diff --git a/code/defines/obj.dm b/code/defines/obj.dm index dfb1b4b5773..67d854f5bd2 100644 --- a/code/defines/obj.dm +++ b/code/defines/obj.dm @@ -229,7 +229,7 @@ del(src)*/ /obj/effect/sign/maltesefalcon1 //The sign is 64x32, so it needs two tiles. ;3 - desc = "The Maltese Falcon, Space Bar and Grill. Now with added monkey." + desc = "The Maltese Falcon, Space Bar and Grill." name = "The Maltese Falcon" icon = 'decals.dmi' icon_state = "maltesefalcon1" @@ -238,7 +238,7 @@ density = 0 /obj/effect/sign/maltesefalcon2 - desc = "The Maltese Falcon, Space Bar and Grill. Now with added monkey." + desc = "The Maltese Falcon, Space Bar and Grill." name = "The Maltese Falcon" icon = 'decals.dmi' icon_state = "maltesefalcon2" diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index 464c600ebf4..2c01e104283 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -584,7 +584,7 @@ /obj/item/weapon/fireaxe // DEM AXES MAN, marker -Agouri icon_state = "fireaxe0" name = "fire axe" - desc = "Let me axe you a question." + desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?" force = 5 w_class = 4.0 flags = ONBACK diff --git a/code/game/objects/contraband.dm b/code/game/objects/contraband.dm new file mode 100644 index 00000000000..17cce5d4f36 --- /dev/null +++ b/code/game/objects/contraband.dm @@ -0,0 +1,177 @@ + +//########################## CONTRABAND ;3333333333333333333 -Agouri ################################################### + +#define NUM_OF_POSTER_DESIGNS 17 + +/obj/item/weapon/contraband + name = "Contraband Item" + desc = "You probably shouldn't be holding this." + icon = 'contraband.dmi' + force = 5 + + +/obj/item/weapon/contraband/poster + name = "Rolled poster" + desc = "The poster comes with its own automatic adhesive mechanism, for easy pinning to any vertical surface. Its vulgar themes have marked it as Contraband aboard Nanotrasen© Space Facilities." + icon_state = "rolled_poster" + var/serial_number = 0 + var/obj/effect/decal/poster/resulting_poster = null //The poster that will be created is initialised and stored through contraband/poster's constructor + + +/obj/item/weapon/contraband/poster/New(turf/loc,var/given_serial=0) + if(given_serial==0) + //world<<"HERP" + serial_number = rand(1,NUM_OF_POSTER_DESIGNS) + src.resulting_poster = new(serial_number) + else + //world<<"DERP" + serial_number = given_serial + //We don't give it a resulting_poster because if we called it with a given_serial it means that we're rerolling an already used poster. + src.name += " - No. [serial_number]" + ..(loc) + + +/*/obj/item/weapon/contraband/poster/attack(mob/M as mob, mob/user as mob) + src.add_fingerprint(user) + if(src.resulting_poster) + src.resulting_poster.add_fingerprint(user) + ..()*/ + +/*/obj/item/weapon/contraband/poster/attack(atom/A, mob/user as mob) //This shit is handled through the wall's attackby() + if (istype(A, /turf/simulated/wall)) + if(src.resulting_poster == null) + return + else + var/turf/simulated/wall/W = A + var/check = 0 + var/stuff_on_wall = 0 + for( var/obj/O in W.contents) //Let's see if it already has a poster on it or too much stuff + if(istype(O,/obj/effect/decal/poster)) + check = 1 + break + stuff_on_wall++ + if(stuff_on_wall==3) + check = 1 + break + + if(check) + user << "The wall is far too cluttered to place a poster!" + return + + src.resulting_poster.loc = W //Looks like it's uncluttered enough. Place the poster + W.contents += src.resulting_poster + + del(src)*/ + + + +//############################## THE ACTUAL DECALS ########################### + +obj/effect/decal/poster + name = "Poster" + desc = "A large piece of space-resistant printed paper. It's considered contraband." + icon = 'contraband.dmi' + anchored = 1 + var/serial_number //Will hold the value of src.loc if nobody initialises it + var/ruined = 0 + + +obj/effect/decal/poster/New(var/serial) + + src.serial_number = serial + + if(serial_number==src.loc){serial_number = rand(1,NUM_OF_POSTER_DESIGNS);} //This is for the mappers that want individual posters without having to use rolled posters. + + icon_state = "poster[serial_number]" + + switch(serial_number) + if(1) + name += " - Unlucky Space Explorer" + desc += " This particular one depicts a skeletal form within a space suit." + if(2) + name += " - Positronic Logic Conflicts" + desc += " This particular one depicts the cold, unmoving stare of a particular advanced AI." + if(3) + name += " - Paranoia" + desc += " This particular one warns