall)) + var/turf/simulated/wall/W = T build_delay = deconstruct ? 50 : 40 build_cost = 5 - build_type = (!canRwall && istype(T,/turf/simulated/wall/r_wall)) ? null : "wall" + build_type = (!canRwall && W.reinf_material) ? null : "wall" build_turf = /turf/simulated/floor else if(istype(T,/turf/simulated/floor)) build_delay = deconstruct ? 50 : 20 @@ -158,7 +159,7 @@ density = 0 anchored = 0.0 origin_tech = "materials=2" - matter = list("metal" = 30000,"glass" = 15000) + matter = list(DEFAULT_WALL_MATERIAL = 30000,"glass" = 15000) /obj/item/weapon/rcd/borg canRwall = 1 diff --git a/code/game/objects/items/weapons/extinguisher.dm b/code/game/objects/items/weapons/extinguisher.dm index 1348fc7605..d787921c18 100644 --- a/code/game/objects/items/weapons/extinguisher.dm +++ b/code/game/objects/items/weapons/extinguisher.dm @@ -11,7 +11,7 @@ throw_speed = 2 throw_range = 10 force = 10.0 - matter = list("metal" = 90) + matter = list(DEFAULT_WALL_MATERIAL = 90) attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") var/spray_particles = 6 diff --git a/code/game/objects/items/weapons/flamethrower.dm b/code/game/objects/items/weapons/flamethrower.dm index f57ffaf84c..a8d03b9539 100644 --- a/code/game/objects/items/weapons/flamethrower.dm +++ b/code/game/objects/items/weapons/flamethrower.dm @@ -10,7 +10,7 @@ throw_speed = 1 throw_range = 5 w_class = 3.0 - matter = list("metal" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 500) origin_tech = "combat=1;phorontech=1" var/status = 0 var/throw_amount = 100 diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm index 8aa2f1819d..af8ab05d34 100644 --- a/code/game/objects/items/weapons/handcuffs.dm +++ b/code/game/objects/items/weapons/handcuffs.dm @@ -10,7 +10,7 @@ w_class = 2.0 throw_speed = 2 throw_range = 5 - matter = list("metal" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 500) origin_tech = "materials=1" var/dispenser = 0 var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm index e27e38af7b..4eef78e45c 100644 --- a/code/game/objects/items/weapons/kitchen.dm +++ b/code/game/objects/items/weapons/kitchen.dm @@ -145,7 +145,7 @@ throwforce = 6.0 throw_speed = 3 throw_range = 6 - matter = list("metal" = 12000) + matter = list(DEFAULT_WALL_MATERIAL = 12000) origin_tech = "materials=1" attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") @@ -175,7 +175,7 @@ throwforce = 8.0 throw_speed = 3 throw_range = 6 - matter = list("metal" = 12000) + matter = list(DEFAULT_WALL_MATERIAL = 12000) origin_tech = "materials=1" attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharp = 1 @@ -247,7 +247,7 @@ throw_range = 5 w_class = 3.0 flags = CONDUCT - matter = list("metal" = 3000) + matter = list(DEFAULT_WALL_MATERIAL = 3000) /* // NOPE var/food_total= 0 var/burger_amt = 0 diff --git a/code/game/objects/items/weapons/paint.dm b/code/game/objects/items/weapons/paint.dm index 77f8172f8f..8e5e61aa24 100644 --- a/code/game/objects/items/weapons/paint.dm +++ b/code/game/objects/items/weapons/paint.dm @@ -9,7 +9,7 @@ var/global/list/cached_icons = list() icon = 'icons/obj/items.dmi' icon_state = "paint_neutral" item_state = "paintcan" - matter = list("metal" = 200) + matter = list(DEFAULT_WALL_MATERIAL = 200) w_class = 3.0 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(10,20,30,60) diff --git a/code/game/objects/items/weapons/policetape.dm b/code/game/objects/items/weapons/policetape.dm index 48d1d4cf64..68a821e3a7 100644 --- a/code/game/objects/items/weapons/policetape.dm +++ b/code/game/objects/items/weapons/policetape.dm @@ -106,7 +106,6 @@ var/list/tape_roll_applications = list() var/obj/item/tape/P = new tape_type(cur) P.icon_state = "[P.icon_base]_[dir]" cur = get_step_towards(cur,end) - //is_blocked_turf(var/turf/T) usr << "\blue You finish placing the [src]." //Git Test /obj/item/taperoll/afterattack(var/atom/A, mob/user as mob, proximity) diff --git a/code/game/objects/items/weapons/power_cells.dm b/code/game/objects/items/weapons/power_cells.dm index 25f88f0270..d40294b5e7 100644 --- a/code/game/objects/items/weapons/power_cells.dm +++ b/code/game/objects/items/weapons/power_cells.dm @@ -14,9 +14,9 @@ var/maxcharge = 1000 var/rigged = 0 // true if rigged to explode var/minor_fault = 0 //If not 100% reliable, it will build up faults. - var/construction_cost = list("metal"=750,"glass"=75) + var/construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=75) var/construction_time=100 - matter = list("metal" = 700, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) suicide_act(mob/user) viewers(user) << "\red [user] is licking the electrodes of the [src.name]! It looks like \he's trying to commit suicide." @@ -44,7 +44,7 @@ desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT origin_tech = "powerstorage=0" maxcharge = 500 - matter = list("metal" = 700, "glass" = 40) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) /obj/item/weapon/cell/crap/empty/New() ..() @@ -54,7 +54,7 @@ name = "security borg rechargable D battery" origin_tech = "powerstorage=0" maxcharge = 600 //600 max charge / 100 charge per shot = six shots - matter = list("metal" = 700, "glass" = 40) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40) /obj/item/weapon/cell/secborg/empty/New() ..() @@ -64,14 +64,14 @@ name = "heavy-duty power cell" origin_tech = "powerstorage=1" maxcharge = 5000 - matter = list("metal" = 700, "glass" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50) /obj/item/weapon/cell/high name = "high-capacity power cell" origin_tech = "powerstorage=2" icon_state = "hcell" maxcharge = 10000 - matter = list("metal" = 700, "glass" = 60) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60) /obj/item/weapon/cell/high/empty/New() ..() @@ -82,8 +82,8 @@ origin_tech = "powerstorage=5" icon_state = "scell" maxcharge = 20000 - matter = list("metal" = 700, "glass" = 70) - construction_cost = list("metal"=750,"glass"=100) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70) + construction_cost = list(DEFAULT_WALL_MATERIAL=750,"glass"=100) /obj/item/weapon/cell/super/empty/New() ..() @@ -94,8 +94,8 @@ origin_tech = "powerstorage=6" icon_state = "hpcell" maxcharge = 30000 - matter = list("metal" = 700, "glass" = 80) - construction_cost = list("metal"=500,"glass"=150,"gold"=200,"silver"=200) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) + construction_cost = list(DEFAULT_WALL_MATERIAL=500,"glass"=150,"gold"=200,"silver"=200) /obj/item/weapon/cell/hyper/empty/New() ..() @@ -106,7 +106,7 @@ icon_state = "icell" origin_tech = null maxcharge = 30000 - matter = list("metal" = 700, "glass" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80) use() return 1 diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index 65f1abddfb..436eea0339 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -13,7 +13,7 @@ throw_speed = 1 throw_range = 4 w_class = 4.0 - matter = list("glass" = 7500, "metal" = 1000) + matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000) origin_tech = "materials=2" attack_verb = list("shoved", "bashed") var/cooldown = 0 //shield bash cooldown. based on world.time diff --git a/code/game/objects/items/weapons/surgery_tools.dm b/code/game/objects/items/weapons/surgery_tools.dm index 383e21ff4f..55d233e3bc 100644 --- a/code/game/objects/items/weapons/surgery_tools.dm +++ b/code/game/objects/items/weapons/surgery_tools.dm @@ -16,7 +16,7 @@ desc = "Retracts stuff." icon = 'icons/obj/surgery.dmi' icon_state = "retractor" - matter = list("metal" = 10000, "glass" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000) flags = CONDUCT w_class = 2.0 origin_tech = "materials=1;biotech=1" @@ -29,7 +29,7 @@ desc = "You think you have seen this before." icon = 'icons/obj/surgery.dmi' icon_state = "hemostat" - matter = list("metal" = 5000, "glass" = 2500) + matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) flags = CONDUCT w_class = 2.0 origin_tech = "materials=1;biotech=1" @@ -43,7 +43,7 @@ desc = "This stops bleeding." icon = 'icons/obj/surgery.dmi' icon_state = "cautery" - matter = list("metal" = 5000, "glass" = 2500) + matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500) flags = CONDUCT w_class = 2.0 origin_tech = "materials=1;biotech=1" @@ -58,7 +58,7 @@ icon = 'icons/obj/surgery.dmi' icon_state = "drill" hitsound = 'sound/weapons/circsawhit.ogg' - matter = list("metal" = 15000, "glass" = 10000) + matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000) flags = CONDUCT force = 15.0 w_class = 2.0 @@ -86,7 +86,7 @@ throwforce = 5.0 throw_speed = 3 throw_range = 5 - matter = list("metal" = 10000, "glass" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000) origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") @@ -140,7 +140,7 @@ throwforce = 9.0 throw_speed = 3 throw_range = 5 - matter = list("metal" = 20000,"glass" = 10000) + matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000) origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "slashed", "sawed", "cut") sharp = 1 diff --git a/code/game/objects/items/weapons/table_rack_parts.dm b/code/game/objects/items/weapons/table_rack_parts.dm index 79e512321e..8437a5e29f 100644 --- a/code/game/objects/items/weapons/table_rack_parts.dm +++ b/code/game/objects/items/weapons/table_rack_parts.dm @@ -6,7 +6,7 @@ gender = PLURAL icon = 'icons/obj/items.dmi' icon_state = "table_parts" - matter = list("metal" = 3750) + matter = list(DEFAULT_WALL_MATERIAL = 3750) flags = CONDUCT attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked") @@ -49,7 +49,7 @@ desc = "Hard table parts. Well... harder." icon = 'icons/obj/items.dmi' icon_state = "reinf_tableparts" - matter = list("metal" = 7500) + matter = list(DEFAULT_WALL_MATERIAL = 7500) flags = CONDUCT stack_types = list(/obj/item/stack/sheet/metal, /obj/item/stack/rods) diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm index 20d96676ed..996be52663 100644 --- a/code/game/objects/items/weapons/teleportation.dm +++ b/code/game/objects/items/weapons/teleportation.dm @@ -21,7 +21,7 @@ item_state = "electronic" throw_speed = 4 throw_range = 20 - matter = list("metal" = 400) + matter = list(DEFAULT_WALL_MATERIAL = 400) origin_tech = "magnets=1" /obj/item/weapon/locator/attack_self(mob/user as mob) @@ -132,7 +132,7 @@ Frequency: w_class = 2.0 throw_speed = 3 throw_range = 5 - matter = list("metal" = 10000) + matter = list(DEFAULT_WALL_MATERIAL = 10000) origin_tech = "magnets=1;bluespace=3" /obj/item/weapon/hand_tele/attack_self(mob/user as mob) diff --git a/code/game/objects/items/weapons/tools.dm b/code/game/objects/items/weapons/tools.dm index 1090431916..91b5ff6027 100644 --- a/code/game/objects/items/weapons/tools.dm +++ b/code/game/objects/items/weapons/tools.dm @@ -24,7 +24,7 @@ force = 5.0 throwforce = 7.0 w_class = 2.0 - matter = list("metal" = 150) + matter = list(DEFAULT_WALL_MATERIAL = 150) origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") @@ -44,7 +44,7 @@ throwforce = 5.0 throw_speed = 3 throw_range = 5 - matter = list("metal" = 75) + matter = list(DEFAULT_WALL_MATERIAL = 75) attack_verb = list("stabbed") suicide_act(mob/user) @@ -102,7 +102,7 @@ throw_speed = 2 throw_range = 9 w_class = 2.0 - matter = list("metal" = 80) + matter = list(DEFAULT_WALL_MATERIAL = 80) origin_tech = "materials=1;engineering=1" attack_verb = list("pinched", "nipped") sharp = 1 @@ -144,7 +144,7 @@ w_class = 2.0 //Cost to make in the autolathe - matter = list("metal" = 70, "glass" = 30) + matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30) //R&D tech level origin_tech = "engineering=1" @@ -403,21 +403,21 @@ /obj/item/weapon/weldingtool/largetank name = "industrial welding tool" max_fuel = 40 - matter = list("metal" = 70, "glass" = 60) + matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 60) origin_tech = "engineering=2" /obj/item/weapon/weldingtool/hugetank name = "upgraded welding tool" max_fuel = 80 w_class = 3.0 - matter = list("metal" = 70, "glass" = 120) + matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120) origin_tech = "engineering=3" /obj/item/weapon/weldingtool/experimental name = "experimental welding tool" max_fuel = 40 w_class = 3.0 - matter = list("metal" = 70, "glass" = 120) + matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120) origin_tech = "engineering=4;phorontech=3" var/last_gen = 0 @@ -444,7 +444,7 @@ throwforce = 7.0 item_state = "crowbar" w_class = 2.0 - matter = list("metal" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50) origin_tech = "engineering=1" attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm index 3cabb3f685..fbbc731f2a 100644 --- a/code/game/objects/items/weapons/weaponry.dm +++ b/code/game/objects/items/weapons/weaponry.dm @@ -185,14 +185,14 @@ desc = "A knife blade. Unusable as a weapon without a grip." icon = 'icons/obj/buildingobject.dmi' icon_state = "butterfly2" - matter = list("metal" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 5000) /obj/item/butterflyhandle name = "concealed knife grip" desc = "A plasteel grip with screw fittings for a blade." icon = 'icons/obj/buildingobject.dmi' icon_state = "butterfly1" - matter = list("metal" = 4000) + matter = list(DEFAULT_WALL_MATERIAL = 4000) /obj/item/butterflyhandle/attackby(obj/item/W as obj, mob/user as mob) if(istype(W,/obj/item/butterflyblade)) @@ -276,7 +276,7 @@ obj/item/weapon/wirerod/attackby(var/obj/item/I, mob/user as mob) throw_range = 15 sharp = 1 edge = 1 - matter = list("metal" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 500) var/poisoned = 0 diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm deleted file mode 100644 index 7690a2d11e..0000000000 --- a/code/game/objects/structures/false_walls.dm +++ /dev/null @@ -1,333 +0,0 @@ -/* - * False Walls - */ -/obj/structure/falsewall - name = "wall" - desc = "A huge chunk of metal used to seperate rooms." - anchored = 1 - icon = 'icons/turf/walls.dmi' - var/mineral = "metal" - var/opening = 0 - -/obj/structure/falsewall/New() - relativewall_neighbours() - ..() - -/obj/structure/falsewall/Destroy() - - var/temploc = src.loc - - spawn(10) - for(var/turf/simulated/wall/W in range(temploc,1)) - W.relativewall() - - for(var/obj/structure/falsewall/W in range(temploc,1)) - W.relativewall() - - for(var/obj/structure/falserwall/W in range(temploc,1)) - W.relativewall() - ..() - - -/obj/structure/falsewall/relativewall() - - if(!density) - icon_state = "[mineral]fwall_open" - return - - var/junction = 0 //will be used to determine from which side the wall is connected to other walls - - for(var/turf/simulated/wall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve - junction |= get_dir(src,W) - for(var/obj/structure/falsewall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral) - junction |= get_dir(src,W) - for(var/obj/structure/falserwall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral) - junction |= get_dir(src,W) - icon_state = "[mineral][junction]" - return - -/obj/structure/falsewall/attack_hand(mob/user as mob) - if(opening) - return - - if(density) - opening = 1 - icon_state = "[mineral]fwall_open" - flick("[mineral]fwall_opening", src) - sleep(15) - src.density = 0 - set_opacity(0) - opening = 0 - else - opening = 1 - flick("[mineral]fwall_closing", src) - icon_state = "[mineral]0" - density = 1 - sleep(15) - set_opacity(1) - src.relativewall() - opening = 0 - -/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 - ..() - if(density) - icon_state = "[mineral]0" - src.relativewall() - else - icon_state = "[mineral]fwall_open" - -/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob) - if(opening) - 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!" - 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]")) - qdel(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) - qdel(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) - qdel(src) - - //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) - qdel(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) - qdel(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 - ..() - if(density) - icon_state = "[mineral]0" - src.relativewall() - else - icon_state = "[mineral]fwall_open" - -/* - * False R-Walls - */ - -/obj/structure/falserwall - name = "reinforced wall" - desc = "A huge chunk of reinforced metal used to seperate rooms." - icon = 'icons/turf/walls.dmi' - icon_state = "r_wall" - density = 1 - opacity = 1 - anchored = 1 - var/mineral = "metal" - var/opening = 0 - -/obj/structure/falserwall/New() - relativewall_neighbours() - ..() - - -/obj/structure/falserwall/attack_hand(mob/user as mob) - if(opening) - return - - if(density) - opening = 1 - // Open wall - icon_state = "frwall_open" - flick("frwall_opening", src) - sleep(15) - density = 0 - set_opacity(0) - opening = 0 - else - opening = 1 - icon_state = "r_wall" - flick("frwall_closing", src) - density = 1 - sleep(15) - set_opacity(1) - relativewall() - opening = 0 - -/obj/structure/falserwall/relativewall() - - if(!density) - icon_state = "frwall_open" - return - - var/junction = 0 //will be used to determine from which side the wall is connected to other walls - - for(var/turf/simulated/wall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve - junction |= get_dir(src,W) - for(var/obj/structure/falsewall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral) - junction |= get_dir(src,W) - for(var/obj/structure/falserwall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral) - junction |= get_dir(src,W) - icon_state = "rwall[junction]" - return - - - -/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob) - if(opening) - user << "\red You must wait until the door has stopped moving." - return - - if(istype(W, /obj/item/weapon/screwdriver)) - var/turf/T = get_turf(src) - user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.") - T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you). - qdel(src) - - if( istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - qdel(src) - - else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - qdel(src) - - //DRILLING - else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - qdel(src) - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/turf/T = get_turf(src) - T.ChangeTurf(/turf/simulated/wall) - T = get_turf(src) - T.attackby(W,user) - qdel(src) - - -/* - * Uranium Falsewalls - */ - -/obj/structure/falsewall/uranium - name = "uranium wall" - desc = "A wall with uranium plating. This is probably a bad idea." - icon_state = "" - mineral = "uranium" - var/active = null - var/last_event = 0 - -/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob) - radiate() - ..