[DNM] Reactor QoL | Multi-Tile Poddoors

- - -
Additions:
 - Additional define for stuff super insulated against rads. This is just to remove number clogging and permit stuff to be changed on a higher level. Still needs to be added to most things, but it's a start.
 - Brings over multi-tile poddoors from TG. They're about as you'd expect.
 - Lead walls for the RBMK area. Yup.
- - -
Map:
 - RBMK reactor given lockdown shutters, a proper blastdoor and some primping up in general to the surrounding area. Additionally, they've walls now that are appropriate.
- - -
Bugfix:
 - Corrects rad shutters being wacky and out of this world.
- - -
This commit is contained in:
ProbablyCarl
2022-04-10 08:16:55 -04:00
parent 23d9a76353
commit 29aad8df8d
11 changed files with 420 additions and 312 deletions
File diff suppressed because it is too large Load Diff
+1
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@@ -36,6 +36,7 @@ Ask ninjanomnom if they're around
#define RAD_MEDIUM_INSULATION 0.7 // What common walls have
#define RAD_HEAVY_INSULATION 0.6 // What reinforced walls have
#define RAD_EXTREME_INSULATION 0.5 // What rad collectors have
#define RAD_NEAR_FULL_INSULATION 0.2 // What radiation shutters and specialised walls for the RBMK use.
#define RAD_FULL_INSULATION 0 // Unused
// WARNING: The deines below could have disastrous consequences if tweaked incorrectly. See: The great SM purge of Oct.6.2017
+52
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@@ -91,3 +91,55 @@
/obj/machinery/door/poddoor/try_to_crowbar(obj/item/I, mob/user)
if(stat & NOPOWER)
open(1)
//Multi-tile poddoors don't turn invisible automatically, so we change the opacity of the turfs below instead one by one.
/obj/machinery/door/poddoor/multi_tile/proc/apply_opacity_to_my_turfs(var/new_opacity)
for(var/turf/T in locs)
T.opacity = new_opacity
T.has_opaque_atom = new_opacity
T.reconsider_lights()
T.air_update_turf(1)
update_freelook_sight()
/obj/machinery/door/poddoor/multi_tile
rad_insulation = RAD_NEAR_FULL_INSULATION
/obj/machinery/door/poddoor/multi_tile/open()
. = ..()
rad_insulation = RAD_NO_INSULATION
apply_opacity_to_my_turfs(0)
/obj/machinery/door/poddoor/multi_tile/close()
. = ..()
rad_insulation = RAD_NEAR_FULL_INSULATION
apply_opacity_to_my_turfs(1)
/obj/machinery/door/poddoor/multi_tile/four_tile_ver/
icon = 'icons/obj/doors/1x4blast_vert.dmi'
bound_height = 128
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/three_tile_ver/
icon = 'icons/obj/doors/1x3blast_vert.dmi'
bound_height = 96
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/two_tile_ver/
icon = 'icons/obj/doors/1x2blast_vert.dmi'
bound_height = 64
dir = NORTH
/obj/machinery/door/poddoor/multi_tile/four_tile_hor/
icon = 'icons/obj/doors/1x4blast_hor.dmi'
bound_width = 128
dir = EAST
/obj/machinery/door/poddoor/multi_tile/three_tile_hor/
icon = 'icons/obj/doors/1x3blast_hor.dmi'
bound_width = 96
dir = EAST
/obj/machinery/door/poddoor/multi_tile/two_tile_hor/
icon = 'icons/obj/doors/1x2blast_hor.dmi'
bound_width = 64
dir = EAST
+9 -11
View File
@@ -41,23 +41,21 @@
desc = "Lead-lined shutters painted yellow with a radioactive hazard symbol on it. Blocks out most radiation"
icon = 'icons/obj/doors/shutters_radiation.dmi'
icon_state = "closed"
rad_insulation = 0.2
rad_insulation = RAD_NEAR_FULL_INSULATION
/obj/machinery/door/poddoor/shutters/radiation/preopen
icon_state = "open"
density = FALSE
opacity = 0
rad_insulation = 1
opacity = FALSE
rad_insulation = RAD_NO_INSULATION
/obj/machinery/door/poddoor/shutters/radiation/do_animate(animation)
..()
switch(animation)
if("opening")
rad_insulation = 1
if("closing")
rad_insulation = -0.5
/obj/machinery/door/poddoor/shutters/radiation/open()
. = ..()
rad_insulation = RAD_NO_INSULATION
// A 3x3 N2 SM setup won't irradiate you if you're behind the shutter at -0.9 insulation. If it starts to delam, it'll start irradiating you slowly. Keep the value between -0.1 to -0.9
/obj/machinery/door/poddoor/shutters/radiation/close()
. = ..()
rad_insulation = RAD_NEAR_FULL_INSULATION
/obj/machinery/door/poddoor/shutters/window
name = "windowed shutters"
@@ -209,3 +209,15 @@
sheet_type = /obj/item/stack/tile/bronze
sheet_amount = 2
girder_type = /obj/structure/girder/bronze
/turf/closed/wall/mineral/lead
name = "lead lined metal wall"
desc = "A hefty wall with lead inserts."
icon = 'icons/turf/walls/riveted.dmi'
icon_state = "riveted"
sheet_type = /obj/item/stack/rods
hardness = 10
girder_type = /obj/structure/girder/reinforced
explosion_block = 2
rad_insulation = RAD_NEAR_FULL_INSULATION
canSmoothWith = list(/turf/closed/wall/mineral/lead)
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