of the dangers of trusting your co-workers too much." + if(4) + name += " - Keep Calm" + desc += " This particular one is of a famous New Earth design, although a bit modified." + if(5) + name += " - Martian Warlord" + desc += " This particular one depicts the cartoony mug of a certain Martial Warmonger." + if(6) + name += " - Technological Singularity" + desc += " This particular one is of the blood-curdling symbol of a long-since defeated enemy of humanity." + if(7) + name += " - Wasteland" + desc += " This particular one is of a couple of ragged gunmen, one male and one female, on top of a mound of rubble. The number \"13\" is visible on their blue jumpsuits." + if(8) + name += " - Pinup Girl Cindy" + desc += " This particular one is of Nanotrasen's PR girl, Cindy, in a particularly feminine pose." + if(9) + name += " - Pinup Girl Amy" + desc += " This particular one is of Amy, the nymphomaniac Urban Legend of Nanotrasen Space Stations. How this photograph came to be is not known." + if(10) + name += " - Don't Panic" + desc += " This particular one depicts some sort of star in a grimace. The \"Don't Panic\" is written in big, friendly letters." + if(11) + name += " - Underwater Laboratory" + desc += " This particular one is of the fabled last crew of Nanotrasen's previous project before going big on Asteroid mining, Sealab." + if(12) + name += " - Missing Gloves" + desc += " This particular one is about the uproar that followed Nanotrasen's financial cuts towards insulated-glove purchases." + if(13) + name += " - Rogue AI" + desc += " This particular one depicts the shell of the infamous AI that catastropically comandeered one of Nanotrasen's earliest space stations. Back then, the corporation was just known as TriOptimum." + if(14) + name += " - User of the Arcane Arts" + desc += " This particular one depicts a wizard, casting a spell. You can't really make out if it's an actial photograph or a computer-generated image." + if(15) + name += " - Leviating Skull" + desc += " This particular one is the portrait of a certain flying, friendly and somewhat sex-crazed enchanted skull. Its adventures along with its fabled companion are now fading through history..." + if(17) + name += " - Augmented Legend" + desc += " This particular one is of an obviously augmented individual, gazing towards the sky. The cyber-city in the backround is rather punkish." + if(18) + name += " - Dangerous Static" + desc += " This particular one depicts nothing remarkable other than a rather mesmerising pattern of monitor static. There's a tag on the sides of the poster, urging you to \"tear this poster in half to receive your free sample\"." + else + name = "This shit just bugged. Report it to Agouri - polyxenitopalidou@gmail.com" + desc = "Why are you still here?" + ..() + +obj/effect/decal/poster/attackby(obj/item/weapon/W as obj, mob/user as mob) + if( istype(W, /obj/item/weapon/wirecutters) ) + playsound(src.loc, 'Wirecutter.ogg', 100, 1) + if(src.ruined) + user << "You remove the remnants of the poster." + del(src) + else + user << "You carefully remove the poster from the wall." + var/obj/item/weapon/contraband/poster/P = new(src,src.serial_number) + P.resulting_poster = src + P.loc = user.loc + src.loc = P + return + + + +/obj/effect/decal/poster/attack_hand(mob/user as mob) + if(src.ruined) + return + var/temp_loc = user.loc + switch(alert("Do I want to rip the poster from the wall?","You think...","Yes","No")) + if("Yes") + if(user.loc != temp_loc) + return + for (var/mob/O in hearers(5, src.loc)) + O.show_message("[user.name] rips the [src.name] in a single, decisive motion!" ) + playsound(src.loc, 'poster_ripped.ogg', 100, 1) + src.ruined = 1 + src.icon_state = "poster_ripped" + src.name = "Ripped poster" + src.desc = "You can't make out anything from the poster's original print. It's ruined." + src.add_fingerprint(user) + if("No") + return \ No newline at end of file diff --git a/code/game/vehicles/airtight/airtight.dm b/code/game/vehicles/airtight/airtight.dm new file mode 100644 index 00000000000..cd589948fc6 --- /dev/null +++ b/code/game/vehicles/airtight/airtight.dm @@ -0,0 +1,165 @@ + +/obj/vehicle/airtight + //inner atmos + var/use_internal_tank = 0 + var/internal_tank_valve = ONE_ATMOSPHERE + var/obj/machinery/portable_atmospherics/canister/internal_tank + var/datum/gas_mixture/cabin_air + var/obj/machinery/atmospherics/portables_connector/connected_port = null + + var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature + var/datum/global_iterator/pr_give_air //moves air from tank to cabin + + +/obj/vehicle/airtight/New() + ..