() - -/obj/structure/falsewall/uranium/attack_hand(mob/user as mob) - radiate() - ..() - -/obj/structure/falsewall/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 -/* - * Other misc falsewall types - */ - -/obj/structure/falsewall/gold - name = "gold wall" - desc = "A wall with gold plating. Swag!" - icon_state = "" - mineral = "gold" - -/obj/structure/falsewall/silver - name = "silver wall" - desc = "A wall with silver plating. Shiny." - icon_state = "" - mineral = "silver" - -/obj/structure/falsewall/diamond - name = "diamond wall" - desc = "A wall with diamond plating. You monster." - icon_state = "" - mineral = "diamond" - -/obj/structure/falsewall/phoron - name = "phoron wall" - desc = "A wall with phoron plating. This is definately a bad idea." - icon_state = "" - mineral = "phoron" - -/obj/structure/falsewall/sandstone - name = "sandstone wall" - desc = "A wall with sandstone plating." - icon_state = "" - mineral = "sandstone" diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm index 8c53135528..e8cb65a33d 100644 --- a/code/game/objects/structures/girders.dm +++ b/code/game/objects/structures/girders.dm @@ -6,6 +6,13 @@ var/state = 0 var/health = 200 var/cover = 50 //how much cover the girder provides against projectiles. + var/material/reinf_material + +/obj/structure/girder/displaced + icon_state = "displaced" + anchored = 0 + health = 50 + cover = 25 /obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker) if(!damage || !wallbreaker) @@ -30,156 +37,165 @@ health -= damage ..() if(health <= 0) - new /obj/item/stack/sheet/metal(get_turf(src)) - qdel(src) + dismantle() return +/obj/structure/girder/proc/reset_girder() + cover = initial(cover) + health = min(health,initial(health)) + state = 0 + icon_state = initial(icon_state) + if(reinf_material) + reinforce_girder() + /obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench) && state == 0) - if(anchored && !istype(src,/obj/structure/girder/displaced)) + if(anchored && !reinf_material) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) - user << "\blue Now disassembling the girder" + user << "Now disassembling the girder..." if(do_after(user,40)) if(!src) return - user << "\blue You dissasembled the girder!" + user << "You dissasembled the girder!" dismantle() else if(!anchored) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) - user << "\blue Now securing the girder" + user << "Now securing the girder..." if(get_turf(user, 40)) - user << "\blue You secured the girder!" - new/obj/structure/girder( src.loc ) - qdel(src) + user << "You secured the girder!" + reset_girder() else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) - user << "\blue Now slicing apart the girder" + user << "Now slicing apart the girder..." if(do_after(user,30)) if(!src) return - user << "\blue You slice apart the girder!" + user << "You slice apart the girder!" dismantle() else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - user << "\blue You drill through the girder!" + user << "You drill through the girder!" dismantle() - else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced)) + else if(istype(W, /obj/item/weapon/screwdriver) && state == 2) playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1) - user << "\blue Now unsecuring support struts" + user << "Now unsecuring support struts..." if(do_after(user,40)) if(!src) return - user << "\blue You unsecured the support struts!" + user << "You unsecured the support struts!" state = 1 - else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1) + else if(istype(W, /obj/item/weapon/wirecutters) && state == 1) playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) - user << "\blue Now removing support struts" + user << "Now removing support struts..." if(do_after(user,40)) if(!src) return - user << "\blue You removed the support struts!" - new/obj/structure/girder( src.loc ) - qdel(src) + user << "You removed the support struts!" + reinf_material.place_dismantled_product(get_turf(src)) + reinf_material = null + reset_girder() - else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored ) + else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored) playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1) - user << "\blue Now dislodging the girder" + user << "Now dislodging the girder..." if(do_after(user, 40)) if(!src) return - user << "\blue You dislodged the girder!" - new/obj/structure/girder/displaced( src.loc ) - qdel(src) + user << "You dislodged the girder!" + icon_state = "displaced" + anchored = 0 + health = 50 + cover = 25 else if(istype(W, /obj/item/stack/sheet)) var/obj/item/stack/sheet/S = W - switch(S.type) + if(S.get_amount() < 2) + return ..() - if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg) - if(!anchored) - if(S.use(2)) - user << "You create a false wall! Push on it to open or close the passage." - new /obj/structure/falsewall (src.loc) - qdel(src) - else - if(S.get_amount() < 2) return ..() - user << "Now adding plating..." - if (do_after(user,40)) - if (S.use(2)) - user << "You added the plating!" - 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) - qdel(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) - qdel(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 << "Now finalising reinforced wall." - if(do_after(user, 50)) - if (S.use(1)) - user << "Wall fully reinforced!" - 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) - qdel(src) - return - else - if(S.get_amount() < 1) return ..() - user << "Now reinforcing girders..." - if (do_after(user,60)) - if(S.use(1)) - user << "Girders reinforced!" - new/obj/structure/girder/reinforced( src.loc ) - qdel(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) - qdel(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) - qdel(src) - return + var/material/M = name_to_material[S.sheettype] + if(!istype(M)) + return ..() + var/wall_fake add_hiddenprint(usr) + if(M.integrity < 50) + user << "This material is too soft for use in wall construction." + return + + user << "You begin adding the plating..." + + if(!do_after(user,40) || !S.use(2)) + return + + if(anchored) + user << "You added the plating!" + else + user << "You create a false wall! Push on it to open or close the passage." + wall_fake = 1 + + var/turf/Tsrc = get_turf(src) + Tsrc.ChangeTurf(/turf/simulated/wall) + var/turf/simulated/wall/T = get_turf(src) + T.set_material(M, reinf_material) + if(wall_fake) + T.can_open = 1 + T.add_hiddenprint(usr) + qdel(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. user.drop_item() P.loc = src.loc - user << "\blue You fit the pipe into the [src]!" + user << "You fit the pipe into the [src]!" else ..() +/obj/structure/girder/proc/reinforce_girder() + cover = reinf_material.hardness + health = 500 + state = 2 + icon_state = "reinforced" + +/obj/structure/girder/verb/reinforce_with_material() + set name = "Reinforce girder" + set desc = "Reinforce a girder with metal." + set src in view(1) + + var/mob/living/user = usr + if(!istype(user) || !(user.l_hand || user.r_hand)) + return + + if(reinf_material) + user << "\The [src] is already reinforced." + return + + var/obj/item/stack/sheet/S = user.l_hand + if(!istype(S)) + S = user.r_hand + if(!istype(S)) + user << "You cannot plate \the [src] with that." + return + + if(S.get_amount() < 2) + user << "There is not enough material here to reinforce the girder." + return + + var/material/M = name_to_material[S.sheettype] + if(!istype(M) || M.integrity < 50) + user << "You cannot reinforce \the [src] with that; it is too soft." + return + + user << "Now reinforcing..." + if (!do_after(user,40) || !S.use(2)) + return + user << "You added reinforcement!" + + reinf_material = M + reinforce_girder() + + /obj/structure/girder/proc/dismantle() new /obj/item/stack/sheet/metal(get_turf(src)) qdel(src) @@ -203,101 +219,40 @@ return if(2.0) if (prob(30)) - var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) - new remains(loc) - qdel(src) + dismantle() return if(3.0) if (prob(5)) - var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal) - new remains(loc) - qdel(src) + dismantle() return else return -/obj/structure/girder/displaced - icon_state = "displaced" - anchored = 0 - health = 50 - cover = 25 - -/obj/structure/girder/reinforced - icon_state = "reinforced" - state = 2 - health = 500 - cover = 80 - -/obj/structure/cultgirder +/obj/structure/girder/cult icon= 'icons/obj/cult.dmi' icon_state= "cultgirder" - anchored = 1 - density = 1 - layer = 2 - var/health = 250 - var/cover = 70 + health = 250 + cover = 70 -/obj/structure/cultgirder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker) - if(!damage || !wallbreaker) - return 0 - visible_message("[user] [attack_message] the [src]!") - dismantle() - return 1 - -/obj/structure/cultgirder/proc/dismantle() +/obj/structure/girder/cult/dismantle() new /obj/effect/decal/remains/human(get_turf(src)) qdel(src) -/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob) +/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) - user << "\blue Now disassembling the girder" + user << "Now disassembling the girder..." if(do_after(user,40)) - user << "\blue You dissasembled the girder!" + user << "You dissasembled the girder!" dismantle() else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) - user << "\blue Now slicing apart the girder" + user << "Now slicing apart the girder..." if(do_after(user,30)) - user << "\blue You slice apart the girder!" + user << "You slice apart the girder!" dismantle() else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - user << "\blue You drill through the girder!" + user << "You drill through the girder!" new /obj/effect/decal/remains/human(get_turf(src)) dismantle() - -/obj/structure/cultgirder/blob_act() - if(prob(40)) - dismantle() - -/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets????? - //Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder) - if(Proj.original != src && !prob(cover)) - return -1 //pass through - - //Tasers and the like should not damage cultgirders. - if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) - return - - health -= Proj.damage - ..() - if(health <= 0) - dismantle() - return - -/obj/structure/cultgirder/ex_act(severity) - switch(severity) - if(1.0) - qdel(src) - return - if(2.0) - if (prob(30)) - dismantle() - return - if(3.0) - if (prob(5)) - dismantle() - return - else - return diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index ecd2d823db..695b11db95 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -10,7 +10,7 @@ icon = 'icons/obj/doors/mineral_doors.dmi' icon_state = "metal" - var/mineralType = "metal" + var/mineralType = DEFAULT_WALL_MATERIAL 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_material[mineralType] + if(istype(M)) + for(var/i = (devastated? 1 : 3), i <= oreAmount, i++) + new M.stack_type(get_turf(src)) qdel(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 diff --git a/code/game/smoothwall.dm b/code/game/smoothwall.dm deleted file mode 100644 index c31b5a8ef1..0000000000 --- a/code/game/smoothwall.dm +++ /dev/null @@ -1,141 +0,0 @@ -//Separate dm because it relates to two types of atoms + ease of removal in case it's needed. -//Also assemblies.dm for falsewall checking for this when used. -//I should really make the shuttle wall check run every time it's moved, but centcom uses unsimulated floors so !effort - -/atom/proc/relativewall() //atom because it should be useable both for walls and false walls - if(istype(src,/turf/simulated/floor/vault)||istype(src,/turf/simulated/wall/vault)) //HACK!!! - return - - var/junction = 0 //will be used to determine from which side the wall is connected to other walls - - if(!istype(src,/turf/simulated/shuttle/wall)) //or else we'd have wacky shuttle merging with walls action - for(var/turf/simulated/wall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - junction |= get_dir(src,W) - for(var/obj/structure/falsewall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - junction |= get_dir(src,W) - for(var/obj/structure/falserwall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - junction |= get_dir(src,W) - -/* Commenting this out for now until we figure out what to do with shuttle smooth walls, if anything. - As they are now, they sort of work screwy and may need further coding. Or just be scrapped.*/ - /*else - for(var/turf/simulated/shuttle/wall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - junction |= get_dir(src,W) - for(var/obj/machinery/shuttle/W in orange(src,1)) //stuff like engine and propulsion should merge with walls - if(abs(src.x-W.x)-abs(src.y-W.y)) - junction |= get_dir(src,W) - for(var/obj/machinery/door/W in orange(src,1)) //doors should not result in diagonal walls, it just looks ugly. checking if area is shuttle so it won't merge with the station - if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply))) - junction |= get_dir(src,W) - for(var/obj/structure/grille/W in orange(src,1)) //same for grilles. checking if area is shuttle so it won't merge with the station - if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply))) - junction |= get_dir(src,W)*/ - - if(istype(src,/turf/simulated/wall)) - var/turf/simulated/wall/wall = src - wall.icon_state = "[wall.walltype][junction]" - else if (istype(src,/obj/structure/falserwall)) - src.icon_state = "rwall[junction]" - else if (istype(src,/obj/structure/falsewall)) - var/obj/structure/falsewall/fwall = src - fwall.icon_state = "[fwall.mineral][junction]" -/* else if(istype(src,/turf/simulated/shuttle/wall)) - var/newicon = icon; - var/newiconstate = icon_state; - if(junction!=5 && junction!=6 && junction!=9 && junction!=10) //if it's not diagonal, all is well, no additional calculations needed - src.icon_state = "swall[junction]" - else //if it's diagonal, we need to figure out if we're using the floor diagonal or the space diagonal sprite - var/is_floor = 0 - for(var/turf/unsimulated/floor/F in orange(src,1)) - if(abs(src.x-F.x)-abs(src.y-F.y)) - if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1 - is_floor = 1 - newicon = F.icon - newiconstate = F.icon_state //we'll save these for later - for(var/turf/simulated/floor/F in orange(src,1)) - if(abs(src.x-F.x)-abs(src.y-F.y)) - if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1 - is_floor = 1 - newicon = F.icon - newiconstate = F.icon_state //we'll save these for later - for(var/turf/simulated/shuttle/floor/F in orange(src,1)) - if(abs(src.x-F.x)-abs(src.y-F.y)) - if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1 - is_floor = 1 - newicon = F.icon - newiconstate = F.icon_state //we'll save these for later - if(is_floor) //if is_floor = 1, we use the floor diagonal sprite - src.icon = newicon; //we'll set the floor's icon to the floor next to it and overlay the wall segment. shuttle floor sprites have priority - src.icon_state = newiconstate; // - src.overlays += icon('icons/turf/shuttle.dmi',"swall_f[junction]") - else //otherwise, the space one - src.icon_state = "swall_s[junction]"*/ - - return - -/atom/proc/relativewall_neighbours() - for(var/turf/simulated/wall/W in range(src,1)) - W.relativewall() - for(var/obj/structure/falsewall/W in range(src,1)) - W.relativewall() - W.update_icon()//Refreshes the wall to make sure the icons don't desync - for(var/obj/structure/falserwall/W in range(src,1)) - W.relativewall() - return - -/turf/simulated/wall/New() - relativewall_neighbours() - ..() - -/*/turf/simulated/shuttle/wall/New() - - spawn(20) //testing if this will make /obj/machinery/shuttle and /door count - It does, it stays. - if(src.icon_state in list("wall1", "wall", "diagonalWall", "wall_floor", "wall_space")) //so wizard den, syndie shuttle etc will remain black - for(var/turf/simulated/shuttle/wall/W in range(src,1)) - W.relativewall() - - ..()*/ - -/turf/simulated/wall/Destroy() - spawn(10) - for(var/turf/simulated/wall/W in range(src,1)) - W.relativewall() - - for(var/obj/structure/falsewall/W in range(src,1)) - W.relativewall() - - for(var/direction in cardinal) - for(var/obj/effect/plant/shroom in get_step(src,direction)) - if(!shroom.floor) //shrooms drop to the floor - shroom.floor = 1 - shroom.update_icon() - shroom.pixel_x = 0 - shroom.pixel_y = 0 - - ..