Files
Haha26315 08f448728b Shock message update
Makes sure the shock message appears every time a player is shocked successfully by a railing
2022-09-10 04:58:39 -04:00

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//ported from virgo
/obj/structure/railing
name = "railing"
desc = "A railing to stop people from falling"
icon = 'hyperstation/icons/obj/railings.dmi'
var/icon_modifier = "grey_"
icon_state = "grey_railing0"
flags_1 = CONDUCT_1
density = FALSE
climbable = TRUE
rail_climbing = TRUE
climb_time = 15
//var/passable = FALSE // Equivalent of density check for other structures like tables, has to be different due to different collision
layer = 4
anchored = TRUE
flags_1 = ON_BORDER_1
max_integrity = 250
var/heat_resistance = 800
var/health = 70
var/maxhealth = 70
var/decon_speed = 5
layer = BELOW_MOB_LAYER
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
CanAtmosPass = ATMOS_PASS_PROC
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
var/hitsound = 'sound/effects/Glasshit.ogg'
var/buildstacktype = /obj/item/stack/rods
var/buildstackamount = 1
rad_insulation = RAD_VERY_LIGHT_INSULATION
rad_flags = RAD_PROTECT_CONTENTS
var/check = 0
var/static/list/freepass = typecacheof(list(
/obj/singularity,
/obj/effect/projectile,
/obj/effect/portal,
/obj/effect/abstract,
/obj/effect/hotspot,
/obj/effect/landmark,
/obj/effect/temp_visual,
/obj/effect/light_emitter/tendril,
/obj/effect/collapse,
/obj/effect/particle_effect/ion_trails,
/obj/effect/dummy/phased_mob,
/obj/effect/immovablerod,
/obj/effect/crystalline_reentry
)) //Gotta make sure certain things can phase through it otherwise the railings also block them.
/obj/structure/railing/unachored
anchored = FALSE
/obj/structure/railing/ComponentInitialize()
. = ..()
AddComponent(
/datum/component/simple_rotation,
ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS,
null,
CALLBACK(src, .proc/can_be_rotated),
)
/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && (mover.pass_flags & PASSGLASS) || is_type_in_typecache(mover, freepass))
return 1
if(passable)
return 1
if(get_dir(loc, target) != dir)
return 1
if(mover.throwing && !mover.floating)
if(prob(75))
visible_message("<span class='notice'>[mover] sails over the [src].</span>")
return 1 //Flies right over the railing
else
visible_message("<span class='notice'>[mover] bounces off of the [src]'s rods!</span>")
return 0 //Bounces off railing's bulk
if(ismob(mover))
var/mob/M = mover
if(M.is_flying())
visible_message("<span class='notice'>[mover] soars over the [src].</span>")
return 1
if(mover.floating)
visible_message("<span class='notice'>[mover] floats over the [src].</span>")
return 1
if(get_dir(loc, target) == dir)
return 0
/obj/structure/railing/CheckExit(atom/movable/O, turf/target)
if(istype(O) && ((O.pass_flags & PASSGLASS) || is_type_in_typecache(O, freepass)) || CanPass(O, target) == 1)
return 1
if(get_dir(O.loc, target) != dir)
return 1
if(get_dir(O.loc, target) == dir)
return 0
/obj/structure/railing/Initialize()
. = ..()
if(src.anchored)
update_icon(1)
/obj/structure/railing/proc/NeighborsCheck(var/UpdateNeighbors = 1)
check = 0
//if (!anchored) return
var/Rturn = turn(src.dir, -90)
var/Lturn = turn(src.dir, 90)
for(var/obj/structure/railing/R in src.loc)
if ((R.dir == Lturn) && R.anchored)
check |= 32
if (UpdateNeighbors)
R.update_icon(0)
if ((R.dir == Rturn) && R.anchored)
check |= 2
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, Lturn))
if ((R.dir == src.dir) && R.anchored)
check |= 16
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, Rturn))
if ((R.dir == src.dir) && R.anchored)
check |= 1
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, (Lturn + src.dir)))
if ((R.dir == Rturn) && R.anchored)
check |= 64
if (UpdateNeighbors)
R.update_icon(0)
for (var/obj/structure/railing/R in get_step(src, (Rturn + src.dir)))
if ((R.dir == Lturn) && R.anchored)
check |= 4
if (UpdateNeighbors)
R.update_icon(0)
/obj/structure/railing/update_icon(var/UpdateNeighgors = 1)
NeighborsCheck(UpdateNeighgors)
overlays.Cut()
//Ensure layering is appropriate to direction.