() + src.add_airtank() + src.add_cabin() + src.add_airtight_iterators() + + + + +//######################################### Helpers for airtight vehicles ######################################### + +/obj/vehicle/airtight/proc/add_cabin() + cabin_air = new + cabin_air.temperature = T20C + cabin_air.volume = 200 + cabin_air.oxygen = O2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature) + cabin_air.nitrogen = N2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature) + return cabin_air + +/obj/vehicle/airtight/proc/add_airtank() + internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src) + return internal_tank + +/obj/vehicle/airtight/proc/add_airtight_iterators() + pr_int_temp_processor = new /datum/global_iterator/vehicle_preserve_temp(list(src)) + pr_give_air = new /datum/global_iterator/vehicle_tank_give_air(list(src)) + + +//######################################### Specific datums for airtight vehicles ################################# + + +/datum/global_iterator/vehicle_preserve_temp //normalizing cabin air temperature to 20 degrees celsium + delay = 20 + + process(var/obj/vehicle/airtight/V) + if(V.cabin_air && V.cabin_air.return_volume() > 0) + var/delta = V.cabin_air.temperature - T20C + V.cabin_air.temperature -= max(-10, min(10, round(delta/4,0.1))) + return + + +/datum/global_iterator/vehicle_tank_give_air + delay = 15 + + process(var/obj/vehicle/airtight/V) + if(V.internal_tank) + var/datum/gas_mixture/tank_air = V.internal_tank.return_air() + var/datum/gas_mixture/cabin_air = V.cabin_air + + var/release_pressure = V.internal_tank_valve + var/cabin_pressure = cabin_air.return_pressure() + var/pressure_delta = min(release_pressure - cabin_pressure, (tank_air.return_pressure() - cabin_pressure)/2) + var/transfer_moles = 0 + if(pressure_delta > 0) //cabin pressure lower than release pressure + if(tank_air.return_temperature() > 0) + transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION) + var/datum/gas_mixture/removed = tank_air.remove(transfer_moles) + cabin_air.merge(removed) + else if(pressure_delta < 0) //cabin pressure higher than release pressure + var/datum/gas_mixture/t_air = V.get_turf_air() + pressure_delta = cabin_pressure - release_pressure + if(t_air) + pressure_delta = min(cabin_pressure - t_air.return_pressure(), pressure_delta) + if(pressure_delta > 0) //if location pressure is lower than cabin pressure + transfer_moles = pressure_delta*cabin_air.return_volume()/(cabin_air.return_temperature() * R_IDEAL_GAS_EQUATION) + var/datum/gas_mixture/removed = cabin_air.remove(transfer_moles) + if(t_air) + t_air.merge(removed) + else //just delete the cabin gas, we're in space or some shit + del(removed) + else + return stop() + return + + +//######################################### Atmospherics for vehicles ############################################# + + +/obj/vehicle/proc/get_turf_air() + var/turf/T = get_turf(src) + if(T) + . = T.return_air() + return + +/obj/vehicle/airtight/remove_air(amount) + if(use_internal_tank) + return cabin_air.remove(amount) + else + var/turf/T = get_turf(src) + if(T) + return T.remove_air(amount) + return + +/obj/vehicle/airtight/return_air() + if(use_internal_tank) + return cabin_air + return get_turf_air() + +/obj/vehicle/airtight/proc/return_pressure() + . = 0 + if(use_internal_tank) + . = cabin_air.return_pressure() + else + var/datum/gas_mixture/t_air = get_turf_air() + if(t_air) + . = t_air.return_pressure() + return + + +/obj/vehicle/airtight/proc/return_temperature() + . = 0 + if(use_internal_tank) + . = cabin_air.return_temperature() + else + var/datum/gas_mixture/t_air = get_turf_air() + if(t_air) + . = t_air.return_temperature() + return + +/obj/vehicle/airtight/proc/connect(obj/machinery/atmospherics/portables_connector/new_port) + //Make sure not already connected to something else + if(connected_port || !new_port || new_port.connected_device) + return 0 + + //Make sure are close enough for a valid connection + if(new_port.loc != src.loc) + return 0 + + //Perform the connection + connected_port = new_port + connected_port.connected_device = src + + //Actually enforce the air sharing + var/datum/pipe_network/network = connected_port.return_network(src) + if(network && !