() - -/turf/simulated/wall/relativewall() - if(istype(src,/turf/simulated/wall/vault)) //HACK!!! - return - - var/junction = 0 //will be used to determine from which side the wall is connected to other walls - - for(var/turf/simulated/wall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve - junction |= get_dir(src,W) - for(var/obj/structure/falsewall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral) - junction |= get_dir(src,W) - for(var/obj/structure/falserwall/W in orange(src,1)) - if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls - if(src.mineral == W.mineral) - junction |= get_dir(src,W) - var/turf/simulated/wall/wall = src - wall.icon_state = "[wall.walltype][junction]" - return \ No newline at end of file diff --git a/code/game/turfs/simulated/floor.dm b/code/game/turfs/simulated/floor.dm index cefccdc46f..bb7d93fbf1 100644 --- a/code/game/turfs/simulated/floor.dm +++ b/code/game/turfs/simulated/floor.dm @@ -41,7 +41,7 @@ var/list/wood_icons = list("wood","wood-broken") var/lava = 0 var/broken = 0 var/burnt = 0 - var/mineral = "metal" + var/mineral = DEFAULT_WALL_MATERIAL var/floor_type = /obj/item/stack/tile/plasteel var/lightfloor_state // for light floors, this is the state of the tile. 0-7, 0x4 is on-bit - use the helper procs below diff --git a/code/game/turfs/simulated/wall_attacks.dm b/code/game/turfs/simulated/wall_attacks.dm new file mode 100644 index 0000000000..4d86d70877 --- /dev/null +++ b/code/game/turfs/simulated/wall_attacks.dm @@ -0,0 +1,311 @@ +//Interactions +/turf/simulated/wall/proc/toggle_open(var/mob/user) + + if(can_open == WALL_OPENING) + return + + if(density) + can_open = WALL_OPENING + set_wall_state("[material.icon_base]fwall_open") + //flick("[material.icon_base]fwall_opening", src) + sleep(15) + density = 0 + set_light(0) + else + can_open = WALL_OPENING + //flick("[material.icon_base]fwall_closing", src) + set_wall_state("[material.icon_base]0") + density = 1 + sleep(15) + set_light(1) + + can_open = WALL_CAN_OPEN + update_icon() + +/turf/simulated/wall/proc/fail_smash(var/mob/user) + user << "You smash against the wall!" + take_damage(rand(25,75)) + +/turf/simulated/wall/proc/success_smash(var/mob/user) + user << "You smash through the wall!" + spawn(1) + dismantle_wall(1) + +/turf/simulated/wall/proc/try_touch(var/mob/user, var/rotting) + + if(rotting) + if(reinf_material) + user << "\The [reinf_material.display_name] feels porous and crumbly." + else + user << "\The [material.display_name] crumbles under your touch!" + dismantle_wall() + return 1 + + if(..()) return 1 + + if(!can_open) + user << "You push the wall, but nothing happens." + playsound(src, 'sound/weapons/Genhit.ogg', 25, 1) + else + toggle_open(user) + return 0 + + +/turf/simulated/wall/attack_hand(var/mob/user) + + radiate() + add_fingerprint(user) + var/rotting = (locate(/obj/effect/overlay/wallrot) in src) + if (HULK in user.mutations) + if (rotting || !prob(material.hardness)) + success_smash(user) + else + fail_smash(user) + return 1 + + try_touch(user, rotting) + +/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker) + + radiate() + var/rotting = (locate(/obj/effect/overlay/wallrot) in src) + if(!damage || !wallbreaker) + try_touch(user, rotting) + return + + if(rotting) + return success_smash(user) + + if(reinf_material) + if((wallbreaker == 2) || (damage >= max(material.hardness,reinf_material.hardness))) + return success_smash(user) + else if(damage >= material.hardness) + return success_smash(user) + return fail_smash(user) + +/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob) + + if (!user.) + user << "You don't have the dexterity to do this!" + return + + //get the user's location + if(!istype(user.loc, /turf)) return //can't do this stuff whilst inside objects and such + + if(W) + radiate() + if(is_hot(W)) + ignite(is_hot(W)) + + if(locate(/obj/effect/overlay/wallrot) in src) + if(istype(W, /obj/item/weapon/weldingtool) ) + var/obj/item/weapon/weldingtool/WT = W + if( WT.remove_fuel(0,user) ) + user << "You burn away the fungi with \the [WT]." + playsound(src, 'sound/items/Welder.ogg', 10, 1) + for(var/obj/effect/overlay/wallrot/WR in src) + qdel(WR) + return + else if(!is_sharp(W) && W.force >= 10 || W.force >= 20) + user << "\The [src] crumbles away under the force of your [W.name]." + src.dismantle_wall(1) + return + + //THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects + if(thermite) + if( istype(W, /obj/item/weapon/weldingtool) ) + var/obj/item/weapon/weldingtool/WT = W + if( WT.remove_fuel(0,user) ) + thermitemelt(user) + return + + else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) + thermitemelt(user) + return + + else if( istype(W, /obj/item/weapon/melee/energy/blade) ) + var/obj/item/weapon/melee/energy/blade/EB = W + + EB.spark_system.start() + user << "You slash \the [src] with \the [EB]; the thermite ignites!" + playsound(src, "sparks", 50, 1) + playsound(src, 'sound/weapons/blade1.ogg', 50, 1) + + thermitemelt(user) + return + + var/turf/T = user.loc //get user's location for delay checks + + if(damage && istype(W, /obj/item/weapon/weldingtool)) + + var/obj/item/weapon/weldingtool/WT = W + + if(!WT.isOn()) + return + + if(WT.remove_fuel(0,user)) + user << "You start repairing the damage to [src]." + playsound(src, 'sound/items/Welder.ogg', 100, 1) + if(do_after(user, max(5, damage / 5)) && WT && WT.isOn()) + user << "You finish repairing the damage to [src]." + take_damage(-damage) + else + user << "You need more welding fuel to complete this task." + return + return + + // Basic dismantling. + if(isnull(construction_stage) || !reinf_material) + + var/cut_delay = 60 - material.cut_delay + var/dismantle_verb + var/dismantle_sound + + if(istype(W,/obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(!WT.isOn()) + return + if(!WT.remove_fuel(0,user)) + user << "You need more welding fuel to complete this task." + return + dismantle_verb = "cutting" + dismantle_sound = 'sound/items/Welder.ogg' + cut_delay *= 0.7 + else if(istype(W,/obj/item/weapon/melee/energy/blade)) + dismantle_sound = "sparks" + dismantle_verb = "slicing" + cut_delay *= 0.5 + else if(istype(W,/obj/item/weapon/pickaxe)) + var/obj/item/weapon/pickaxe/P = W + dismantle_verb = P.drill_verb + dismantle_sound = P.drill_sound + cut_delay -= P.digspeed + + if(dismantle_verb) + + user << "You begin [dismantle_verb] through the outer plating." + if(dismantle_sound) + playsound(src, dismantle_sound, 100, 1) + + if(cut_delay<0) + cut_delay = 0 + + if(!do_after(user,cut_delay)) + return + + user << "You remove the outer plating." + dismantle_wall() + user.visible_message("The wall was torn open by [user]!") + return + + //Reinforced dismantling. + else + switch(construction_stage) + if(6) + if (istype(W, /obj/item/weapon/wirecutters)) + playsound(src, 'sound/items/Wirecutter.ogg', 100, 1) + construction_stage = 5 + new /obj/item/stack/rods( src ) + user << "You cut the outer grille." + set_wall_state() + return + if(5) + if (istype(W, /obj/item/weapon/screwdriver)) + user << "You begin removing the support lines." + playsound(src, 'sound/items/Screwdriver.ogg', 100, 1) + if(!do_after(user,40) || !istype(src, /turf/simulated/wall) || construction_stage != 5) + return + construction_stage = 4 + set_wall_state() + user << "You remove the support lines." + return + else if( istype(W, /obj/item/stack/rods) ) + var/obj/item/stack/O = W + if(O.get_amount()>0) + O.use(1) + construction_stage = 6 + set_wall_state() + user << "You replace the outer grille." + return + if(4) + var/cut_cover + if(istype(W,/obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if(!WT.isOn()) + return + if(WT.remove_fuel(0,user)) + cut_cover=1 + else + user << "You need more welding fuel to complete this task." + return + else if (istype(W, /obj/item/weapon/pickaxe/plasmacutter)) + cut_cover = 1 + if(cut_cover) + user << "You begin slicing through the metal cover." + playsound(src, 'sound/items/Welder.ogg', 100, 1) + if(!do_after(user, 60) || !istype(src, /turf/simulated/wall) || construction_stage != 4) + return + construction_stage = 3 + set_wall_state() + user << "You press firmly on the cover, dislodging it." + return + if(3) + if (istype(W, /obj/item/weapon/crowbar)) + user << "You struggle to pry off the cover." + playsound(src, 'sound/items/Crowbar.ogg', 100, 1) + if(!do_after(user,100) || !istype(src, /turf/simulated/wall) || construction_stage != 3) + return + construction_stage = 2 + set_wall_state() + user << "You pry off the cover." + return + if(2) + if (istype(W, /obj/item/weapon/wrench)) + user << "You start loosening the anchoring bolts which secure the support rods to their frame." + playsound(src, 'sound/items/Ratchet.ogg', 100, 1) + if(!do_after(user,40) || !istype(src, /turf/simulated/wall) || construction_stage != 2) + return + construction_stage = 1 + set_wall_state() + user << "You remove the bolts anchoring the support rods." + return + if(1) + var/cut_cover + if(istype(W, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/WT = W + if( WT.remove_fuel(0,user) ) + cut_cover=1 + else + user << "You need more welding fuel to complete this task." + return + else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) + cut_cover = 1 + if(cut_cover) + user << "You begin slicing through the support rods." + playsound(src, 'sound/items/Welder.ogg', 100, 1) + if(!do_after(user,70) || !istype(src, /turf/simulated/wall) || construction_stage != 1) + return + construction_stage = 0 + set_wall_state() + new /obj/item/stack/rods(src) + user << "The support rods drop out as you cut them loose from the frame." + return + if(0) + if(istype(W, /obj/item/weapon/crowbar)) + user << "You struggle to pry off the outer sheath." + playsound(src, 'sound/items/Crowbar.ogg', 100, 1) + sleep(100) + if(!istype(src, /turf/simulated/wall) || !user || !W || !T ) return + if(user.loc == T && user.get_active_hand() == W ) + user << "You pry off the outer sheath." + dismantle_wall() + return + + if(istype(W,/obj/item/frame)) + var/obj/item/frame/F = W + F.try_build(src) + return + + else if(!istype(W,/obj/item/weapon/rcd) && !istype(W, /obj/item/weapon/reagent_containers)) + return attack_hand(user) + diff --git a/code/game/turfs/simulated/wall_icon.dm b/code/game/turfs/simulated/wall_icon.dm new file mode 100644 index 0000000000..b02311ee98 --- /dev/null +++ b/code/game/turfs/simulated/wall_icon.dm @@ -0,0 +1,130 @@ +/turf/simulated/wall/proc/update_material() + + if(!material) + return + + if(reinf_material) + construction_stage = 6 + else + construction_stage = null + if(!material) + material = name_to_material[DEFAULT_WALL_MATERIAL] + if(material) + explosion_resistance = material.explosion_resistance + if(reinf_material && reinf_material.explosion_resistance > explosion_resistance) + explosion_resistance = reinf_material.explosion_resistance + + if(reinf_material) + name = "reinforced [material.display_name] wall" + desc = "It seems to be a section of hull reinforced with [reinf_material.display_name] and plated with [material.display_name]." + else + name = "[material.display_name] wall" + desc = "It seems to be a section of hull plated with [material.display_name]." + + set_wall_state("[material.icon_base]0") + + if(material.opacity > 0.5 && !opacity) + set_light(1) + else if(material.opacity < 0.5 && opacity) + set_light(0) + + update_icon() + check_relatives() + +/turf/simulated/wall/proc/set_wall_state(var/new_state) + + if(!material) + return + + if(new_state) + last_state = new_state + else if(last_state) + new_state = last_state + else + return + + overlays.Cut() + + if(!wall_cache["[new_state]-[material.icon_colour]"]) + var/image/I = image(icon='icons/turf/wall_masks.dmi',icon_state="[new_state]") + I.color = material.icon_colour + wall_cache["[new_state]-[material.icon_colour]"] = I + overlays |= wall_cache["[new_state]-[material.icon_colour]"] + if(reinf_material) + + var/cache_key = "[material.icon_reinf]-[reinf_material.icon_colour]" + if(!isnull(construction_stage) && construction_stage<6) + cache_key = "reinf_construct-[reinf_material.icon_colour]-[construction_stage]" + + if(!wall_cache[cache_key]) + var/image/I + if(!isnull(construction_stage) && construction_stage<6) + I = image(icon='icons/turf/wall_masks.dmi',icon_state="reinf_construct-[construction_stage]") + else + I = image(icon='icons/turf/wall_masks.dmi',icon_state="[material.icon_reinf]") + I.color = reinf_material.icon_colour + wall_cache[cache_key] = I + overlays |= wall_cache[cache_key] + +/turf/simulated/wall/proc/set_material(var/material/newmaterial, var/material/newrmaterial) + material = newmaterial + reinf_material = newrmaterial + check_relatives() + check_relatives(1) + +/turf/simulated/wall/proc/update_icon() + + if(!material) + return + + if(!damage_overlays[1]) //list hasn't been populated + generate_overlays() + + if(density) + check_relatives(1) + else + set_wall_state("[material.icon_base]fwall_open") + + var/overlay = round(damage / material.integrity * damage_overlays.len) + 1 + if(overlay > damage_overlays.len) + overlay = damage_overlays.len + if(density) + if(damage_overlay && overlay == damage_overlay) //No need to update. + return + overlays += damage_overlays[overlay] + damage_overlay = overlay + return + +/turf/simulated/wall/proc/generate_overlays() + var/alpha_inc = 256 / damage_overlays.len + + for(var/i = 1; i <= damage_overlays.len; i++) + var/image/img = image(icon = 'icons/turf/walls.dmi', icon_state = "overlay_damage") + img.blend_mode = BLEND_MULTIPLY + img.alpha = (i * alpha_inc) - 1 + damage_overlays[i] = img + +//Smoothwall code. update_self for relativewall(), not for relativewall_neighbors() +/turf/simulated/wall/proc/check_relatives(var/update_self) + if(!material) + return + var/junction + if(update_self) + junction = 0 + for(var/checkdir in cardinal) + var/turf/simulated/wall/T = get_step(src, checkdir) + if(!istype(T) || !T.material) + continue + if(T.material && can_join_with(T)) + if(update_self) + junction |= get_dir(src,T) //Not too sure why, but using checkdir just breaks walls. + else + T.check_relatives(1) + if(!isnull(junction)) + set_wall_state("[material.icon_base][junction]") + return + +/turf/simulated/wall/proc/can_join_with(var/turf/simulated/wall/W) + if(material && W.material && material.name == W.material.name) + return 1 + return 0 \ No newline at end of file diff --git a/code/game/turfs/simulated/wall_types.dm b/code/game/turfs/simulated/wall_types.dm new file mode 100644 index 0000000000..dc9346e323 --- /dev/null +++ b/code/game/turfs/simulated/wall_types.dm @@ -0,0 +1,43 @@ +/turf/simulated/wall/r_wall + icon_state = "rgeneric" +/turf/simulated/wall/r_wall/New(var/newloc) + ..(newloc, DEFAULT_WALL_MATERIAL,"plasteel") //3strong +/turf/simulated/wall/cult + icon_state = "cult" +/turf/simulated/wall/cult/New(var/newloc) + ..(newloc,"cult","cult2") + +/turf/unsimulated/wall/cult + name = "cult wall" + desc = "Hideous images dance beneath the surface." + icon = 'icons/turf/wall_masks.dmi' + icon_state = "cult" + + +/turf/simulated/wall/iron/New(var/newloc) + ..(newloc,"iron") +/turf/simulated/wall/uranium/New(var/newloc) + ..(newloc,"uranium") +/turf/simulated/wall/diamond/New(var/newloc) + ..(newloc,"diamond") +/turf/simulated/wall/gold/New(var/newloc) + ..(newloc,"gold") +/turf/simulated/wall/silver/New(var/newloc) + ..(newloc,"silver") +/turf/simulated/wall/phoron/New(var/newloc) + ..(newloc,"phoron") +/turf/simulated/wall/sandstone/New(var/newloc) + ..(newloc,"sandstone") + +/turf/simulated/wall/ironphoron/New(var/newloc) + ..(newloc,"iron","phoron") +/turf/simulated/wall/golddiamond/New(var/newloc) + ..(newloc,"gold","diamond") +/turf/simulated/wall/silvergold/New(var/newloc) + ..(newloc,"silver","gold") +/turf/simulated/wall/sandstonediamond/New(var/newloc) + ..(newloc,"sandstone","diamond") + + +/turf/simulated/wall/cult/New(var/newloc) + ..(newloc,"cult","cult2") \ No newline at end of file diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index ef7dd74e8f..4596512fe4 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -1,29 +1,47 @@ +var/list/global/wall_cache = list() + /turf/simulated/wall name = "wall" desc = "A huge chunk of metal used to seperate rooms." - icon = 'icons/turf/walls.dmi' - var/mineral = "metal" - var/rotting = 0 - - var/damage = 0 - var/damage_cap = 150 //Wall will break down to girders if damage reaches this point - - var/damage_overlay - var/global/damage_overlays[8] - - var/max_temperature = 1800 //K, walls will take damage if they're next to a fire hotter than this - + icon = 'icons/turf/wall_masks.dmi' + icon_state = "generic" opacity = 1 density = 1 blocks_air = 1 - thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall - var/walltype = "metal" + var/damage = 0 + var/damage_overlay + var/global/damage_overlays[8] + var/active + var/last_event + var/can_open = 0 + var/material/material + var/material/reinf_material + var/last_state + var/construction_stage + +/turf/simulated/wall/New(var/newloc, var/materialtype, var/rmaterialtype) + ..(newloc) + icon_state = "blank" + if(!name_to_material) + populate_material_list() + if(!materialtype) + materialtype = DEFAULT_WALL_MATERIAL + material = name_to_material[materialtype] + if(!isnull(rmaterialtype)) + reinf_material = name_to_material[rmaterialtype] + update_material() /turf/simulated/wall/bullet_act(var/obj/item/projectile/Proj) + radiate() + if(istype(Proj,/obj/item/projectile/beam)) + ignite(2500) + else if(istype(Proj,/obj/item/projectile/ion)) + ignite(500) + // Tasers and stuff? No thanks. Also no clone or tox damage crap. if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) return @@ -45,25 +63,29 @@ take_damage(tforce) -/turf/simulated/wall/Destroy() - for(var/obj/effect/E in src) if(E.name == "Wallrot") qdel(E) - ..() +/turf/simulated/wall/proc/clear_plants() + for(var/obj/effect/overlay/wallrot/WR in src) + qdel(WR) + for(var/obj/effect/plant/plant in range(src, 1)) + if(!plant.floor) //shrooms drop to the floor + plant.floor = 1 + plant.update_icon() + plant.pixel_x = 0 + plant.pixel_y = 0 + plant.update_neighbors() /turf/simulated/wall/ChangeTurf(var/newtype) - for(var/obj/effect/E in src) if(E.name == "Wallrot") qdel(E) - for(var/obj/effect/plant/plant in range(1)) - plant.update_neighbors() + clear_plants() ..(newtype) //Appearance - /turf/simulated/wall/examine(mob/user) . = ..