switch (src.dir)
if (NORTH)
layer = BELOW_MOB_LAYER
if (SOUTH)
layer = ABOVE_MOB_LAYER
if (EAST)
layer = BELOW_MOB_LAYER
if (WEST)
layer = BELOW_MOB_LAYER
if (!check || !anchored)//|| !anchored
icon_state = "[icon_modifier]railing0"
else
icon_state = "[icon_modifier]railing1"
if (check & 32)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]corneroverlay")
if ((check & 16) || !(check & 32) || (check & 64))
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]frontoverlay_l")
if (!(check & 2) || (check & 1) || (check & 4))
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]frontoverlay_r")
if(check & 4)
switch (src.dir)
if (NORTH)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = 32)
if (SOUTH)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_x = -32)
if (EAST)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = -32)
if (WEST)
overlays += image ('hyperstation/icons/obj/railings.dmi', src, "[icon_modifier]mcorneroverlay", pixel_y = 32)
/obj/structure/railing/examine(mob/user)
. = ..()
if(health < maxhealth)
switch(health / maxhealth)
if(0.0 to 0.5)
. += "<span class='warning'>It looks severely damaged!</span>"
if(0.25 to 0.5)
. += "<span class='warning'>It looks damaged!</span>"
if(0.5 to 1.0)
. += "<span class='notice'>It has a few scrapes and dents.</span>"
if(anchored)
. += "<span class='notice'>It's secured in place with <b>screws</b>. The [src]'s rods look like they could be <b>cut</b> through.</span>"
else
. += "<span class='notice'>The anchoring screws are <i>unscrewed</i>. The [src]'s rods look like they could be <b>cut</b> through.</span>"
/obj/structure/railing/take_damage(amount)
health -= amount
playsound(src, 'sound/effects/grillehit.ogg', 50, 1)
if(health <= 0)
visible_message("<span class='warning'>\The [src] breaks down!</span>")
new /obj/item/stack/rods(get_turf(src))
qdel(src)
/obj/structure/railing/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 10, "cost" = 5)
return FALSE
/obj/structure/railing/rcd_act(mob/user, var/obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the [src].</span>")
qdel(src)
return TRUE
return FALSE
/obj/structure/railing/attackby(obj/item/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(istype(W, /obj/item/wirecutters))
if(!shock(user, 100))
W.play_tool_sound(src, 100)
deconstruct()
NeighborsCheck()
else if((istype(W, /obj/item/screwdriver)) && (isturf(loc) || anchored))
if(!shock(user, 90))
W.play_tool_sound(src, 100)
if(W.use_tool(src, user, decon_speed))
setAnchored(!anchored)
user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
update_icon(1)
return
else if(istype(W, /obj/item/shard) || !shock(user, 70))
return ..()
/obj/structure/railing/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/grille/hulk_damage()
return 60
/obj/structure/railing/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(isobj(AM))
if(prob(50) && anchored && !broken)
var/obj/O = AM
if(O.throwforce != 0 && O.damtype != STAMINA)//don't want to let people spam tesla bolts, this way it will break after time
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 3, C.newavail() * 0.01, TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE | TESLA_MOB_STUN | TESLA_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
C.add_delayedload(C.newavail() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock.
return ..()
/obj/structure/railing/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(user.a_intent == INTENT_HARM)
if(!shock(user, 70))
..(user, 1)
return TRUE
/obj/structure/railing/attack_hand(mob/living/user)
. = ..()
if(.)
return
shock(user, 70)
/obj/structure/railing/attack_alien(mob/living/user)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
/obj/structure/railing/deconstruct(disassembled = TRUE)
if(!loc) //if already qdel'd somehow, we do nothing
return
if(!(flags_1&NODECONSTRUCT_1))
var/obj/R = new buildstacktype(drop_location(), buildstackamount)
transfer_fingerprints_to(R)
qdel(src)
..()
/obj/structure/railing/Bumped(atom/movable/AM)
if(!ismob(AM))
return
var/mob/M = AM
shock(M, 70)
/obj/structure/railing/attack_animal(mob/user)
. = ..()
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the rail.
take_damage(rand(5,10), BRUTE, "melee", 1)
/obj/structure/railing/hulk_damage()
return 60
/obj/structure/railing/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(user.a_intent == INTENT_HARM)
if(!shock(user, 70))
..(user, 1)
return TRUE
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
/obj/structure/railing/proc/shock(mob/user, prb)
if(!anchored) // unanchored railings are never connected
return FALSE
if(!prob(prb))
return FALSE
if(!in_range(src, user))//To prevent TK and mech users from getting shocked
return FALSE
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if(electrocute_mob(user, C, src, 1, TRUE))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
user.visible_message("<span class='warning'>[user] gets shocked by [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
return TRUE
else
return FALSE
return FALSE
/obj/structure/railing/proc/can_be_rotated(mob/user,rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
if(!valid_window_location(loc, target_dir))
to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
return FALSE
return TRUE
add_fingerprint(user)
/obj/structure/railing/Initialize(mapload) //mobs will show under the south railing sprite, thanks Cyanosis for helping with the fix
. = ..()
if(!mapload)
return
if(!(dir & SOUTH))
return
layer = ABOVE_MOB_LAYER
/obj/structure/railing/handrail
name = "handrail"
desc = "A waist high handrail, perhaps you could climb over it."
icon = 'hyperstation/icons/obj/railings.dmi'
icon_modifier = "hand_"
icon_state = "hand_railing0"
max_integrity = 100
/obj/structure/railing/handrail/unachored
anchored = FALSE