(internal_tank.return_air() in network.gases)) + network.gases += internal_tank.return_air() + network.update = 1 + log_message("Vehicle airtank connected to external port.") + return 1 + +/obj/vehicle/airtight/proc/disconnect() + if(!connected_port) + return 0 + + var/datum/pipe_network/network = connected_port.return_network(src) + if(network) + network.gases -= internal_tank.return_air() + + connected_port.connected_device = null + connected_port = null + src.log_message("Vehicle airtank disconnected from external port.") + return 1 \ No newline at end of file diff --git a/code/game/vehicles/airtight/land.dm b/code/game/vehicles/airtight/land.dm new file mode 100644 index 00000000000..e69de29bb2d diff --git a/code/game/vehicles/airtight/space.dm b/code/game/vehicles/airtight/space.dm new file mode 100644 index 00000000000..e69de29bb2d diff --git a/code/game/vehicles/vehicle.dm b/code/game/vehicles/vehicle.dm new file mode 100644 index 00000000000..16e5abc2845 --- /dev/null +++ b/code/game/vehicles/vehicle.dm @@ -0,0 +1,190 @@ + + +/obj/vehicle + name = "Vehicle" + icon = 'vehicles.dmi' + density = 1 + anchored = 1 + unacidable = 1 //To avoid the pilot-deleting shit that came with mechas + layer = MOB_LAYER + //var/can_move = 1 + var/mob/living/carbon/occupant = null + //var/step_in = 10 //make a step in step_in/10 sec. + //var/dir_in = 2//What direction will the mech face when entered/powered on? Defaults to South. + //var/step_energy_drain = 10 + var/health = 300 //health is health + //var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act. + //the values in this list show how much damage will pass through, not how much will be absorbed. + var/list/damage_absorption = list("brute"=0.8,"fire"=1.2,"bullet"=0.9,"laser"=1,"energy"=1,"bomb"=1) + var/obj/item/weapon/cell/cell //Our power source + var/state = 0 + var/list/log = new + var/last_message = 0 + var/add_req_access = 1 + var/maint_access = 1 + //var/dna //dna-locking the mech + var/list/proc_res = list() //stores proc owners, like proc_res["functionname"] = owner reference + var/datum/effect/effect/system/spark_spread/spark_system = new + var/lights = 0 + var/lights_power = 6 + + //inner atmos //These go in airtight.dm, not all vehicles are space-faring -Agouri + //var/use_internal_tank = 0 + //var/internal_tank_valve = ONE_ATMOSPHERE + //var/obj/machinery/portable_atmospherics/canister/internal_tank + //var/datum/gas_mixture/cabin_air + //var/obj/machinery/atmospherics/portables_connector/connected_port = null + + var/obj/item/device/radio/radio = null + + var/max_temperature = 2500 + //var/internal_damage_threshold = 50 //health percentage below which internal damage is possible + var/internal_damage = 0 //contains bitflags + + var/list/operation_req_access = list()//required access level for mecha operation + var/list/internals_req_access = list(access_engine,access_robotics)//required access level to open cell compartment + + //var/datum/global_iterator/pr_int_temp_processor //normalizes internal air mixture temperature //In airtight.dm you go -Agouri + var/datum/global_iterator/pr_inertial_movement //controls intertial movement in spesss + + //var/datum/global_iterator/pr_give_air //moves air from tank to cabin //Y-you too -Agouri + + var/datum/global_iterator/pr_internal_damage //processes internal damage + + + var/wreckage + + var/list/equipment = new + var/obj/selected + //var/max_equip = 3 + + var/datum/events/events + + + +/obj/vehicle/New() + ..() + events = new + icon_state += "-unmanned" + add_radio() + //add_cabin() //No cabin for non-airtights + + spark_system.set_up(2, 0, src) + spark_system.attach(src) + add_cell() + add_iterators() + removeVerb(/obj/mecha/verb/disconnect_from_port) + removeVerb(/atom/movable/verb/pull) + log_message("[src.name]'s functions initialised. Work protocols active - Entering IDLE mode.") + loc.Entered(src) + return + + +//################ Helpers ########################################################### + + +/obj/vehicle/proc/removeVerb(verb_path) + verbs -= verb_path + +/obj/vehicle/proc/addVerb(verb_path) + verbs += verb_path + +/*/obj/vehicle/proc/add_airtank() //In airtight.dm -Agouri + internal_tank = new /obj/machinery/portable_atmospherics/canister/air(src) + return internal_tank*/ + +/obj/vehicle/proc/add_cell(var/obj/item/weapon/cell/C=null) + if(C) + C.forceMove(src) + cell = C + return + cell = new(src) + cell.charge = 15000 + cell.maxcharge = 15000 + +/*/obj/vehicle/proc/add_cabin() //In airtight.dm -Agouri + cabin_air = new + cabin_air.temperature = T20C + cabin_air.volume = 200 + cabin_air.oxygen = O2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature) + cabin_air.nitrogen = N2STANDARD*cabin_air.volume/(R_IDEAL_GAS_EQUATION*cabin_air.temperature) + return cabin_air*/ + +/obj/vehicle/proc/add_radio() + radio = new(src) + radio.name = "[src] radio" + radio.icon = icon + radio.icon_state = icon_state + radio.subspace_transmission = 1 + +/obj/vehicle/proc/add_iterators() + pr_inertial_movement = new /datum/global_iterator/vehicle_intertial_movement(null,0) + //pr_internal_damage = new /datum/global_iterator/vehicle_internal_damage(list(src),0) + //pr_int_temp_processor = new /datum/global_iterator/vehicle_preserve_temp(list(src)) //In airtight.dm's add_airtight_iterators -Agouri + //pr_give_air = new /datum/global_iterator/vehicle_tank_give_air(list(src) //Same here -Agouri + +/obj/vehicle/proc/check_for_support() + if(locate(/obj/structure/grille, orange(1, src)) || locate(/obj/structure/lattice, orange(1, src)) || locate(/turf/simulated, orange(1, src)) || locate(/turf/unsimulated, orange(1, src))) + return 1 + else + return 0 + +//################ Logs and messages ############################################ + + +/obj/vehicle/proc/log_message(message as text,red=null) + log.len++ + log[log.len] = list("time"=world.timeofday,"message"="[red?"":null][message][red?"":null]") + return log.len + + + +//################ Global Iterator Datums ###################################### + + +/datum/global_iterator/vehicle_intertial_movement //inertial movement in space + delay = 7 + + process(var/obj/vehicle/V as obj, direction) + if(direction) + if(!step(V, direction)||V.check_for_support()) + src.stop() + else + src.stop() + return + + +/datum/global_iterator/mecha_internal_damage // processing internal damage + + process(var/obj/mecha/mecha) + if(!mecha.hasInternalDamage()) + return stop() + if(mecha.hasInternalDamage(MECHA_INT_FIRE)) + if(!mecha.hasInternalDamage(MECHA_INT_TEMP_CONTROL) && prob(5)) + mecha.clearInternalDamage(MECHA_INT_FIRE) + if(mecha.internal_tank) + if(mecha.internal_tank.return_pressure()>mecha.internal_tank.maximum_pressure && !(mecha.hasInternalDamage(MECHA_INT_TANK_BREACH))) + mecha.setInternalDamage(MECHA_INT_TANK_BREACH) + var/datum/gas_mixture/int_tank_air = mecha.internal_tank.return_air() + if(int_tank_air && int_tank_air.return_volume()>0) //heat the air_contents + int_tank_air.temperature = min(6000+T0C, int_tank_air.temperature+rand(10,15)) + if(mecha.cabin_air && mecha.cabin_air.return_volume()>0) + mecha.cabin_air.temperature = min(6000+T0C, mecha.cabin_air.return_temperature()+rand(10,15)) + if(mecha.cabin_air.return_temperature()>mecha.max_temperature/2) + mecha.take_damage(4/round(mecha.max_temperature/mecha.cabin_air.return_temperature(),0.1),"fire") + if(mecha.hasInternalDamage(MECHA_INT_TEMP_CONTROL)) //stop the mecha_preserve_temp loop datum + mecha.pr_int_temp_processor.stop() + if(mecha.hasInternalDamage(MECHA_INT_TANK_BREACH)) //remove some air from internal tank + if(mecha.internal_tank) + var/datum/gas_mixture/int_tank_air = mecha.internal_tank.return_air() + var/datum/gas_mixture/leaked_gas = int_tank_air.remove_ratio(0.10) + if(mecha.loc && hascall(mecha.loc,"assume_air")) + mecha.loc.assume_air(leaked_gas) + else + del(leaked_gas) + if(mecha.hasInternalDamage(MECHA_INT_SHORT_CIRCUIT)) + if(mecha.get_charge()) + mecha.spark_system.start() + mecha.cell.charge -= min(20,mecha.cell.charge) + mecha.cell.maxcharge -= min(20,mecha.cell.maxcharge) + return \ No newline at end of file diff --git a/code/unused/Agouri_stuff.dm b/code/unused/Agouri_stuff.dm new file mode 100644 index 00000000000..1f0270016fa --- /dev/null +++ b/code/unused/Agouri_stuff.dm @@ -0,0 +1,1565 @@ +/turf/DblClick() + if(istype(usr, /mob/living/silicon/ai)) + return move_camera_by_click() + if(usr.stat || usr.restrained() || usr.lying) + return ..() + + if(usr.hand && istype(usr.l_hand, /obj/item/weapon/flamethrower)) + var/turflist = getline(usr,src) + var/obj/item/weapon/flamethrower/F = usr.l_hand + F.flame_turf(turflist) + else if(!usr.hand && istype(usr.r_hand, /obj/item/weapon/flamethrower)) + var/turflist = getline(usr,src) + var/obj/item/weapon/flamethrower/F = usr.r_hand + F.flame_turf(turflist) + + return ..() + +/turf/New() + ..() + for(var/atom/movable/AM as mob|obj in src) + spawn( 0 ) + src.Entered(AM) + return + return + +/turf/ex_act(severity) + return 0 + + +/turf/bullet_act(var/obj/item/projectile/Proj) + if(istype(Proj ,/obj/item/projectile/beam/pulse)) + src.ex_act(2) + ..