(user) if(!damage) user << "It looks fully intact." else - var/dam = damage / damage_cap + var/dam = damage / material.integrity if(dam <= 0.3) user << "It looks slightly damaged." else if(dam <= 0.6) @@ -71,43 +93,14 @@ else user << "It looks heavily damaged." - if(rotting) + if(locate(/obj/effect/overlay/wallrot) in src) user << "There is fungus growing on [src]." -/turf/simulated/wall/proc/update_icon() - if(!damage_overlays[1]) //list hasn't been populated - generate_overlays() - - if(!damage) - overlays.Cut() - return - - var/overlay = round(damage / damage_cap * damage_overlays.len) + 1 - if(overlay > damage_overlays.len) - overlay = damage_overlays.len - - if(damage_overlay && overlay == damage_overlay) //No need to update. - return - - overlays.Cut() - overlays += damage_overlays[overlay] - damage_overlay = overlay - - return - -/turf/simulated/wall/proc/generate_overlays() - var/alpha_inc = 256 / damage_overlays.len - - for(var/i = 1; i <= damage_overlays.len; i++) - var/image/img = image(icon = 'icons/turf/walls.dmi', icon_state = "overlay_damage") - img.blend_mode = BLEND_MULTIPLY - img.alpha = (i * alpha_inc) - 1 - damage_overlays[i] = img - //Damage /turf/simulated/wall/melt() - if(mineral == "diamond") + + if(!can_melt()) return src.ChangeTurf(/turf/simulated/floor/plating) @@ -127,8 +120,11 @@ return /turf/simulated/wall/proc/update_damage() - var/cap = damage_cap - if(rotting) + var/cap = material.integrity + if(reinf_material) + cap += reinf_material.integrity + + if(locate(/obj/effect/overlay/wallrot) in src) cap = cap / 10 if(damage >= cap) @@ -138,52 +134,25 @@ return +/turf/simulated/wall/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :( + ignite(exposed_temperature) + /turf/simulated/wall/adjacent_fire_act(turf/simulated/floor/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume) - if(adj_temp > max_temperature) - take_damage(log(RAND_F(0.9, 1.1) * (adj_temp - max_temperature))) + ignite(adj_temp) + if(adj_temp > material.melting_point) + take_damage(log(RAND_F(0.9, 1.1) * (adj_temp - material.melting_point))) return ..() /turf/simulated/wall/proc/dismantle_wall(devastated=0, explode=0) - if(istype(src,/turf/simulated/wall/r_wall)) - if(!devastated) - playsound(src, '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, 'sound/items/Welder.ogg', 100, 1) - new /obj/effect/decal/cleanable/blood(src) - new /obj/structure/cultgirder(src) - else - new /obj/effect/decal/cleanable/blood(src) - new /obj/effect/decal/remains/human(src) + playsound(src, 'sound/items/Welder.ogg', 100, 1) + if(reinf_material) + reinf_material.place_dismantled_girder(src, reinf_material) + reinf_material.place_dismantled_product(src,devastated) else - if(!devastated) - playsound(src, 'sound/items/Welder.ogg', 100, 1) - new /obj/structure/girder(src) - if (mineral == "metal") - new /obj/item/stack/sheet/metal( src ) - new /obj/item/stack/sheet/metal( src ) - else - var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]") - new M( src ) - new M( src ) - else - if (mineral == "metal") - new /obj/item/stack/sheet/metal( src ) - new /obj/item/stack/sheet/metal( src ) - new /obj/item/stack/sheet/metal( src ) - else - var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]") - new M( src ) - new M( src ) - new /obj/item/stack/sheet/metal( src ) + material.place_dismantled_girder(src) + material.place_dismantled_product(src,devastated) for(var/obj/O in src.contents) //Eject contents! if(istype(O,/obj/structure/sign/poster)) @@ -215,24 +184,19 @@ // Wall-rot effect, a nasty fungus that destroys walls. /turf/simulated/wall/proc/rot() - if(!rotting) - rotting = 1 + if(locate(/obj/effect/overlay/wallrot) in src) + return + var/number_rots = rand(2,3) + for(var/i=0, iThe thermite starts melting through the wall." spawn(100) - if(O) qdel(O) + if(O) + qdel(O) // F.sd_LumReset() //TODO: ~Carn return /turf/simulated/wall/meteorhit(obj/M as obj) + var/rotting = (locate(/obj/effect/overlay/wallrot) in src) if (prob(15) && !rotting) dismantle_wall() else if(prob(70) && !rotting) @@ -264,232 +230,51 @@ ReplaceWithLattice() return 0 -/turf/simulated/wall - var/hulk_destroy_prob = 40 - var/hulk_take_damage = 1 - var/rotting_destroy_touch = 1 - var/rotting_touch_message = "\blue The wall crumbles under your touch." - -//Interactions -/turf/simulated/wall/attack_hand(mob/user as mob) - if (HULK in user.mutations) - if (prob(hulk_destroy_prob) || rotting) - usr << text("\blue You smash through the wall.") - usr.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) - dismantle_wall(1) - return 1 - else - usr << text("\blue You punch the wall.") - if(hulk_take_damage) - take_damage(rand(25, 75)) - return 1 - - if(rotting) - user << rotting_touch_message - if(rotting_destroy_touch) - dismantle_wall() - return 1 - - if(..()) return 1 - - user << "\blue You push the wall but nothing happens!" - playsound(src, 'sound/weapons/Genhit.ogg', 25, 1) - src.add_fingerprint(user) - return 0 - -/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker) - if(!damage || !wallbreaker) - user << "You push the wall but nothing happens." +/turf/simulated/wall/proc/radiate() + var/material/M = name_to_material[material] + if(!istype(M) || !M.radioactivity) return - if(rotting || prob(40)) - user << "You smash through the wall!" - spawn(1) dismantle_wall(1) - else - user << "You smash against the wall." - take_damage(rand(25,75)) - return 1 - -/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob) - - if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") - user << "You don't have the dexterity to do this!" - return - - //get the user's location - if( !istype(user.loc, /turf) ) return //can't do this stuff whilst inside objects and such - - if(rotting) - if(istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - user << "You burn away the fungi with \the [WT]." - playsound(src, 'sound/items/Welder.ogg', 10, 1) - for(var/obj/effect/E in src) if(E.name == "Wallrot") - qdel(E) - rotting = 0 - return - else if(!is_sharp(W) && W.force >= 10 || W.force >= 20) - user << "\The [src] crumbles away under the force of your [W.name]." - src.dismantle_wall(1) + if(!active) + if(world.time > last_event+15) + active = 1 + for(var/mob/living/L in range(3,src)) + L.apply_effect(M.radioactivity,IRRADIATE,0) + for(var/turf/simulated/wall/T in range(3,src)) + T.radiate() + last_event = world.time + active = null return - - //THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects - if( thermite ) - if( istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - thermitemelt(user) - return - - else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) - thermitemelt(user) - return - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/obj/item/weapon/melee/energy/blade/EB = W - - EB.spark_system.start() - user << "You slash \the [src] with \the [EB]; the thermite ignites!" - playsound(src, "sparks", 50, 1) - playsound(src, 'sound/weapons/blade1.ogg', 50, 1) - - thermitemelt(user) - return - - var/turf/T = user.loc //get user's location for delay checks - - //DECONSTRUCTION - if( istype(W, /obj/item/weapon/weldingtool) ) - - var/response = "Dismantle" - if(damage) - response = alert(user, "Would you like to repair or dismantle [src]?", "[src]", "Repair", "Dismantle") - - var/obj/item/weapon/weldingtool/WT = W - - if(WT.remove_fuel(0,user)) - if(response == "Repair") - user << "You start repairing the damage to [src]." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - if(do_after(user, max(5, damage / 5)) && WT && WT.isOn()) - user << "You finish repairing the damage to [src]." - take_damage(-damage) - - else if(response == "Dismantle") - user << "You begin slicing through the outer plating." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - if(!do_after(user,100)) - return - if(WT.isOn()) - user << "You remove the outer plating." - dismantle_wall() - for(var/mob/O in viewers(user, 5)) - O.show_message("The wall was sliced apart by [user]!", 1, "You hear metal being sliced apart.", 2) - return - return - else - user << "You need more welding fuel to complete this task." - return - - else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) - - user << "You begin slicing through the outer plating." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - - var/delay = 60 - if(mineral == "diamond") - delay += 60 - - if(!do_after(user,delay)) - return - - user << "You remove the outer plating." - dismantle_wall() - for(var/mob/O in viewers(user, 5)) - O.show_message("The wall was sliced apart by [user]!", 1, "You hear metal being sliced apart.", 2) - return - - //DRILLING - else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - - user << "You begin to drill though the wall." - - var/delay = 60 - if(mineral == "diamond") - delay += 60 - - if(!do_after(user,delay)) - return - - user << "Your drill tears though the last of the reinforced plating." - dismantle_wall() - for(var/mob/O in viewers(user, 5)) - O.show_message("The wall was drilled through by [user]!", 1, "You hear the grinding of metal.", 2) - return - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/obj/item/weapon/melee/energy/blade/EB = W - - EB.spark_system.start() - user << "You stab \the [EB] into the wall and begin to slice it apart." - playsound(src, "sparks", 50, 1) - - sleep(70) - if(mineral == "diamond") - sleep(70) - if( !istype(src, /turf/simulated/wall) || !user || !EB || !T ) return - - if( user.loc == T && user.get_active_hand() == W ) - EB.spark_system.start() - playsound(src, "sparks", 50, 1) - playsound(src, 'sound/weapons/blade1.ogg', 50, 1) - dismantle_wall(1) - for(var/mob/O in viewers(user, 5)) - O.show_message("The wall was sliced apart by [user]!", 1, "You hear metal being sliced apart and sparks flying.", 2) - return - - else if(istype(W,/obj/item/apc_frame)) - var/obj/item/apc_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/alarm_frame)) - var/obj/item/alarm_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/firealarm_frame)) - var/obj/item/firealarm_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/light_fixture_frame)) - var/obj/item/light_fixture_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/light_fixture_frame/small)) - var/obj/item/light_fixture_frame/small/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/rust_fuel_compressor_frame)) - var/obj/item/rust_fuel_compressor_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/rust_fuel_assembly_port_frame)) - var/obj/item/rust_fuel_assembly_port_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/weapon/rcd)) //I bitterly resent having to write this. ~Z - return - - else if(istype(W, /obj/item/weapon/reagent_containers)) - return // They tend to have meaningful afterattack - let them apply it without destroying a rotting wall - - else - return attack_hand(user) return + +/turf/simulated/wall/proc/burn(temperature) + spawn(2) + new /obj/structure/girder(src) + src.ChangeTurf(/turf/simulated/floor) + for(var/turf/simulated/floor/target_tile in range(0,src)) + if(material == "phoron") //ergh + target_tile.assume_gas("phoron", 20, 400+T0C) + spawn (0) target_tile.hotspot_expose(temperature, 400) + for(var/turf/simulated/wall/W in range(3,src)) + W.ignite((temperature/4)) + for(var/obj/machinery/door/airlock/phoron/D in range(3,src)) + D.ignite(temperature/4) + +/turf/simulated/wall/proc/ignite(var/exposed_temperature) + + var/material/M = name_to_material[material] + if(!istype(M) || !isnull(M.ignition_point)) + return + if(exposed_temperature > M.ignition_point)//If the temperature of the object is over 300, then ignite + burn(exposed_temperature) + return + ..() + +/turf/simulated/wall/Bumped(AM as mob|obj) + radiate() + ..() + +/turf/simulated/wall/Destroy() + clear_plants() + check_relatives() + ..() \ No newline at end of file diff --git a/code/game/turfs/simulated/walls_mineral.dm b/code/game/turfs/simulated/walls_mineral.dm deleted file mode 100644 index 335d701656..0000000000 --- a/code/game/turfs/simulated/walls_mineral.dm +++ /dev/null @@ -1,130 +0,0 @@ -/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/) - qdel(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() -*/ diff --git a/code/game/turfs/simulated/walls_misc.dm b/code/game/turfs/simulated/walls_misc.dm deleted file mode 100644 index fdc5d92995..0000000000 --- a/code/game/turfs/simulated/walls_misc.dm +++ /dev/null @@ -1,8 +0,0 @@ -/turf/simulated/wall/cult - name = "wall" - desc = "The patterns engraved on the wall seem to shift as you try to focus on them. You feel sick" - icon_state = "cult" - walltype = "cult" - -/turf/unsimulated/wall/cult/cultify() - return diff --git a/code/game/turfs/simulated/walls_reinforced.dm b/code/game/turfs/simulated/walls_reinforced.dm deleted file mode 100644 index 0ddf0c34e7..0000000000 --- a/code/game/turfs/simulated/walls_reinforced.dm +++ /dev/null @@ -1,307 +0,0 @@ -/turf/simulated/wall/r_wall - name = "reinforced wall" - desc = "A huge chunk of reinforced metal used to seperate rooms." - icon_state = "r_wall" - opacity = 1 - density = 1 - - damage_cap = 800 - max_temperature = 6000 - - walltype = "rwall" - - var/d_state = 0 - -/turf/simulated/wall/r_wall - hulk_destroy_prob = 10 - hulk_take_damage = 0 - rotting_destroy_touch = 0 - rotting_touch_message = "\blue This wall feels rather unstable." - -/turf/simulated/wall/r_wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker) - if(!rotting && wallbreaker < 2) - user << "You push the wall but nothing happens." - return - - return ..() - -/turf/simulated/wall/r_wall/attackby(obj/item/W as obj, mob/user as mob) - - if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") - user << "You don't have the dexterity to do this!" - return - - //get the user's location - if( !istype(user.loc, /turf) ) return //can't do this stuff whilst inside objects and such - - if(rotting) - if(istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - user << "You burn away the fungi with \the [WT]." - playsound(src, 'sound/items/Welder.ogg', 10, 1) - for(var/obj/effect/E in src) if(E.name == "Wallrot") - qdel(E) - rotting = 0 - return - else if(!is_sharp(W) && W.force >= 10 || W.force >= 20) - user << "\The [src] crumbles away under the force of your [W.name]." - src.dismantle_wall() - return - - //THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects - if( thermite ) - if( istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - thermitemelt(user) - return - - else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) - thermitemelt(user) - return - - else if( istype(W, /obj/item/weapon/melee/energy/blade) ) - var/obj/item/weapon/melee/energy/blade/EB = W - - EB.spark_system.start() - user << "You slash \the [src] with \the [EB]; the thermite ignites!" - playsound(src, "sparks", 50, 1) - playsound(src, 'sound/weapons/blade1.ogg', 50, 1) - - thermitemelt(user) - return - - else if(istype(W, /obj/item/weapon/melee/energy/blade)) - user << "This wall is too thick to slice through. You will need to find a different path." - return - - if(damage && istype(W, /obj/item/weapon/weldingtool)) - var/obj/item/weapon/weldingtool/WT = W - if(WT.remove_fuel(0,user)) - user << "You start repairing the damage to [src]." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - if(do_after(user, max(5, damage / 5)) && WT && WT.isOn()) - user << "You finish repairing the damage to [src]." - take_damage(-damage) - return - else - user << "You need more welding fuel to complete this task." - return - - var/turf/T = user.loc //get user's location for delay checks - - //DECONSTRUCTION - switch(d_state) - if(0) - if (istype(W, /obj/item/weapon/wirecutters)) - playsound(src, 'sound/items/Wirecutter.ogg', 100, 1) - src.d_state = 1 - src.icon_state = "r_wall-1" - PoolOrNew(/obj/item/stack/rods, src) - user << "You cut the outer grille." - return - - if(1) - if (istype(W, /obj/item/weapon/screwdriver)) - user << "You begin removing the support lines." - playsound(src, 'sound/items/Screwdriver.ogg', 100, 1) - - sleep(40) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( d_state == 1 && user.loc == T && user.get_active_hand() == W ) - src.d_state = 2 - src.icon_state = "r_wall-2" - user << "You remove the support lines." - return - - //REPAIRING (replacing the outer grille for cosmetic damage) - else if( istype(W, /obj/item/stack/rods) ) - var/obj/item/stack/O = W - src.d_state = 0 - src.icon_state = "r_wall" - relativewall_neighbours() //call smoothwall stuff - user << "You replace the outer grille." - if (O.amount > 1) - O.amount-- - else - qdel(O) - return - - if(2) - if( istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - - user << "You begin slicing through the metal cover." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - - sleep(60) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return - - if( d_state == 2 && user.loc == T && user.get_active_hand() == WT ) - src.d_state = 3 - src.icon_state = "r_wall-3" - user << "You press firmly on the cover, dislodging it." - else - user << "You need more welding fuel to complete this task." - return - - if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) - - user << "You begin slicing through the metal cover." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - - sleep(40) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( d_state == 2 && user.loc == T && user.get_active_hand() == W ) - src.d_state = 3 - src.icon_state = "r_wall-3" - user << "You press firmly on the cover, dislodging it." - return - - if(3) - if (istype(W, /obj/item/weapon/crowbar)) - - user << "You struggle to pry off the cover." - playsound(src, 'sound/items/Crowbar.ogg', 100, 1) - - sleep(100) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( d_state == 3 && user.loc == T && user.get_active_hand() == W ) - src.d_state = 4 - src.icon_state = "r_wall-4" - user << "You pry off the cover." - return - - if(4) - if (istype(W, /obj/item/weapon/wrench)) - - user << "You start loosening the anchoring bolts which secure the support rods to their frame." - playsound(src, 'sound/items/Ratchet.ogg', 100, 1) - - sleep(40) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( d_state == 4 && user.loc == T && user.get_active_hand() == W ) - src.d_state = 5 - src.icon_state = "r_wall-5" - user << "You remove the bolts anchoring the support rods." - return - - if(5) - if( istype(W, /obj/item/weapon/weldingtool) ) - var/obj/item/weapon/weldingtool/WT = W - if( WT.remove_fuel(0,user) ) - - user << "You begin slicing through the support rods." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - - sleep(100) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !WT || !WT.isOn() || !T ) return - - if( d_state == 5 && user.loc == T && user.get_active_hand() == WT ) - src.d_state = 6 - src.icon_state = "r_wall-6" - PoolOrNew(/obj/item/stack/rods, src) - user << "The support rods drop out as you cut them loose from the frame." - else - user << "You need more welding fuel to complete this task." - return - - if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) ) - - user << "You begin slicing through the support rods." - playsound(src, 'sound/items/Welder.ogg', 100, 1) - - sleep(70) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( d_state == 5 && user.loc == T && user.get_active_hand() == W ) - src.d_state = 6 - src.icon_state = "r_wall-6" - PoolOrNew(/obj/item/stack/rods, src) - user << "The support rods drop out as you cut them loose from the frame." - return - - if(6) - if( istype(W, /obj/item/weapon/crowbar) ) - - user << "You struggle to pry off the outer sheath." - playsound(src, 'sound/items/Crowbar.ogg', 100, 1) - - sleep(100) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( user.loc == T && user.get_active_hand() == W ) - user << "You pry off the outer sheath." - dismantle_wall() - return - -//vv OK, we weren't performing a valid deconstruction step or igniting thermite,let's check the other possibilities vv - - //DRILLING - if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) - - user << "You begin to drill though the wall." - - sleep(200) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !W || !T ) return - - if( user.loc == T && user.get_active_hand() == W ) - user << "Your drill tears though the last of the reinforced plating." - dismantle_wall() - - //REPAIRING - else if( istype(W, /obj/item/stack/sheet/metal) && d_state ) - var/obj/item/stack/sheet/metal/MS = W - - user << "You begin patching-up the wall with \a [MS]." - - sleep( max(20*d_state,100) ) //time taken to repair is proportional to the damage! (max 10 seconds) - if( !istype(src, /turf/simulated/wall/r_wall) || !user || !MS || !T ) return - - if( user.loc == T && user.get_active_hand() == MS && d_state ) - src.d_state = 0 - src.icon_state = "r_wall" - relativewall_neighbours() //call smoothwall stuff - user << "You repair the last of the damage." - if (MS.amount > 1) - MS.amount-- - else - qdel(MS) - - //APC - 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/alarm_frame) ) - var/obj/item/alarm_frame/AH = W - AH.try_build(src) - - else if(istype(W,/obj/item/firealarm_frame)) - var/obj/item/firealarm_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/light_fixture_frame)) - var/obj/item/light_fixture_frame/AH = W - AH.try_build(src) - return - - else if(istype(W,/obj/item/light_fixture_frame/small)) - var/obj/item/light_fixture_frame/small/AH = W - AH.try_build(src) - return - - else if(istype(W, /obj/item/weapon/reagent_containers)) - return // They tend to have meaningful afterattack - let them apply it without destroying a rotting wall - - //Finally, CHECKING FOR FALSE WALLS if it isn't damaged - else if(!d_state) - return attack_hand(user) - return \ No newline at end of file diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index 05fc4cd2db..7af228b49c 100644 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -237,10 +237,7 @@ if(S.zone) S.zone.rebuild() if(ispath(N, /turf/simulated/floor)) - var/turf/simulated/W = new N( locate(src.x, src.y, src.z) ) - //W.Assimilate_Air() - if(old_fire) fire = old_fire diff --git a/code/modules/assembly/assembly.dm b/code/modules/assembly/assembly.dm index ca4717307a..e73856b85f 100644 --- a/code/modules/assembly/assembly.dm +++ b/code/modules/assembly/assembly.dm @@ -5,7 +5,7 @@ icon_state = "" flags = CONDUCT w_class = 2.0 - matter = list("metal" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 100) throwforce = 2 throw_speed = 3 throw_range = 10 diff --git a/code/modules/assembly/igniter.dm b/code/modules/assembly/igniter.dm index ece2f08219..d44f45fa97 100644 --- a/code/modules/assembly/igniter.dm +++ b/code/modules/assembly/igniter.dm @@ -2,7 +2,7 @@ name = "igniter" desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" - matter = list("metal" = 500, "glass" = 50, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10) origin_tech = "magnets=1" secured = 1 diff --git a/code/modules/assembly/infrared.dm b/code/modules/assembly/infrared.dm index 3f3c4f4dbd..d163a9d29f 100644 --- a/code/modules/assembly/infrared.dm +++ b/code/modules/assembly/infrared.dm @@ -4,7 +4,7 @@ name = "infrared emitter" desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted." icon_state = "infrared" - matter = list("metal" = 1000, "glass" = 500, "waste" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100) origin_tech = "magnets=2" wires = WIRE_PULSE diff --git a/code/modules/assembly/mousetrap.dm b/code/modules/assembly/mousetrap.dm index 676ee17cd1..a2cbe632c7 100644 --- a/code/modules/assembly/mousetrap.dm +++ b/code/modules/assembly/mousetrap.dm @@ -2,7 +2,7 @@ name = "mousetrap" desc = "A handy little spring-loaded trap for catching pesty rodents." icon_state = "mousetrap" - matter = list("metal" = 100, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10) origin_tech = "combat=1" var/armed = 0 diff --git a/code/modules/assembly/proximity.dm b/code/modules/assembly/proximity.dm index 06923f8458..39bf3f2fcc 100644 --- a/code/modules/assembly/proximity.dm +++ b/code/modules/assembly/proximity.dm @@ -2,7 +2,7 @@ name = "proximity sensor" desc = "Used for scanning and alerting when someone enters a certain proximity." icon_state = "prox" - matter = list("metal" = 800, "glass" = 200, "waste" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50) origin_tech = "magnets=1" wires = WIRE_PULSE diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 271b63e6d5..4d93ad26ee 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -3,7 +3,7 @@ desc = "Used to remotely activate devices." icon_state = "signaller" item_state = "signaler" - matter = list("metal" = 1000, "glass" = 200, "waste" = 100) + matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100) origin_tech = "magnets=1" wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE diff --git a/code/modules/assembly/timer.dm b/code/modules/assembly/timer.dm index 326d36195f..d4fb73a764 100644 --- a/code/modules/assembly/timer.dm +++ b/code/modules/assembly/timer.dm @@ -2,7 +2,7 @@ name = "timer" desc = "Used to time things. Works well with contraptions which has to count down. Tick tock." icon_state = "timer" - matter = list("metal" = 500, "glass" = 50, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10) origin_tech = "magnets=1" wires = WIRE_PULSE diff --git a/code/modules/assembly/voice.dm b/code/modules/assembly/voice.dm index b9c3eb88de..ca33f9d106 100644 --- a/code/modules/assembly/voice.dm +++ b/code/modules/assembly/voice.dm @@ -2,7 +2,7 @@ name = "voice analyzer" desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated." icon_state = "voice" - matter = list("metal" = 500, "glass" = 50, "waste" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10) origin_tech = "magnets=1" var/listening = 0 var/recorded //the activation message diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 47308280bb..1a0052d316 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -17,7 +17,7 @@ icon_state = "welding" flags = HEADCOVERSEYES | HEADCOVERSMOUTH item_state = "welding" - matter = list("metal" = 3000, "glass" = 1000) + matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000) var/up = 0 armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) diff --git a/code/modules/clothing/spacesuits/rig/modules/modules.dm b/code/modules/clothing/spacesuits/rig/modules/modules.dm index ac9a80b07a..3eaf324709 100644 --- a/code/modules/clothing/spacesuits/rig/modules/modules.dm +++ b/code/modules/clothing/spacesuits/rig/modules/modules.dm @@ -13,7 +13,7 @@ desc = "It looks pretty sciency." icon = 'icons/obj/rig_modules.dmi' icon_state = "module" - matter = list("metal" = 20000, "plastic" = 30000, "glass" = 5000) + matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000) var/damage = 0 var/obj/item/weapon/rig/holder diff --git a/code/modules/hydroponics/trays/tray_reagents.dm b/code/modules/hydroponics/trays/tray_reagents.dm index 3dad0adc45..8dac48ca8a 100644 --- a/code/modules/hydroponics/trays/tray_reagents.dm +++ b/code/modules/hydroponics/trays/tray_reagents.dm @@ -58,7 +58,7 @@ force = 5.0 throwforce = 7.0 w_class = 2.0 - matter = list("metal" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50) attack_verb = list("slashed", "sliced", "cut", "clawed") diff --git a/code/modules/hydroponics/trays/tray_tools.dm b/code/modules/hydroponics/trays/tray_tools.dm index 3b42ee3854..934cc119fc 100644 --- a/code/modules/hydroponics/trays/tray_tools.dm +++ b/code/modules/hydroponics/trays/tray_tools.dm @@ -215,7 +215,7 @@ force = 5.0 throwforce = 7.0 w_class = 2.0 - matter = list("metal" = 50) + matter = list(DEFAULT_WALL_MATERIAL = 50) attack_verb = list("slashed", "sliced", "cut", "clawed") //Hatchets and things to kill kudzu @@ -232,7 +232,7 @@ throw_range = 4 sharp = 1 edge = 1 - matter = list("metal" = 15000) + matter = list(DEFAULT_WALL_MATERIAL = 15000) origin_tech = "materials=2;combat=1" attack_verb = list("chopped", "torn", "cut") @@ -277,4 +277,4 @@ for(var/obj/effect/plant/B in orange(A,1)) if(prob(80)) B.die_off(1) - qdel(A) \ No newline at end of file + qdel(A) diff --git a/code/modules/materials/materials.dm b/code/modules/materials/materials.dm new file mode 100644 index 0000000000..04e8d485ba --- /dev/null +++ b/code/modules/materials/materials.dm @@ -0,0 +1,170 @@ +var/list/name_to_material + +/proc/populate_material_list() + name_to_material = list() + for(var/type in typesof(/material) - /material) + var/material/new_mineral = new type + if(!new_mineral.name) + continue + name_to_material[lowertext(new_mineral.name)] = new_mineral + return 1 + +/* + Valid sprite masks: + stone + metal + solid + cult +*/ + +/material + var/name // Tag for use in overlay generation/list population . + var/display_name + var/icon_base = "metal" + var/icon_colour + var/icon_reinf = "reinf_metal" + var/stack_type + var/unmeltable + var/cut_delay = 0 + var/radioactivity + var/ignition_point + var/melting_point = 1800 // K, walls will take damage if they're next to a fire hotter than this + var/integrity = 150 // Damage before wall falls apart, essentially. + var/hardness = 60 // Used to determine if a hulk can punch through this wall. + var/rotting_touch_message = "crumbles under your touch" + var/opacity = 1 + var/explosion_resistance = 5 + +/material/New() + ..() + if(!display_name) + display_name = name + +/material/proc/place_dismantled_girder(var/turf/target, var/material/reinf_material) + var/obj/structure/girder/G = new(target) + if(reinf_material) + G.reinf_material = reinf_material + G.reinforce_girder() + +/material/proc/place_dismantled_product(var/turf/target,var/is_devastated) + for(var/x=1;x<(is_devastated?2:3);x++) + place_sheet(target) + +/material/proc/place_sheet(var/turf/target) + if(stack_type) + new stack_type(target) + +/material/uranium + name = "uranium" + stack_type = /obj/item/stack/sheet/mineral/uranium + radioactivity = 12 + icon_base = "stone" + icon_reinf = "reinf_stone" + icon_colour = "#007A00" + +/material/diamond + name = "diamond" + stack_type = /obj/item/stack/sheet/mineral/diamond + unmeltable = 1 + cut_delay = 60 + icon_colour = "#00FFE1" + opacity = 0.4 + +/material/gold + name = "gold" + stack_type = /obj/item/stack/sheet/mineral/gold + icon_colour = "#EDD12F" + +/material/silver + name = "silver" + stack_type = /obj/item/stack/sheet/mineral/silver + icon_colour = "#D1E6E3" + +/material/phoron + name = "phoron" + stack_type = /obj/item/stack/sheet/mineral/phoron + ignition_point = 300 + icon_base = "stone" + icon_colour = "#FC2BC5" + +/material/sandstone + name = "sandstone" + stack_type = /obj/item/stack/sheet/mineral/sandstone + icon_base = "stone" + icon_reinf = "reinf_stone" + icon_colour = "#D9C179" + +/material/steel + name = DEFAULT_WALL_MATERIAL + stack_type = /obj/item/stack/sheet/metal + icon_base = "solid" + icon_reinf = "reinf_over" + icon_colour = "#666666" + +/material/plasteel + name = "plasteel" + stack_type = /obj/item/stack/sheet/plasteel + integrity = 800 + melting_point = 6000 + icon_base = "solid" + icon_reinf = "reinf_over" + icon_colour = "#777777" + explosion_resistance = 25 + +/material/glass + name = "glass" + stack_type = /obj/item/stack/sheet/glass + icon_colour = "#00E1FF" + opacity = 0.3 + +/material/plastic + name = "plastic" + stack_type = /obj/item/stack/sheet/mineral/plastic + icon_base = "solid" + icon_reinf = "reinf_over" + icon_colour = "#CCCCCC" + +/material/osmium + name = "osmium" + stack_type = /obj/item/stack/sheet/mineral/osmium + icon_colour = "#9999FF" + +/material/tritium + name = "tritium" + stack_type = /obj/item/stack/sheet/mineral/tritium + icon_colour = "#777777" + +/material/mhydrogen + name = "mhydrogen" + stack_type = /obj/item/stack/sheet/mineral/mhydrogen + icon_colour = "#E6C5DE" + +/material/platinum + name = "platinum" + stack_type = /obj/item/stack/sheet/mineral/platinum + icon_colour = "#9999FF" + +/material/iron + name = "iron" + stack_type = /obj/item/stack/sheet/mineral/iron + icon_colour = "#5C5454" + +/material/cult + name = "cult" + display_name = "disturbing stone" + icon_base = "cult" + icon_colour = "#402821" + icon_reinf = "reinf_cult" + +/material/cult/place_dismantled_girder(var/turf/target) + new /obj/structure/girder/cult(target) + +/material/cult/place_dismantled_product(var/turf/target) + new /obj/effect/decal/cleanable/blood(target) + +/material/cult/reinf + name = "cult2" + display_name = "human remains" + +/material/cult/reinf/place_dismantled_product(var/turf/target) + new /obj/effect/decal/remains/human(target) diff --git a/code/modules/mining/alloys.dm b/code/modules/mining/alloys.dm index ce29725d87..6495d706b4 100644 --- a/code/modules/mining/alloys.dm +++ b/code/modules/mining/alloys.dm @@ -19,7 +19,7 @@ product = /obj/item/stack/sheet/plasteel /datum/alloy/steel - metaltag = "steel" + metaltag = DEFAULT_WALL_MATERIAL requires = list( "coal" = 1, "hematite" = 1 diff --git a/code/modules/mining/drilling/scanner.dm b/code/modules/mining/drilling/scanner.dm index 510172d795..6903256d92 100644 --- a/code/modules/mining/drilling/scanner.dm +++ b/code/modules/mining/drilling/scanner.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/device.dmi' icon_state = "forensic0-old" //GET A BETTER SPRITE. item_state = "electronic" - matter = list("metal" = 150) + matter = list(DEFAULT_WALL_MATERIAL = 150) origin_tech = "magnets=1;engineering=1" /obj/item/weapon/mining_scanner/attack_self(mob/user as mob) diff --git a/code/modules/mining/machine_processing.dm b/code/modules/mining/machine_processing.dm index 234f1f9ecc..649dee1e1e 100644 --- a/code/modules/mining/machine_processing.dm +++ b/code/modules/mining/machine_processing.dm @@ -42,8 +42,9 @@ for(var/ore in machine.ores_processing) if(!machine.ores_stored[ore] && !show_all_ores) continue - - dat += "[capitalize(ore)][machine.ores_stored[ore]] 0 && ores_processing[metal] != 0) - var/datum/ore/O = ore_data[metal] + var/ore/O = ore_data[metal] if(!O) continue @@ -206,24 +209,28 @@ var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets) if(can_make%2>0) can_make-- - if(!can_make || ores_stored[metal] < 1) + var/material/M = name_to_material[O.compresses_to] + + if(!istype(M) || !can_make || ores_stored[metal] < 1) continue for(var/i=0,iChoose") dat += text("
Iron inserted: [amt_iron] ") - if (chosen == "metal") + if (chosen == DEFAULT_WALL_MATERIAL) dat += text("chosen") else dat += text("Choose") @@ -133,7 +133,7 @@ icon_state = "coinpress1" var/obj/item/weapon/moneybag/M switch(chosen) - if("metal") + if(DEFAULT_WALL_MATERIAL) while(amt_iron > 0 && coinsToProduce > 0) if (locate(/obj/item/weapon/moneybag,output.loc)) M = locate(/obj/item/weapon/moneybag,output.loc) diff --git a/code/modules/mining/ore.dm b/code/modules/mining/ore.dm index 30385d49a5..a46b263152 100644 --- a/code/modules/mining/ore.dm +++ b/code/modules/mining/ore.dm @@ -4,71 +4,71 @@ icon_state = "ore2" w_class = 2 var/datum/geosample/geologic_data - var/oretag + var/material /obj/item/weapon/ore/uranium name = "pitchblende" - icon_state = "Uranium ore" + icon_state = "ore_uranium" origin_tech = "materials=5" - oretag = "uranium" + material = "uranium" /obj/item/weapon/ore/iron name = "hematite" - icon_state = "Iron ore" + icon_state = "ore_iron" origin_tech = "materials=1" - oretag = "hematite" + material = "hematite" /obj/item/weapon/ore/coal - name = "carbonaceous rock" - icon_state = "Coal ore" + name = "raw carbon" + icon_state = "ore_coal" origin_tech = "materials=1" - oretag = "coal" + material = "carbon" /obj/item/weapon/ore/glass name = "impure silicates" - icon_state = "Glass ore" + icon_state = "ore_glass" origin_tech = "materials=1" - oretag = "sand" + material = "sand" /obj/item/weapon/ore/phoron name = "phoron crystals" - icon_state = "Phoron ore" + icon_state = "ore_phoron" origin_tech = "materials=2" - oretag = "phoron" + material = "phoron" /obj/item/weapon/ore/silver name = "native silver ore" - icon_state = "Silver ore" + icon_state = "ore_silver" origin_tech = "materials=3" - oretag = "silver" + material = "silver" /obj/item/weapon/ore/gold name = "native gold ore" - icon_state = "Gold ore" + icon_state = "ore_gold" origin_tech = "materials=4" - oretag = "gold" + material = "gold" /obj/item/weapon/ore/diamond name = "diamonds" - icon_state = "Diamond ore" + icon_state = "ore_diamond" origin_tech = "materials=6" - oretag = "diamond" + material = "diamond" /obj/item/weapon/ore/osmium name = "raw platinum" - icon_state = "Platinum ore" - oretag = "platinum" + icon_state = "ore_platinum" + material = "platinum" /obj/item/weapon/ore/hydrogen name = "raw hydrogen" - icon_state = "Phazon" - oretag = "hydrogen" + icon_state = "ore_hydrogen" + material = "mhydrogen" /obj/item/weapon/ore/slag name = "Slag" - desc = "Completely useless" + desc = "Someone screwed up..." icon_state = "slag" - oretag = "slag" + material = null /obj/item/weapon/ore/New() pixel_x = rand(0,16)-8 diff --git a/code/modules/mining/ore_datum.dm b/code/modules/mining/ore_datum.dm index b3689d3abb..32f03c072f 100644 --- a/code/modules/mining/ore_datum.dm +++ b/code/modules/mining/ore_datum.dm @@ -1,52 +1,133 @@ -/datum/ore - var/oretag +var/global/list/ore_data = list() + +/ore + var/name + var/display_name var/alloy var/smelts_to var/compresses_to + var/result_amount // How much ore? + var/spread = 1 // Does this type of deposit spread? + var/spread_chance // Chance of spreading in any direction + var/ore // Path to the ore produced when tile is mined. + var/scan_icon // Overlay for ore scanners. + // Xenoarch stuff. No idea what it's for, just refactored it to be less awful. + var/list/xarch_ages = list( + "thousand" = 999, + "million" = 999 + ) + var/xarch_source_mineral = "iron" -/datum/ore/uranium - smelts_to = /obj/item/stack/sheet/mineral/uranium - oretag = "uranium" +/ore/New() + . = ..() + if(!display_name) + display_name = name -/datum/ore/iron - smelts_to = /obj/item/stack/sheet/mineral/iron +/ore/uranium + name = "uranium" + display_name = "pitchblende" + smelts_to = "uranium" + result_amount = 5 + spread_chance = 10 + ore = /obj/item/weapon/ore/uranium + scan_icon = "mineral_uncommon" + xarch_ages = list( + "thousand" = 999, + "million" = 704 + ) + xarch_source_mineral = "potassium" + +/ore/hematite + name = "hematite" + display_name = "hematite" + smelts_to = "iron" alloy = 1 - oretag = "hematite" + result_amount = 5 + spread_chance = 25 + ore = /obj/item/weapon/ore/iron + scan_icon = "mineral_common" -/datum/ore/coal - smelts_to = /obj/item/stack/sheet/mineral/plastic +/ore/coal + name = "carbon" + display_name = "raw carbon" + smelts_to = "plastic" alloy = 1 - oretag = "coal" + result_amount = 5 + spread_chance = 25 + ore = /obj/item/weapon/ore/coal + scan_icon = "mineral_common" -/datum/ore/glass - smelts_to = /obj/item/stack/sheet/glass - compresses_to = /obj/item/stack/sheet/mineral/sandstone - oretag = "sand" +/ore/glass + name = "sand" + display_name = "impure silicates" + smelts_to = "glass" + compresses_to = "sandstone" -/datum/ore/phoron +/ore/phoron + name = "phoron" + display_name = "phoron crystals" + compresses_to = "phoron" //smelts_to = something that explodes violently on the conveyor, huhuhuhu - compresses_to = /obj/item/stack/sheet/mineral/phoron - oretag = "phoron" + result_amount = 5 + spread_chance = 25 + ore = /obj/item/weapon/ore/phoron + scan_icon = "mineral_uncommon" + xarch_ages = list( + "thousand" = 999, + "million" = 999, + "billion" = 13, + "billion_lower" = 10 + ) + xarch_source_mineral = "phoron" -/datum/ore/silver - smelts_to = /obj/item/stack/sheet/mineral/silver - oretag = "silver" +/ore/silver + name = "silver" + display_name = "native silver" + smelts_to = "silver" + result_amount = 5 + spread_chance = 10 + ore = /obj/item/weapon/ore/silver + scan_icon = "mineral_uncommon" -/datum/ore/gold - smelts_to = /obj/item/stack/sheet/mineral/gold - oretag = "gold" +/ore/gold + smelts_to = "gold" + name = "gold" + display_name = "native gold" + result_amount = 5 + spread_chance = 10 + ore = /obj/item/weapon/ore/gold + scan_icon = "mineral_uncommon" + xarch_ages = list( + "thousand" = 999, + "million" = 999, + "billion" = 4, + "billion_lower" = 3 + ) -/datum/ore/diamond - compresses_to = /obj/item/stack/sheet/mineral/diamond - oretag = "diamond" +/ore/diamond + name = "diamond" + display_name = "diamond" + compresses_to = "diamond" + result_amount = 5 + spread_chance = 10 + ore = /obj/item/weapon/ore/diamond + scan_icon = "mineral_rare" + xarch_source_mineral = "nitrogen" -/datum/ore/osmium - smelts_to = /obj/item/stack/sheet/mineral/platinum - compresses_to = /obj/item/stack/sheet/mineral/osmium +/ore/platinum + name = "platinum" + display_name = "raw platinum" + smelts_to = "platinum" + compresses_to = "osmium" alloy = 1 - oretag = "platinum" + result_amount = 5 + spread_chance = 10 + ore = /obj/item/weapon/ore/osmium + scan_icon = "mineral_rare" -/datum/ore/hydrogen - smelts_to = /obj/item/stack/sheet/mineral/tritium - compresses_to = /obj/item/stack/sheet/mineral/mhydrogen - oretag = "hydrogen" +/ore/hydrogen + name = "mhydrogen" + display_name = "metallic hydrogen" + smelts_to = "tritium" + compresses_to = "mhydrogen" + scan_icon = "mineral_rare" \ No newline at end of file diff --git a/code/modules/mob/living/carbon/brain/MMI.dm b/code/modules/mob/living/carbon/brain/MMI.dm index c98c6304f5..4e9ef55280 100644 --- a/code/modules/mob/living/carbon/brain/MMI.dm +++ b/code/modules/mob/living/carbon/brain/MMI.dm @@ -25,7 +25,7 @@ w_class = 3 origin_tech = "biotech=3" - var/list/construction_cost = list("metal"=1000,"glass"=500) + var/list/construction_cost = list(DEFAULT_WALL_MATERIAL=1000,"glass"=500) var/construction_time = 75 //these vars are so the mecha fabricator doesn't shit itself anymore. --NEO diff --git a/code/modules/mob/living/carbon/brain/posibrain.dm b/code/modules/mob/living/carbon/brain/posibrain.dm index 4f4543b3b9..b9ff795aaa 100644 --- a/code/modules/mob/living/carbon/brain/posibrain.dm +++ b/code/modules/mob/living/carbon/brain/posibrain.dm @@ -6,7 +6,7 @@ w_class = 3 origin_tech = "engineering=4;materials=4;bluespace=2;programming=4" - construction_cost = list("metal"=500,"glass"=500,"silver"=200,"gold"=200,"phoron"=100,"diamond"=10) + construction_cost = list(DEFAULT_WALL_MATERIAL=500,"glass"=500,"silver"=200,"gold"=200,"phoron"=100,"diamond"=10) construction_time = 75 var/searching = 0 var/askDelay = 10 * 60 * 1 diff --git a/code/modules/mob/living/carbon/human/species/xenomorphs/alien_powers.dm b/code/modules/mob/living/carbon/human/species/xenomorphs/alien_powers.dm index caea1ae7a8..7bab6d074c 100644 --- a/code/modules/mob/living/carbon/human/species/xenomorphs/alien_powers.dm +++ b/code/modules/mob/living/carbon/human/species/xenomorphs/alien_powers.dm @@ -134,13 +134,20 @@ return // OBJ CHECK + var/cannot_melt if(isobj(O)) var/obj/I = O - if(I.unacidable) //So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid. - src << "You cannot dissolve this object." - return - // TURF CHECK - else if(istype(O, /turf/simulated/wall/r_wall) || istype(O, /turf/simulated/floor/engine)) + if(I.unacidable) + cannot_melt = 1 + else + if(istype(O, /turf/simulated/wall)) + var/turf/simulated/wall/W = O + if(W.material.unmeltable) + cannot_melt = 1 + else if(istype(O, /turf/simulated/floor/engine)) + cannot_melt = 1 + + if(cannot_melt) src << "You cannot dissolve this object." return diff --git a/code/modules/mob/living/carbon/resist.dm b/code/modules/mob/living/carbon/resist.dm index 95ee36b1f6..7a4c184ca7 100644 --- a/code/modules/mob/living/carbon/resist.dm +++ b/code/modules/mob/living/carbon/resist.dm @@ -1,6 +1,6 @@ /mob/living/carbon/process_resist() - + //drop && roll if(on_fire) fire_stacks -= 2 //reduced @@ -18,34 +18,34 @@ ) ExtinguishMob() return - + if(handcuffed) spawn() escape_handcuffs() else if(legcuffed) spawn() escape_legcuffs() - + ..() /mob/living/carbon/proc/escape_handcuffs() if(!(last_special <= world.time)) return - + next_move = world.time + 100 last_special = world.time + 100 if(can_break_cuffs()) //Don't want to do a lot of logic gating here. break_handcuffs() return - + var/obj/item/weapon/handcuffs/HC = handcuffed - + //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type - var/breakouttime = 1200 + var/breakouttime = 1200 var/displaytime = 2 //Minutes to display in the "this will take X minutes." //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future... if(istype(HC)) breakouttime = HC.breakouttime displaytime = breakouttime / 600 //Minutes - + visible_message( "[src] attempts to remove \the [HC]!", "You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)" @@ -62,7 +62,7 @@ /mob/living/carbon/proc/escape_legcuffs() if(!(last_special <= world.time)) return - + next_move = world.time + 100 last_special = world.time + 100 @@ -71,7 +71,7 @@ return var/obj/item/weapon/legcuffs/HC = legcuffed - + //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type var/breakouttime = 1200 var/displaytime = 2 //Minutes to display in the "this will take X minutes." @@ -79,20 +79,20 @@ if(istype(HC)) breakouttime = HC.breakouttime displaytime = breakouttime / 600 //Minutes - - visible_message( - "[usr] attempts to remove \the [HC]!", + + visible_message( + "[usr] attempts to remove \the [HC]!", "You attempt to remove \the [HC]. (This will take around [displaytime] minutes and you need to stand still)" ) if(do_after(src, breakouttime)) if(!legcuffed || buckled) - return + return visible_message( - "[src] manages to remove \the [legcuffed]!", + "[src] manages to remove \the [legcuffed]!", "You successfully remove \the [legcuffed]." ) - + drop_from_inventory(legcuffed) legcuffed = null update_inv_legcuffed() @@ -106,18 +106,18 @@ "[src] is trying to break \the [handcuffed]!", "You attempt to break your [handcuffed.name]. (This will take around 5 seconds and you need to stand still)" ) - + if(do_after(src, 50)) if(!handcuffed || buckled) return - + visible_message( - "[src] manages to break \the [handcuffed]!", + "[src] manages to break \the [handcuffed]!", "You successfully break your [handcuffed.name]." ) - + say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) - + del(handcuffed) handcuffed = null if(buckled && buckled.buckle_require_restraints) @@ -131,14 +131,14 @@ if(do_after(src, 50)) if(!legcuffed || buckled) return - + visible_message( "[src] manages to break the legcuffs!", "You successfully break your legcuffs." ) - + say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" )) - + del(legcuffed) legcuffed = null update_inv_legcuffed() diff --git a/code/modules/mob/living/silicon/robot/analyzer.dm b/code/modules/mob/living/silicon/robot/analyzer.dm index cb86e52302..75556cf304 100644 --- a/code/modules/mob/living/silicon/robot/analyzer.dm +++ b/code/modules/mob/living/silicon/robot/analyzer.dm @@ -12,7 +12,7 @@ w_class = 2.0 throw_speed = 5 throw_range = 10 - matter = list("metal" = 500, "glass" = 200) + matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200) origin_tech = "magnets=2;biotech=1;engineering=2" var/mode = 1; diff --git a/code/modules/mob/living/silicon/robot/component.dm b/code/modules/mob/living/silicon/robot/component.dm index 0d70692b13..1894d62942 100644 --- a/code/modules/mob/living/silicon/robot/component.dm +++ b/code/modules/mob/living/silicon/robot/component.dm @@ -218,7 +218,7 @@ icon = 'icons/obj/robot_component.dmi' icon_state = "working" construction_time = 200 - construction_cost = list("metal"=5000) + construction_cost = list(DEFAULT_WALL_MATERIAL=5000) var/brute = 0 var/burn = 0 var/icon_state_broken = "broken" diff --git a/code/modules/mob/living/silicon/robot/drone/drone_items.dm b/code/modules/mob/living/silicon/robot/drone/drone_items.dm index 1864e0171b..5634cda9b6 100644 --- a/code/modules/mob/living/silicon/robot/drone/drone_items.dm +++ b/code/modules/mob/living/silicon/robot/drone/drone_items.dm @@ -16,10 +16,7 @@ /obj/item/weapon/airlock_electronics, /obj/item/weapon/module/power_control, /obj/item/weapon/stock_parts, - /obj/item/light_fixture_frame, - /obj/item/apc_frame, - /obj/item/alarm_frame, - /obj/item/firealarm_frame, + /obj/item/frame, /obj/item/weapon/table_parts, /obj/item/weapon/table_parts/rack, /obj/item/weapon/camera_assembly, diff --git a/code/modules/mob/living/simple_animal/worm.dm b/code/modules/mob/living/simple_animal/worm.dm index 6342c66576..20a8ee499c 100644 --- a/code/modules/mob/living/simple_animal/worm.dm +++ b/code/modules/mob/living/simple_animal/worm.dm @@ -137,10 +137,9 @@ proc/AttemptToEat(var/atom/target) if(istype(target,/turf/simulated/wall)) - if((!istype(target,/turf/simulated/wall/r_wall) && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one - var/turf/simulated/wall/wall = target - wall.ChangeTurf(/turf/simulated/floor) - new /obj/item/stack/sheet/metal(src, flatPlasmaValue) + var/turf/simulated/wall/W = target + if((!W.reinf_material && eatingDuration >= 100) || eatingDuration >= 200) //need 20 ticks to eat an rwall, 10 for a regular one + W.dismantle_wall() return 1 else if(istype(target,/atom/movable)) if(istype(target,/mob) || eatingDuration >= 50) //5 ticks to eat stuff like airlocks diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 3b56cf92b8..2be70ad5e7 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -20,7 +20,7 @@ w_class = 1.0 throw_speed = 7 throw_range = 15 - matter = list("metal" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 10) var/colour = "black" //what colour the ink is! pressure_resistance = 2 diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm index 269d86c003..46853a978c 100644 --- a/code/modules/paperwork/photography.dm +++ b/code/modules/paperwork/photography.dm @@ -124,7 +124,7 @@ var/global/photo_count = 0 w_class = 2.0 flags = CONDUCT slot_flags = SLOT_BELT - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) var/pictures_max = 10 var/pictures_left = 10 var/on = 1 diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index c200ff86cc..a6954e9e2f 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -8,7 +8,7 @@ w_class = 1.0 throw_speed = 7 throw_range = 15 - matter = list("metal" = 60) + matter = list(DEFAULT_WALL_MATERIAL = 60) pressure_resistance = 2 attack_verb = list("stamped") @@ -73,4 +73,4 @@ if(chosen_stamp) name = chosen_stamp.name - icon_state = chosen_stamp.icon_state + icon_state = chosen_stamp.icon_state \ No newline at end of file diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index 281f6a1117..700fad25ad 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -210,7 +210,7 @@ proc/cardinalrange(var/center) throwforce = 5 throw_speed = 1 throw_range = 2 - matter = list("metal" = 100, "waste" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 2000) /obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf)) diff --git a/code/modules/power/cable.dm b/code/modules/power/cable.dm index abf5f0e199..e5be56b944 100644 --- a/code/modules/power/cable.dm +++ b/code/modules/power/cable.dm @@ -475,7 +475,7 @@ obj/structure/cable/proc/cableColor(var/colorC) w_class = 2.0 throw_speed = 2 throw_range = 5 - matter = list("metal" = 50, "glass" = 20) + matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20) flags = CONDUCT slot_flags = SLOT_BELT item_state = "coil" diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 97b78668bf..ba3c539c77 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -8,65 +8,8 @@ #define LIGHT_EMPTY 1 #define LIGHT_BROKEN 2 #define LIGHT_BURNED 3 - #define LIGHT_BULB_TEMPERATURE 400 //K - used value for a 60W bulb -/obj/item/light_fixture_frame - name = "light fixture frame" - desc = "Used for building lights." - icon = 'icons/obj/lighting.dmi' - icon_state = "tube-construct-item" - flags = CONDUCT - var/fixture_type = "tube" - var/obj/machinery/light/newlight = null - var/sheets_refunded = 2 - -/obj/item/light_fixture_frame/attackby(obj/item/weapon/W as obj, mob/user as mob) - if (istype(W, /obj/item/weapon/wrench)) - new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded ) - qdel(src) - return - ..() - -/obj/item/light_fixture_frame/proc/try_build(turf/on_wall) - if (get_dist(on_wall,usr)>1) - return - var/ndir = get_dir(usr,on_wall) - if (!(ndir in cardinal)) - return - var/turf/loc = get_turf(usr) - if (!istype(loc, /turf/simulated/floor)) - usr << "\red [src.name] cannot be placed on this spot." - return - usr << "Attaching [src] to the wall." - playsound(src.loc, 'sound/machines/click.ogg', 75, 1) - var/constrdir = usr.dir - var/constrloc = usr.loc - if (!do_after(usr, 30)) - return - switch(fixture_type) - if("bulb") - newlight = new /obj/machinery/light_construct/small(constrloc) - if("tube") - newlight = new /obj/machinery/light_construct(constrloc) - newlight.dir = constrdir - newlight.fingerprints = src.fingerprints - newlight.fingerprintshidden = src.fingerprintshidden - newlight.fingerprintslast = src.fingerprintslast - - usr.visible_message("[usr.name] attaches [src] to the wall.", \ - "You attach [src] to the wall.") - qdel(src) - -/obj/item/light_fixture_frame/small - name = "small light fixture frame" - desc = "Used for building small lights." - icon = 'icons/obj/lighting.dmi' - icon_state = "bulb-construct-item" - flags = CONDUCT - fixture_type = "bulb" - sheets_refunded = 1 - /obj/machinery/light_construct name = "light fixture frame" desc = "A light fixture under construction." @@ -658,7 +601,7 @@ var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN var/base_state var/switchcount = 0 // number of times switched - matter = list("metal" = 60) + matter = list(DEFAULT_WALL_MATERIAL = 60) var/rigged = 0 // true if rigged to explode var/brightness_range = 2 //how much light it gives off var/brightness_power = 1 diff --git a/code/modules/power/rust/fuel_assembly_port_construction.dm b/code/modules/power/rust/fuel_assembly_port_construction.dm index 0438249e6d..fa4ededb3d 100644 --- a/code/modules/power/rust/fuel_assembly_port_construction.dm +++ b/code/modules/power/rust/fuel_assembly_port_construction.dm @@ -1,37 +1,3 @@ - -//frame assembly - -/obj/item/rust_fuel_assembly_port_frame - name = "Fuel Assembly Port frame" - icon = 'icons/rust.dmi' - icon_state = "port2" - w_class = 4 - flags = CONDUCT - -/obj/item/rust_fuel_assembly_port_frame/attackby(obj/item/weapon/W as obj, mob/user as mob) - if (istype(W, /obj/item/weapon/wrench)) - new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 ) - qdel(src) - return - ..() - -/obj/item/rust_fuel_assembly_port_frame/proc/try_build(turf/on_wall) - if (get_dist(on_wall,usr)>1) - return - var/ndir = get_dir(usr,on_wall) - if (!(ndir in cardinal)) - return - var/turf/loc = get_turf(usr) - var/area/A = loc.loc - if (!istype(loc, /turf/simulated/floor)) - usr << "\red Port cannot be placed on this spot." - return - if (A.requires_power == 0 || A.name == "Space") - usr << "\red Port cannot be placed in this area." - return - new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1) - qdel(src) - //construction steps /obj/machinery/rust_fuel_assembly_port/New(turf/loc, var/ndir, var/building=0) ..