() + return 0 + +/turf/bullet_act(var/obj/item/projectile/Proj) + if(istype(Proj ,/obj/item/projectile/bullet/gyro)) + explosion(src, -1, 0, 2) + ..() + return 0 + +/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area) + if (!mover || !isturf(mover.loc)) + return 1 + + + //First, check objects to block exit that are not on the border + for(var/obj/obstacle in mover.loc) + if((obstacle.flags & ~ON_BORDER) && (mover != obstacle) && (forget != obstacle)) + if(!obstacle.CheckExit(mover, src)) + mover.Bump(obstacle, 1) + return 0 + + //Now, check objects to block exit that are on the border + for(var/obj/border_obstacle in mover.loc) + if((border_obstacle.flags & ON_BORDER) && (mover != border_obstacle) && (forget != border_obstacle)) + if(!border_obstacle.CheckExit(mover, src)) + mover.Bump(border_obstacle, 1) + return 0 + + //Next, check objects to block entry that are on the border + for(var/obj/border_obstacle in src) + if(border_obstacle.flags & ON_BORDER) + if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle)) + mover.Bump(border_obstacle, 1) + return 0 + + //Then, check the turf itself + if (!src.CanPass(mover, src)) + mover.Bump(src, 1) + return 0 + + //Finally, check objects/mobs to block entry that are not on the border + for(var/atom/movable/obstacle in src) + if(obstacle.flags & ~ON_BORDER) + if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle)) + mover.Bump(obstacle, 1) + return 0 + return 1 //Nothing found to block so return success! + + +/turf/Entered(atom/movable/M as mob|obj) + var/loopsanity = 100 + if(ismob(M)) + if(!M:lastarea) + M:lastarea = get_area(M.loc) + if(M:lastarea.has_gravity == 0) + inertial_drift(M) + + /* + if(M.flags & NOGRAV) + inertial_drift(M) + */ + + + + else if(!istype(src, /turf/space)) + M:inertia_dir = 0 + ..() + var/objects = 0 + for(var/atom/A as mob|obj|turf|area in src) + if(objects > loopsanity) break + objects++ + spawn( 0 ) + if ((A && M)) + A.HasEntered(M, 1) + return + objects = 0 + for(var/atom/A as mob|obj|turf|area in range(1)) + if(objects > loopsanity) break + objects++ + spawn( 0 ) + if ((A && M)) + A.HasProximity(M, 1) + return + return + +/turf/proc/inertial_drift(atom/movable/A as mob|obj) + if(!(A.last_move)) return + if((istype(A, /mob/) && src.x > 2 && src.x < (world.maxx - 1) && src.y > 2 && src.y < (world.maxy-1))) + var/mob/M = A + if(M.Process_Spacemove(1)) + M.inertia_dir = 0 + return + spawn(5) + if((M && !(M.anchored) && (M.loc == src))) + if(M.inertia_dir) + step(M, M.inertia_dir) + return + M.inertia_dir = M.last_move + step(M, M.inertia_dir) + return + +/turf/proc/levelupdate() + for(var/obj/O in src) + if(O.level == 1) + O.hide(src.intact) + +// override for space turfs, since they should never hide anything +/turf/space/levelupdate() + for(var/obj/O in src) + if(O.level == 1) + O.hide(0) + +// Removes all signs of lattice on the pos of the turf -Donkieyo +/turf/proc/RemoveLattice() + var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) + if(L) + del L + +/turf/proc/ReplaceWithFloor(explode=0) + var/prior_icon = icon_old + var/old_dir = dir + + var/turf/simulated/floor/W = new /turf/simulated/floor( locate(src.x, src.y, src.z) ) + + W.RemoveLattice() + W.dir = old_dir + if(prior_icon) W.icon_state = prior_icon + else W.icon_state = "floor" + + if (!explode) + W.opacity = 1 + W.sd_SetOpacity(0) + //This is probably gonna make lighting go a bit wonky in bombed areas, but sd_SetOpacity was the primary reason bombs have been so laggy. --NEO + W.levelupdate() + return W + +/turf/proc/ReplaceWithPlating() + var/prior_icon = icon_old + var/old_dir = dir + + var/turf/simulated/floor/plating/W = new /turf/simulated/floor/plating( locate(src.x, src.y, src.z) ) + + W.RemoveLattice() + W.dir = old_dir + if(prior_icon) W.icon_state = prior_icon + else W.icon_state = "plating" + W.opacity = 1 + W.sd_SetOpacity(0) + W.levelupdate() + return W + +/turf/proc/ReplaceWithEngineFloor() + var/old_dir = dir + + var/turf/simulated/floor/engine/E = new /turf/simulated/floor/engine( locate(src.x, src.y, src.z) ) + + E.dir = old_dir + E.icon_state = "engine" + +/turf/simulated/Entered(atom/A, atom/OL) + if (istype(A,/mob/living/carbon)) + var/mob/living/carbon/M = A + if(M.lying) return + if(istype(M, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = M + if(istype(H.shoes, /obj/item/clothing/shoes/clown_shoes)) + if(H.m_intent == "run") + if(H.footstep >= 2) + H.footstep = 0 + else + H.footstep++ + if(H.footstep == 0) + playsound(src, "clownstep", 50, 1) // this will get annoying very fast. + else + playsound(src, "clownstep", 20, 1) + + switch (src.wet) + if(1) + if(istype(M, /mob/living/carbon/human)) // Added check since monkeys don't have shoes + if ((M.m_intent == "run") && !(istype(M:shoes, /obj/item/clothing/shoes) && M:shoes.flags&NOSLIP)) + M.pulling = null + step(M, M.dir) + M << "\blue You slipped on the wet floor!" + playsound(src.loc, 'slip.ogg', 50, 1, -3) + M.Stun(8) + M.Weaken(5) + else + M.inertia_dir = 0 + return + else if(!istype(M, /mob/living/carbon/metroid)) + if (M.m_intent == "run") + M.pulling = null + step(M, M.dir) + M << "\blue You slipped on the wet floor!" + playsound(src.loc, 'slip.ogg', 50, 1, -3) + M.Stun(8) + M.Weaken(5) + else + M.inertia_dir = 0 + return + + if(2) //lube + if(!istype(M, /mob/living/carbon/metroid)) + M.pulling = null + step(M, M.dir) + spawn(1) step(M, M.dir) + spawn(2) step(M, M.dir) + spawn(3) step(M, M.dir) + spawn(4) step(M, M.dir) + M.take_organ_damage(2) // Was 5 -- TLE + M << "\blue You slipped on the floor!" + playsound(src.loc, 'slip.ogg', 50, 1, -3) + M.Weaken(10) + + ..() + +/turf/proc/ReplaceWithSpace() + var/old_dir = dir + var/turf/space/S = new /turf/space( locate(src.x, src.y, src.z) ) + S.dir = old_dir + return S + +/turf/proc/ReplaceWithLattice() + var/old_dir = dir + var/turf/space/S = new /turf/space( locate(src.x, src.y, src.z) ) + S.dir = old_dir + new /obj/structure/lattice( locate(src.x, src.y, src.z) ) + return S + +/turf/proc/ReplaceWithWall() + var/old_icon = icon_state + var/turf/simulated/wall/S = new /turf/simulated/wall( locate(src.x, src.y, src.z) ) + S.icon_old = old_icon + S.opacity = 0 + S.sd_NewOpacity(1) + return S + +/turf/proc/ReplaceWithRWall() + var/old_icon = icon_state + var/turf/simulated/wall/r_wall/S = new /turf/simulated/wall/r_wall( locate(src.x, src.y, src.z) ) + S.icon_old = old_icon + S.opacity = 0 + S.sd_NewOpacity(1) + return S + +/turf/simulated/wall/New() + ..() + +/turf/simulated/wall/proc/dismantle_wall(devastated=0, explode=0) + if(istype(src,/turf/simulated/wall/r_wall)) + if(!devastated) + playsound(src.loc, 'Welder.ogg', 100, 1) + new /obj/structure/girder/reinforced(src) + new /obj/item/stack/sheet/plasteel( src ) + else + new /obj/item/stack/sheet/metal( src ) + new /obj/item/stack/sheet/metal( src ) + new /obj/item/stack/sheet/plasteel( src ) + else if(istype(src,/turf/simulated/wall/cult)) + if(!devastated) + playsound(src.loc, 'Welder.ogg', 100, 1) + new /obj/effect/decal/remains/human(src) + else + new /obj/effect/decal/remains/human(src) + + else + if(!devastated) + playsound(src.loc, 'Welder.ogg', 100, 1) + new /obj/structure/girder(src) + new /obj/item/stack/sheet/metal( src ) + new /obj/item/stack/sheet/metal( src ) + else + new /obj/item/stack/sheet/metal( src ) + new /obj/item/stack/sheet/metal( src ) + new /obj/item/stack/sheet/metal( src ) + + ReplaceWithPlating(explode) + +/turf/simulated/wall/examine() + set src in oview(1) + + usr << "It looks like a regular wall." + return + +/turf/simulated/wall/ex_act(severity) + switch(severity) + if(1.0) + //SN src = null + src.ReplaceWithSpace() + del(src) + return + if(2.0) + if (prob(50)) + dismantle_wall(0,1) + else + dismantle_wall(1,1) + if(3.0) + var/proba + if (istype(src, /turf/simulated/wall/r_wall)) + proba = 15 + else + proba = 40 + if (prob(proba)) + dismantle_wall(0,1) + else + return + +/turf/simulated/wall/blob_act() + if(prob(50)) + dismantle_wall() + +/turf/simulated/wall/attack_paw(mob/user as mob) + if ((user.mutations & HULK)) + if (prob(40)) + usr << text("\blue You smash through the wall.") + dismantle_wall(1) + return + else + usr << text("\blue You punch the wall.") + return + + return src.attack_hand(user) + + +/turf/simulated/wall/attack_animal(mob/living/simple_animal/M as mob) + if(M.wall_smash) + if (istype(src, /turf/simulated/wall/r_wall)) + M << text("\blue This wall is far too strong for you to destroy.") + return + else + if (prob(40)) + M << text("\blue You smash through the wall.") + dismantle_wall(1) + return + else + M << text("\blue You smash against the wall.") + return + + M << "\blue You push the wall but nothing happens!" + return + +/turf/simulated/wall/attack_hand(mob/user as mob) + if ((user.mutations & HULK)) + if (prob(40)) + usr << text("\blue You smash through the wall.") + dismantle_wall(1) + return + else + usr << text("\blue You punch the wall.") + return + + user << "\blue You push the wall but nothing happens!" + playsound(src.loc, 'Genhit.ogg', 25, 1) + src.add_fingerprint(user) + return + +/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob) + + if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") + usr << "\red You don't have the dexterity to do this!" + return + + if (istype(W, /obj/item/weapon/weldingtool) && W:welding) + var/turf/T = get_turf(user) + if (!