() @@ -122,7 +88,7 @@ playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if(do_after(user, 50)) if(!src || !WT.remove_fuel(3, user)) return - new /obj/item/rust_fuel_assembly_port_frame(loc) + new /obj/item/frame/rust/assembly(loc) user.visible_message(\ "\red [src] has been cut away from the wall by [user.name].",\ "You detached the port frame.",\ diff --git a/code/modules/power/rust/fuel_compressor_construction.dm b/code/modules/power/rust/fuel_compressor_construction.dm index 422a46116b..9f52a2cf7c 100644 --- a/code/modules/power/rust/fuel_compressor_construction.dm +++ b/code/modules/power/rust/fuel_compressor_construction.dm @@ -1,38 +1,3 @@ - -//frame assembly - -/obj/item/rust_fuel_compressor_frame - name = "Fuel Compressor frame" - icon = 'icons/rust.dmi' - icon_state = "fuel_compressor0" - w_class = 4 - flags = CONDUCT - -/obj/item/rust_fuel_compressor_frame/attackby(obj/item/weapon/W as obj, mob/user as mob) - if (istype(W, /obj/item/weapon/wrench)) - new /obj/item/stack/sheet/plasteel( get_turf(src.loc), 12 ) - qdel(src) - return - ..() - -/obj/item/rust_fuel_compressor_frame/proc/try_build(turf/on_wall) - if (get_dist(on_wall,usr)>1) - return - var/ndir = get_dir(usr,on_wall) - if (!(ndir in cardinal)) - return - var/turf/loc = get_turf(usr) - var/area/A = loc.loc - if (!istype(loc, /turf/simulated/floor)) - usr << "\red Compressor cannot be placed on this spot." - return - if (A.requires_power == 0 || A.name == "Space") - usr << "\red Compressor cannot be placed in this area." - return - new /obj/machinery/rust_fuel_assembly_port(loc, ndir, 1) - qdel(src) - -//construction steps /obj/machinery/rust_fuel_compressor/New(turf/loc, var/ndir, var/building=0) ..() @@ -149,7 +114,7 @@ playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if(do_after(user, 50)) if(!src || !WT.remove_fuel(3, user)) return - new /obj/item/rust_fuel_assembly_port_frame(loc) + new /obj/item/frame/rust(loc) user.visible_message(\ "\red [src] has been cut away from the wall by [user.name].",\ "You detached the compressor frame.",\ diff --git a/code/modules/power/singularity/act.dm b/code/modules/power/singularity/act.dm index 30631be604..dc8f667a28 100644 --- a/code/modules/power/singularity/act.dm +++ b/code/modules/power/singularity/act.dm @@ -108,18 +108,19 @@ return 2 /turf/simulated/wall/singularity_pull(S, current_size) - if(current_size >= STAGE_FIVE) - if(prob(75)) - dismantle_wall() - return - if(current_size == STAGE_FOUR) - if(prob(30)) - dismantle_wall() -/turf/simulated/wall/r_wall/singularity_pull(S, current_size) - if(current_size >= STAGE_FIVE) - if(prob(30)) - dismantle_wall() + if(!reinf_material) + if(current_size >= STAGE_FIVE) + if(prob(75)) + dismantle_wall() + return + if(current_size == STAGE_FOUR) + if(prob(30)) + dismantle_wall() + else + if(current_size >= STAGE_FIVE) + if(prob(30)) + dismantle_wall() /turf/space/singularity_act() return diff --git a/code/modules/projectiles/ammunition.dm b/code/modules/projectiles/ammunition.dm index 01f6a55044..515d5596b6 100644 --- a/code/modules/projectiles/ammunition.dm +++ b/code/modules/projectiles/ammunition.dm @@ -66,7 +66,7 @@ flags = CONDUCT slot_flags = SLOT_BELT item_state = "syringe_kit" - matter = list("metal" = 500) + matter = list(DEFAULT_WALL_MATERIAL = 500) throwforce = 5 w_class = 2 throw_speed = 4 diff --git a/code/modules/projectiles/ammunition/boxes.dm b/code/modules/projectiles/ammunition/boxes.dm index eb2e6f1c1d..75b1680d0b 100644 --- a/code/modules/projectiles/ammunition/boxes.dm +++ b/code/modules/projectiles/ammunition/boxes.dm @@ -6,7 +6,7 @@ icon_state = "T38" caliber = "357" ammo_type = /obj/item/ammo_casing/a357 - matter = list("metal" = 1260) + matter = list(DEFAULT_WALL_MATERIAL = 1260) max_ammo = 7 multiple_sprites = 1 @@ -14,7 +14,7 @@ name = "speed loader (.38)" icon_state = "38" caliber = "38" - matter = list("metal" = 360) + matter = list(DEFAULT_WALL_MATERIAL = 360) ammo_type = /obj/item/ammo_casing/c38 max_ammo = 6 multiple_sprites = 1 @@ -28,7 +28,7 @@ icon_state = "45" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c45 - matter = list("metal" = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal + matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal caliber = ".45" max_ammo = 7 multiple_sprites = 1 @@ -53,7 +53,7 @@ icon_state = "9x19p" origin_tech = "combat=2" mag_type = MAGAZINE - matter = list("metal" = 600) + matter = list(DEFAULT_WALL_MATERIAL = 600) caliber = "9mm" ammo_type = /obj/item/ammo_casing/c9mm max_ammo = 10 @@ -69,7 +69,7 @@ name = "ammunition Box (9mm)" icon_state = "9mm" origin_tech = "combat=2" - matter = list("metal" = 1800) + matter = list(DEFAULT_WALL_MATERIAL = 1800) caliber = "9mm" ammo_type = /obj/item/ammo_casing/c9mm max_ammo = 30 @@ -82,7 +82,7 @@ icon_state = "9mmt" mag_type = MAGAZINE ammo_type = /obj/item/ammo_casing/c9mm - matter = list("metal" = 1200) + matter = list(DEFAULT_WALL_MATERIAL = 1200) caliber = "9mm" max_ammo = 20 multiple_sprites = 1 @@ -103,7 +103,7 @@ icon_state = "9mm" origin_tech = "combat=2" caliber = ".45" - matter = list("metal" = 2250) + matter = list(DEFAULT_WALL_MATERIAL = 2250) ammo_type = /obj/item/ammo_casing/c45 max_ammo = 30 @@ -116,7 +116,7 @@ origin_tech = "combat=2" mag_type = MAGAZINE caliber = "12mm" - matter = list("metal" = 1500) + matter = list(DEFAULT_WALL_MATERIAL = 1500) ammo_type = "/obj/item/ammo_casing/a12mm" max_ammo = 20 multiple_sprites = 1 @@ -130,7 +130,7 @@ origin_tech = "combat=2" mag_type = MAGAZINE caliber = "a556" - matter = list("metal" = 1800) + matter = list(DEFAULT_WALL_MATERIAL = 1800) ammo_type = /obj/item/ammo_casing/a556 max_ammo = 10 multiple_sprites = 1 @@ -148,7 +148,7 @@ origin_tech = "combat=2" mag_type = MAGAZINE caliber = ".50" - matter = list("metal" = 1260) + matter = list(DEFAULT_WALL_MATERIAL = 1260) ammo_type = /obj/item/ammo_casing/a50 max_ammo = 7 multiple_sprites = 1 @@ -174,7 +174,7 @@ origin_tech = "combat=2" mag_type = MAGAZINE caliber = "a762" - matter = list("metal" = 4500) + matter = list(DEFAULT_WALL_MATERIAL = 4500) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 50 multiple_sprites = 1 @@ -187,7 +187,7 @@ icon_state = "c762" mag_type = MAGAZINE caliber = "a762" - matter = list("metal" = 1800) + matter = list(DEFAULT_WALL_MATERIAL = 1800) ammo_type = /obj/item/ammo_casing/a762 max_ammo = 20 multiple_sprites = 1 diff --git a/code/modules/projectiles/ammunition/bullets.dm b/code/modules/projectiles/ammunition/bullets.dm index a07e5735c0..4bb8cbf10f 100644 --- a/code/modules/projectiles/ammunition/bullets.dm +++ b/code/modules/projectiles/ammunition/bullets.dm @@ -76,21 +76,21 @@ icon_state = "slshell" caliber = "shotgun" projectile_type = /obj/item/projectile/bullet/shotgun - matter = list("metal" = 360) + matter = list(DEFAULT_WALL_MATERIAL = 360) /obj/item/ammo_casing/shotgun/pellet name = "shotgun shell" desc = "A 12 gauge shell." icon_state = "gshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun - matter = list("metal" = 360) + matter = list(DEFAULT_WALL_MATERIAL = 360) /obj/item/ammo_casing/shotgun/blank name = "shotgun shell" desc = "A blank shell." icon_state = "blshell" projectile_type = /obj/item/projectile/bullet/blank - matter = list("metal" = 90) + matter = list(DEFAULT_WALL_MATERIAL = 90) /obj/item/ammo_casing/shotgun/practice name = "shotgun shell" @@ -104,7 +104,7 @@ desc = "A beanbag shell." icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/shotgun/beanbag - matter = list("metal" = 180) + matter = list(DEFAULT_WALL_MATERIAL = 180) //Can stun in one hit if aimed at the head, but //is blocked by clothing that stops tasers and is vulnerable to EMP @@ -114,7 +114,7 @@ icon_state = "stunshell" spent_icon = "stunshell-spent" projectile_type = /obj/item/projectile/energy/electrode/stunshot - matter = list("metal" = 360, "glass" = 720) + matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720) /obj/item/ammo_casing/shotgun/stunshell/emp_act(severity) if(prob(100/severity)) BB = null @@ -126,7 +126,7 @@ desc = "A chemical shell used to signal distress or provide illumination." icon_state = "fshell" projectile_type = /obj/item/projectile/energy/flash/flare - matter = list("metal" = 90, "glass" = 90) + matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90) /obj/item/ammo_casing/a762 desc = "A 7.62mm bullet casing." @@ -140,7 +140,7 @@ spent_icon = "lcasing-spent" caliber = "14.5mm" projectile_type = /obj/item/projectile/bullet/rifle/a145 - matter = list("metal" = 1250) + matter = list(DEFAULT_WALL_MATERIAL = 1250) /obj/item/ammo_casing/a556 desc = "A 5.56mm bullet casing." diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 2f17c0783d..dc53d788f1 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -41,7 +41,7 @@ item_state = "gun" flags = CONDUCT slot_flags = SLOT_BELT|SLOT_HOLSTER - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) w_class = 3 throwforce = 5 throw_speed = 4 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index aef875b478..3521b49a14 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -7,7 +7,7 @@ slot_flags = SLOT_BELT|SLOT_BACK w_class = 3 force = 10 - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) origin_tech = "combat=3;magnets=2" projectile_type = /obj/item/projectile/beam fire_delay = 1 //rapid fire @@ -109,7 +109,7 @@ obj/item/weapon/gun/energy/retro desc = "Standard issue weapon of the Imperial Guard" origin_tech = "combat=1;magnets=2" self_recharge = 1 - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) fire_sound = 'sound/weapons/Laser.ogg' projectile_type = /obj/item/projectile/beam/lastertag/blue var/required_vest diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index 44d6958f45..cc40169fb5 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -35,7 +35,7 @@ icon_state = "crossbow" w_class = 2.0 item_state = "crossbow" - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) origin_tech = "combat=2;magnets=2;syndicate=5" slot_flags = SLOT_BELT silenced = 1 @@ -54,5 +54,5 @@ desc = "A weapon favored by mercenary infiltration teams." w_class = 4 force = 10 - matter = list("metal" = 200000) + matter = list(DEFAULT_WALL_MATERIAL = 200000) projectile_type = /obj/item/projectile/energy/bolt/large diff --git a/code/modules/projectiles/guns/launcher/grenade_launcher.dm b/code/modules/projectiles/guns/launcher/grenade_launcher.dm index 906e428e8d..fe27d35790 100644 --- a/code/modules/projectiles/guns/launcher/grenade_launcher.dm +++ b/code/modules/projectiles/guns/launcher/grenade_launcher.dm @@ -15,7 +15,7 @@ var/obj/item/weapon/grenade/chambered var/list/grenades = new/list() var/max_grenades = 5 //holds this + one in the chamber - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) //revolves the magazine, allowing players to choose between multiple grenade types /obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob) @@ -80,7 +80,7 @@ chambered.det_time = 10 chambered.activate(null) return chambered - + /obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user) message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).") log_game("[key_name_admin(user)] used a grenade ([chambered.name]).") diff --git a/code/modules/projectiles/guns/launcher/syringe_gun.dm b/code/modules/projectiles/guns/launcher/syringe_gun.dm index 099f8687a3..755ca336a7 100644 --- a/code/modules/projectiles/guns/launcher/syringe_gun.dm +++ b/code/modules/projectiles/guns/launcher/syringe_gun.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/ammo.dmi' icon_state = "syringe-cartridge" var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot - matter = list("metal" = 125, "glass" = 375) + matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375) flags = CONDUCT slot_flags = SLOT_BELT throwforce = 3 @@ -53,10 +53,10 @@ if(L.can_inject()) if(syringe.reagents) syringe.reagents.trans_to(L, 15) - + syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null) syringe.update_icon() - + icon_state = initial(icon_state) //reset icon state update_icon() @@ -67,15 +67,15 @@ item_state = "syringegun" w_class = 3 force = 7 - matter = list("metal" = 2000) + matter = list(DEFAULT_WALL_MATERIAL = 2000) slot_flags = SLOT_BELT - + fire_sound = 'sound/weapons/empty.ogg' fire_sound_text = "a metallic thunk" recoil = 0 release_force = 10 throw_distance = 10 - + var/list/darts = list() var/max_darts = 1 var/obj/item/weapon/syringe_cartridge/next diff --git a/code/modules/projectiles/guns/projectile.dm b/code/modules/projectiles/guns/projectile.dm index 31ea6b0335..576488e774 100644 --- a/code/modules/projectiles/guns/projectile.dm +++ b/code/modules/projectiles/guns/projectile.dm @@ -8,9 +8,9 @@ icon_state = "revolver" origin_tech = "combat=2;materials=2" w_class = 3 - matter = list("metal" = 1000) + matter = list(DEFAULT_WALL_MATERIAL = 1000) recoil = 1 - + var/caliber = "357" //determines which casings will fit var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine @@ -18,7 +18,7 @@ //For SINGLE_CASING or SPEEDLOADER guns var/max_shells = 0 //the number of casings that will fit inside - var/ammo_type = null //the type of ammo that the gun comes preloaded with + var/ammo_type = null //the type of ammo that the gun comes preloaded with var/list/loaded = list() //stored ammo //For MAGAZINE guns @@ -50,7 +50,7 @@ chambered = ammo_magazine.stored_ammo[1] if(handle_casings != HOLD_CASINGS) ammo_magazine.stored_ammo -= chambered - + if (chambered) return chambered.BB return null @@ -186,7 +186,7 @@ ) if(auto_eject_sound) playsound(user, auto_eject_sound, 40, 1) - ammo_magazine.update_icon() + ammo_magazine.update_icon() ammo_magazine = null update_icon() //make sure to do this after unsetting ammo_magazine @@ -213,8 +213,8 @@ set name = "Unload Ammo" set category = "Object" set src in usr - + if(usr.stat || usr.restrained()) return - + unload_ammo(usr) -*/ \ No newline at end of file +*/ diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 80142b5f97..06e0a02c1f 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -45,12 +45,12 @@ var/chance = 0 if(istype(A, /turf/simulated/wall)) var/turf/simulated/wall/W = A - chance = round(damage/W.damage_cap*180) + chance = round(damage/W.material.integrity*180) else if(istype(A, /obj/machinery/door)) var/obj/machinery/door/D = A chance = round(damage/D.maxhealth*180) if(D.glass) chance *= 2 - else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder)) + else if(istype(A, /obj/structure/girder)) chance = 100 else if(istype(A, /obj/machinery) || istype(A, /obj/structure)) chance = 25 @@ -196,4 +196,4 @@ /obj/item/projectile/bullet/shotgun/practice name = "practice" - damage = 5 \ No newline at end of file + damage = 5 diff --git a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm index bea079a755..6971683d24 100644 --- a/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm +++ b/code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm @@ -194,12 +194,10 @@ /datum/reagent/toxin/plantbgone/reaction_turf(var/turf/T, var/volume) if(istype(T, /turf/simulated/wall)) var/turf/simulated/wall/W = T - if(W.rotting) - W.rotting = 0 - for(var/obj/effect/E in W) if(E.name == "Wallrot") qdel(E) - - for(var/mob/O in viewers(W, null)) - O.show_message(text("\blue The fungi are completely dissolved by the solution!"), 1) + if(locate(/obj/effect/overlay/wallrot) in W) + for(var/obj/effect/overlay/wallrot/E in W) + qdel(E) + W.visible_message("The fungi are completely dissolved by the solution!") /datum/reagent/toxin/plantbgone/reaction_obj(var/obj/O, var/volume) if(istype(O,/obj/effect/alien/weeds/)) diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index fba5d8ac39..181df457d4 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -260,7 +260,7 @@ icon = 'icons/obj/janitor.dmi' icon_state = "bucket" item_state = "bucket" - matter = list("metal" = 200) + matter = list(DEFAULT_WALL_MATERIAL = 200) w_class = 3.0 amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,60,120) diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm index d95921bb2c..4032d00a89 100644 --- a/code/modules/recycling/disposal-construction.dm +++ b/code/modules/recycling/disposal-construction.dm @@ -10,7 +10,7 @@ anchored = 0 density = 0 pressure_resistance = 5*ONE_ATMOSPHERE - matter = list("metal" = 1850) + matter = list(DEFAULT_WALL_MATERIAL = 1850) level = 2 var/ptype = 0 // 0=straight, 1=bent, 2=junction-j1, 3=junction-j2, 4=junction-y, 5=trunk, 6=disposal bin, 7=outlet, 8=inlet diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm index 7ba0192a85..8f1113043d 100644 --- a/code/modules/research/rdconsole.dm +++ b/code/modules/research/rdconsole.dm @@ -67,8 +67,8 @@ won't update every console in existence) but it's more of a hassle to do. Also, if (copytext(ID, 1, 2) == "$") return_name = copytext(ID, 2) switch(return_name) - if("metal") - return_name = "Metal" + if(DEFAULT_WALL_MATERIAL) + return_name = "Steel" if("glass") return_name = "Glass" if("gold") @@ -263,7 +263,7 @@ won't update every console in existence) but it's more of a hassle to do. Also, if(linked_destroy.loaded_item.reliability < 100 && linked_destroy.loaded_item.crit_fail) files.UpdateDesign(linked_destroy.loaded_item.type) if(linked_lathe && linked_destroy.loaded_item.matter) //Also sends salvaged materials to a linked protolathe, if any. - linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["metal"]*linked_destroy.decon_mod)) + linked_lathe.m_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter[DEFAULT_WALL_MATERIAL]*linked_destroy.decon_mod)) linked_lathe.g_amount += min((linked_lathe.max_material_storage - linked_lathe.TotalMaterials()), (linked_destroy.loaded_item.matter["glass"]*linked_destroy.decon_mod)) linked_destroy.loaded_item = null for(var/obj/I in linked_destroy.contents) @@ -439,27 +439,24 @@ won't update every console in existence) but it's more of a hassle to do. Also, else if(href_list["lathe_ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material var/desired_num_sheets = text2num(href_list["amount"]) var/res_amount, type - switch(href_list["lathe_ejectsheet"]) - if("metal") - type = /obj/item/stack/sheet/metal + var/material/M = name_to_material[href_list["lathe_ejectsheet"]] + if(istype(M)) + type = M.stack_type + + switch(name_to_material[href_list["lathe_ejectsheet"]]) + if(DEFAULT_WALL_MATERIAL) res_amount = "m_amount" if("glass") - type = /obj/item/stack/sheet/glass res_amount = "g_amount" if("gold") - type = /obj/item/stack/sheet/mineral/gold res_amount = "gold_amount" if("silver") - type = /obj/item/stack/sheet/mineral/silver res_amount = "silver_amount" if("phoron") - type = /obj/item/stack/sheet/mineral/phoron res_amount = "phoron_amount" if("uranium") - type = /obj/item/stack/sheet/mineral/uranium res_amount = "uranium_amount" if("diamond") - type = /obj/item/stack/sheet/mineral/diamond res_amount = "diamond_amount" if(ispath(type) && hasvar(linked_lathe, res_amount)) @@ -818,11 +815,11 @@ won't update every console in existence) but it's more of a hassle to do. Also, dat += "Protolathe Menu
" dat += "Material Storage

" dat += "
    " - for(var/M in list("metal", "glass", "gold", "silver", "phoron", "uranium", "diamond")) + for(var/M in list(DEFAULT_WALL_MATERIAL, "glass", "gold", "silver", "phoron", "uranium", "diamond")) var/amount var/sheetsize = 2000 switch(M) - if("metal") + if(DEFAULT_WALL_MATERIAL) amount = linked_lathe.m_amount sheetsize = 3750 if("glass") diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index 72127cfa89..a397728b73 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -269,7 +269,7 @@ datum/tech/robotics icon_state = "datadisk2" item_state = "card-id" w_class = 2.0 - matter = list("metal" = 30, "glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 10) var/datum/tech/stored /obj/item/weapon/disk/tech_disk/New() @@ -283,7 +283,7 @@ datum/tech/robotics icon_state = "datadisk2" item_state = "card-id" w_class = 2.0 - matter = list("metal" = 30,"glass" = 10) + matter = list(DEFAULT_WALL_MATERIAL = 30,"glass" = 10) var/datum/design/blueprint /obj/item/weapon/disk/design_disk/New() diff --git a/code/modules/research/xenoarchaeology/finds/finds.dm b/code/modules/research/xenoarchaeology/finds/finds.dm index 521da5e4aa..7de8474aef 100644 --- a/code/modules/research/xenoarchaeology/finds/finds.dm +++ b/code/modules/research/xenoarchaeology/finds/finds.dm @@ -101,7 +101,7 @@ var/apply_prefix = 1 if(prob(40)) material_descriptor = pick("rusted ","dusty ","archaic ","fragile ") - source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") var/talkative = 0 if(prob(5)) @@ -490,7 +490,7 @@ new_item = new /obj/item/clothing/mask/gas(src.loc) var/decorations = "" if(apply_material_decorations) - source_material = pick("cordite","quadrinium","steel","titanium","aluminium","ferritic-alloy","plasteel","duranium") + source_material = pick("cordite","quadrinium",DEFAULT_WALL_MATERIAL,"titanium","aluminium","ferritic-alloy","plasteel","duranium") desc = "A [material_descriptor ? "[material_descriptor] " : ""][item_type] made of [source_material], all craftsmanship is of [pick("the lowest","low","average","high","the highest")] quality." var/list/descriptors = list() diff --git a/code/modules/research/xenoarchaeology/geosample.dm b/code/modules/research/xenoarchaeology/geosample.dm index 689f61b888..535a0b4f07 100644 --- a/code/modules/research/xenoarchaeology/geosample.dm +++ b/code/modules/research/xenoarchaeology/geosample.dm @@ -61,44 +61,19 @@ age = rand(1,999) if(container.mineral) - switch(container.mineral.name) - if("Uranium") - age_million = rand(1, 704) - age_thousand = rand(1,999) - find_presence["potassium"] = rand(1,1000) / 100 - source_mineral = "potassium" - if("Iron") - age_thousand = rand(1, 999) - age_million = rand(1, 999) - find_presence["iron"] = rand(1,1000) / 100 - source_mineral = "iron" - if("Diamond") - age_thousand = rand(1,999) - age_million = rand(1,999) - find_presence["nitrogen"] = rand(1,1000) / 100 - source_mineral = "nitrogen" - if("Gold") - age_thousand = rand(1,999) - age_million = rand(1,999) - age_billion = rand(3,4) - find_presence["iron"] = rand(1,1000) / 100 - source_mineral = "iron" - if("Silver") - age_thousand = rand(1,999) - age_million = rand(1,999) - find_presence["iron"] = rand(1,1000) / 100 - source_mineral = "iron" - if("Phoron") - age_thousand = rand(1,999) - age_million = rand(1,999) - age_billion = rand(10, 13) - find_presence["phoron"] = rand(1,1000) / 100 - source_mineral = "phoron" - if("Clown") - age = rand(-1,-999) //thats the joke - age_thousand = rand(-1,-999) - find_presence["phoron"] = rand(1,1000) / 100 - source_mineral = "phoron" + if(islist(container.mineral.xarch_ages)) + var/list/ages = container.mineral.xarch_ages + if(ages["thousand"]) + age_thousand = rand(1,ages["thousand"]) + if(ages["million"]) + age_million = rand(1,ages["million"]) + if(ages["billion"]) + if(ages["billion_lower"]) + age_billion = rand(ages["billion_lower"],ages["billion"]) + else + age_billion = rand(1,ages["billion"]) + if(container.mineral.xarch_source_mineral) + source_mineral = container.mineral.xarch_source_mineral if(prob(75)) find_presence["phosphorus"] = rand(1,500) / 100 diff --git a/code/setup.dm b/code/setup.dm index 654d9c8b70..7ebb286a0d 100644 --- a/code/setup.dm +++ b/code/setup.dm @@ -261,7 +261,7 @@ #define slot_legs 21 #define slot_tie 22 -// Inventory slot strings. +// Inventory slot strings. // since numbers cannot be used as associative list keys. #define slot_back_str "back" #define slot_l_hand_str "slot_l_hand" @@ -955,4 +955,9 @@ var/list/be_special_flags = list( #define LANGUAGE_TRADEBAND "Tradeband" #define LANGUAGE_GUTTER "Gutter" +#define WALL_CAN_OPEN 1 +#define WALL_OPENING 2 + #define CLAMP01(x) max(0, min(1, x)) + +#define DEFAULT_WALL_MATERIAL "steel" \ No newline at end of file diff --git a/code/world.dm b/code/world.dm index 58823fec88..acb7ad075d 100644 --- a/code/world.dm +++ b/code/world.dm @@ -55,6 +55,9 @@ var/global/datum/global_init/init = new () // Set up roundstart seed list. plant_controller = new() + // This is kinda important. Set up details of what the hell things are made of. + populate_material_list() + //Create the asteroid Z-level. if(config.generate_asteroid) new /datum/random_map(null,13,32,5,217,223) diff --git a/icons/obj/mining.dmi b/icons/obj/mining.dmi index b51f8106a9..213946eb68 100644 Binary files a/icons/obj/mining.dmi and b/icons/obj/mining.dmi differ diff --git a/icons/turf/wall_masks.dmi b/icons/turf/wall_masks.dmi new file mode 100644 index 0000000000..99e867746f Binary files /dev/null and b/icons/turf/wall_masks.dmi differ diff --git a/icons/turf/walls.dmi b/icons/turf/walls.dmi index bc3b9e68fc..259333e27b 100644 Binary files a/icons/turf/walls.dmi and b/icons/turf/walls.dmi differ diff --git a/maps/exodus-1.dmm b/maps/exodus-1.dmm index 5c2853fbab..dc6ed0e670 100644 --- a/maps/exodus-1.dmm +++ b/maps/exodus-1.dmm @@ -4423,7 +4423,7 @@ "bHc" = (/obj/structure/disposalpipe/segment{dir = 8; icon_state = "pipe-c"},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/turf/simulated/floor/plating,/area/medical/genetics) "bHd" = (/obj/machinery/atmospherics/pipe/manifold/hidden/supply,/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers{dir = 1},/turf/simulated/floor{icon_state = "floorgrime"},/area/medical/genetics) "bHe" = (/obj/effect/decal/cleanable/dirt,/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/turf/simulated/floor/plating,/area/medical/genetics) -"bHf" = (/obj/item/light_fixture_frame,/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 9; pixel_y = 0},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 9},/turf/simulated/floor{icon_state = "floorgrime"},/area/medical/genetics) +"bHf" = (/obj/structure/closet/wardrobe/grey,/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor,/area/shuttle/arrival/station) "bHg" = (/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 4},/obj/structure/grille,/obj/structure/window/reinforced,/obj/machinery/door/blast/shutters{density = 0; dir = 4; icon_state = "shutter0"; id = "cmooffice"; name = "CMO Office Privacy Shutters"; opacity = 0},/turf/simulated/floor/plating,/area/medical/medbay2) "bHh" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 4},/obj/machinery/door/blast/shutters{density = 0; dir = 0; icon_state = "shutter0"; id = "staffroom"; name = "Staff Room Privacy Shutters"; opacity = 0},/turf/simulated/floor/plating,/area/medical/cryo) "bHi" = (/obj/machinery/camera/network/command{c_tag = "AI - Messaging Server"; dir = 1},/obj/machinery/blackbox_recorder,/turf/simulated/floor/bluegrid,/area/turret_protected/ai_server_room) @@ -4487,7 +4487,7 @@ "bIo" = (/obj/machinery/atmospherics/unary/vent_pump/high_volume{dir = 8; frequency = 1380; id_tag = "research_dock_pump"},/turf/simulated/floor{dir = 5; icon_state = "warning"},/area/rnd/docking) "bIp" = (/obj/machinery/atmospherics/unary/vent_pump/on{dir = 1},/turf/simulated/floor{icon_state = "white"},/area/medical/genetics_cloning) "bIq" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/plating,/area/medical/genetics) -"bIr" = (/obj/item/light_fixture_frame,/turf/simulated/floor/plating,/area/medical/genetics) +"bIr" = (/obj/structure/closet/wardrobe/black,/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor,/area/shuttle/arrival/station) "bIs" = (/obj/effect/decal/cleanable/dirt,/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/turf/simulated/floor/plating,/area/medical/genetics) "bIt" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor{icon_state = "floorgrime"},/area/medical/genetics) "bIu" = (/obj/item/weapon/table_parts,/turf/simulated/floor{icon_state = "floorgrime"},/area/medical/genetics) @@ -4674,7 +4674,7 @@ "bLT" = (/turf/simulated/floor/airless,/area/rnd/test_area) "bLU" = (/obj/structure/window/reinforced{dir = 5; health = 1e+007},/turf/simulated/floor/airless,/area/rnd/test_area) "bLV" = (/turf/simulated/shuttle/wall{icon_state = "swall3"; dir = 2},/area/shuttle/mining/station) -"bLW" = (/obj/structure/closet/wardrobe/grey,/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor,/area/shuttle/arrival/station) +"bLW" = (/obj/structure/table,/obj/machinery/light{dir = 8; icon_state = "tube1"; pixel_y = 0},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) "bLX" = (/obj/machinery/computer/shuttle_control/mining,/turf/simulated/shuttle/floor,/area/shuttle/mining/station) "bLY" = (/obj/machinery/camera/network/exodus{c_tag = "Primary Hallway Central - South Southeast"},/obj/structure/sign/securearea{pixel_y = 32},/turf/simulated/floor{icon_state = "warningcorner"; dir = 4},/area/hallway/primary/central_three) "bLZ" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/obj/machinery/door/firedoor/border_only{dir = 2},/turf/simulated/floor/plating,/area/quartermaster/miningdock) @@ -4817,7 +4817,7 @@ "bOG" = (/obj/machinery/door/firedoor,/obj/machinery/door/airlock/medical{autoclose = 1; name = "EMT Storage"; req_access = list(5)},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/turf/simulated/floor{dir = 8; icon_state = "whitered"},/area/medical/medbay) "bOH" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/obj/structure/window/reinforced{dir = 8},/obj/structure/sign/securearea{desc = "A warning sign which reads 'SERVER ROOM'."; name = "SERVER ROOM"; pixel_y = -32},/obj/machinery/atmospherics/pipe/simple/hidden{tag = "icon-intact (EAST)"; icon_state = "intact"; dir = 4},/turf/simulated/floor/plating,/area/server) "bOI" = (/obj/structure/table,/obj/item/weapon/cartridge/signal/science,/obj/item/weapon/cartridge/signal/science{pixel_x = -4; pixel_y = 2},/obj/item/weapon/cartridge/signal/science{pixel_x = 4; pixel_y = 6},/obj/item/clothing/glasses/welding/superior,/obj/machinery/firealarm{dir = 1; pixel_y = -24},/obj/machinery/camera/network/research{c_tag = "Research - RD's Office"; dir = 1},/turf/simulated/floor{icon_state = "cafeteria"; dir = 5},/area/crew_quarters/heads/hor) -"bOJ" = (/obj/structure/closet/wardrobe/black,/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor,/area/shuttle/arrival/station) +"bOJ" = (/obj/structure/table,/obj/machinery/embedded_controller/radio/simple_docking_controller{frequency = 1380; id_tag = "mining_shuttle"; pixel_x = 25; pixel_y = -8; req_one_access = list(13,48); tag_door = "mining_shuttle_hatch"},/obj/machinery/light{dir = 4},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) "bOK" = (/obj/structure/disposalpipe/segment{dir = 4},/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 9},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 10},/obj/machinery/light_switch{pixel_x = -24; pixel_y = -24},/turf/simulated/floor,/area/quartermaster/qm) "bOL" = (/obj/structure/disposalpipe/segment{dir = 4},/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/machinery/door/firedoor,/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 4},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/door/airlock/mining{id_tag = "qmdoor"; name = "Quartermaster"; req_access = list(41)},/turf/simulated/floor,/area/quartermaster/qm) "bOM" = (/obj/machinery/door/airlock/maintenance{req_access = list(12)},/obj/structure/disposalpipe/segment,/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/door/firedoor/border_only,/turf/simulated/floor/plating,/area/hallway/primary/central_three) @@ -4976,9 +4976,9 @@ "bRJ" = (/obj/machinery/door/airlock/maintenance{name = "Firefighting equipment"; req_access = list(12)},/turf/simulated/floor/plating,/area/maintenance/engineering) "bRK" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 8},/obj/machinery/door/firedoor/border_only{dir = 2},/turf/simulated/floor/plating,/area/rnd/mixing) "bRL" = (/turf/simulated/floor/airless{dir = 8; icon_state = "warning"},/area/rnd/test_area) -"bRM" = (/obj/structure/table,/obj/machinery/light{dir = 8; icon_state = "tube1"; pixel_y = 0},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) +"bRM" = (/obj/structure/closet/crate,/obj/machinery/light{dir = 8; icon_state = "tube1"; pixel_y = 0},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) "bRN" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/shuttle/engine/heater,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor/plating/airless,/area/shuttle/mining/station) -"bRO" = (/obj/structure/table,/obj/machinery/embedded_controller/radio/simple_docking_controller{frequency = 1380; id_tag = "mining_shuttle"; pixel_x = 25; pixel_y = -8; req_one_access = list(13,48); tag_door = "mining_shuttle_hatch"},/obj/machinery/light{dir = 4},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) +"bRO" = (/obj/structure/ore_box,/obj/machinery/light{dir = 4},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) "bRP" = (/obj/structure/grille,/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 8},/obj/machinery/door/firedoor/border_only{dir = 2},/turf/simulated/floor/plating,/area/quartermaster/miningdock) "bRQ" = (/obj/structure/closet/secure_closet/miner,/turf/simulated/floor{dir = 2; icon_state = "brown"},/area/quartermaster/miningdock) "bRR" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/maintenance/cargo) @@ -7334,7 +7334,7 @@ "cLb" = (/turf/simulated/floor/plating{icon_state = "warnplate"; dir = 4},/area/shuttle/constructionsite/station) "cLc" = (/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/simulated/floor/plating,/area/shuttle/constructionsite/station) "cLd" = (/obj/machinery/computer/station_alert,/turf/simulated/shuttle/floor{icon_state = "floor2"},/area/shuttle/constructionsite/station) -"cLe" = (/obj/structure/closet/crate,/obj/machinery/light{dir = 8; icon_state = "tube1"; pixel_y = 0},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) +"cLe" = (/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor,/area/shuttle/research/station) "cLf" = (/turf/simulated/shuttle/wall{icon_state = "swall1"; dir = 2},/area/shuttle/constructionsite/station) "cLg" = (/obj/machinery/door/airlock/maintenance{name = "Drone Fabrication/Engine Waste Handling"; req_one_access = list(10,24)},/obj/structure/cable{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/pipe/simple/hidden/supply,/turf/simulated/floor/plating,/area/engineering/drone_fabrication) "cLh" = (/obj/machinery/door/airlock/hatch{icon_state = "door_locked"; id_tag = "engine_electrical_maintenance"; locked = 1; name = "Electrical Maintenance"; req_access = list(10)},/obj/structure/cable/yellow{d1 = 1; d2 = 2; icon_state = "1-2"},/turf/simulated/floor/plating,/area/engineering/engine_room) @@ -7376,8 +7376,8 @@ "cLR" = (/obj/machinery/camera/network/engine{c_tag = "Engine Core South"; dir = 1},/turf/simulated/floor/engine/nitrogen{dir = 8; icon_state = "warnplate"; name = "plating"},/area/engineering/engine_room) "cLS" = (/obj/effect/landmark{name = "carpspawn"},/obj/structure/grille/broken,/obj/structure/lattice,/turf/space,/area/space) "cLT" = (/turf/space,/area/skipjack_station/southwest_solars) -"cLU" = (/obj/structure/ore_box,/obj/machinery/light{dir = 4},/turf/simulated/shuttle/floor,/area/shuttle/mining/station) -"cLV" = (/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor,/area/shuttle/research/station) +"cLU" = (/obj/item/frame/light,/turf/simulated/floor/plating,/area/medical/genetics) +"cLV" = (/obj/item/frame/light,/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 9; pixel_y = 0},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 9},/turf/simulated/floor{icon_state = "floorgrime"},/area/medical/genetics) "cLW" = (/obj/machinery/embedded_controller/radio/simple_docking_controller{frequency = 1380; id_tag = "engineering_shuttle"; pixel_x = 0; pixel_y = 25; req_one_access = list(13,11,24); tag_door = "engineering_shuttle_hatch"},/obj/structure/bed/chair{dir = 4},/obj/machinery/light{dir = 1},/turf/simulated/shuttle/floor{icon_state = "floor2"},/area/shuttle/constructionsite/station) "cLX" = (/obj/structure/bed/chair{dir = 4},/obj/machinery/light,/turf/simulated/shuttle/floor{icon_state = "floor2"},/area/shuttle/constructionsite/station) @@ -7490,7 +7490,7 @@ aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa 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