( istype(T, /turf) )) + return + + if (thermite) + var/obj/effect/overlay/O = new/obj/effect/overlay( src ) + O.name = "Thermite" + O.desc = "Looks hot." + O.icon = 'fire.dmi' + O.icon_state = "2" + O.anchored = 1 + O.density = 1 + O.layer = 5 + var/turf/simulated/floor/F = ReplaceWithPlating() + F.burn_tile() + F.icon_state = "wall_thermite" + user << "\red The thermite melts the wall." + spawn(100) del(O) + F.sd_LumReset() + return + + if (W:remove_fuel(0,user)) + W:welding = 2 + user << "\blue Now disassembling the outer wall plating." + playsound(src.loc, 'Welder.ogg', 100, 1) + sleep(100) + if (W && istype(src, /turf/simulated/wall)) + if ((get_turf(user) == T && user.equipped() == W)) + user << "\blue You disassembled the outer wall plating." + dismantle_wall() + W:welding = 1 + else + user << "\blue You need more welding fuel to complete this task." + return + + else if (istype(W, /obj/item/weapon/pickaxe/plasmacutter)) + var/turf/T = user.loc + if (!( istype(T, /turf) )) + return + + if (thermite) + var/obj/effect/overlay/O = new/obj/effect/overlay( src ) + O.name = "Thermite" + O.desc = "Looks hot." + O.icon = 'fire.dmi' + O.icon_state = "2" + O.anchored = 1 + O.density = 1 + O.layer = 5 + var/turf/simulated/floor/F = ReplaceWithPlating() + F.burn_tile() + F.icon_state = "wall_thermite" + user << "\red The thermite melts the wall." + spawn(100) del(O) + F.sd_LumReset() + return + + else + user << "\blue Now disassembling the outer wall plating." + playsound(src.loc, 'Welder.ogg', 100, 1) + sleep(60) + if (W && istype(src, /turf/simulated/wall)) + if ((get_turf(user) == T && user.equipped() == W)) + user << "\blue You disassembled the outer wall plating." + dismantle_wall() + for(var/mob/O in viewers(user, 5)) + O.show_message(text("\blue The wall was sliced apart by []!", user), 1, text("\red You hear metal being sliced apart."), 2) + return + + else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill)) + var/turf/T = user.loc + user << "\blue Now drilling through wall." + sleep(60) + if (W && istype(src, /turf/simulated/wall)) + if ((user.loc == T && user.equipped() == W)) + dismantle_wall(1) + for(var/mob/O in viewers(user, 5)) + O.show_message(text("\blue The wall was drilled apart by []!", user), 1, text("\red You hear metal being drilled appart."), 2) + return + + else if(istype(W, /obj/item/weapon/melee/energy/blade)) + var/turf/T = user.loc + user << "\blue Now slicing through wall." + W:spark_system.start() + playsound(src.loc, "sparks", 50, 1) + sleep(70) + if (W && istype(src, /turf/simulated/wall)) + if ((user.loc == T && user.equipped() == W)) + W:spark_system.start() + playsound(src.loc, "sparks", 50, 1) + playsound(src.loc, 'blade1.ogg', 50, 1) + dismantle_wall(1) + for(var/mob/O in viewers(user, 5)) + O.show_message(text("\blue The wall was sliced apart by []!", user), 1, text("\red You hear metal being sliced and sparks flying."), 2) + return + + else if(istype(W,/obj/item/apc_frame)) + var/obj/item/apc_frame/AH = W + AH.try_build(src) + else if(istype(W,/obj/item/weapon/contraband/poster)) + var/obj/item/weapon/contraband/poster/P = W + if(P.resulting_poster) + var/check = 0 + var/stuff_on_wall = 0 + for( var/obj/O in src.contents) //Let's see if it already has a poster on it or too much stuff + if(istype(O,/obj/effect/decal/poster)) + check = 1 + break + stuff_on_wall++ + if(stuff_on_wall==3) + check = 1 + break + + if(check) + user << "The wall is far too cluttered to place a poster!" + return + + user << "You start placing the poster on the wall..." //Looks like it's uncluttered enough. Place the poster. + + P.resulting_poster.loc = src + var/temp = P.resulting_poster.icon_state + var/temp_loc = user.loc + P.resulting_poster.icon_state = "poster_being_set" + playsound(P.resulting_poster.loc, 'poster_being_created.ogg', 100, 1) + sleep(24) + + if(user.loc == temp_loc)//Let's check if he still is there + user << "You place the poster!" + P.resulting_poster.icon_state = temp + src.contents += P.resulting_poster + del(P) + else + user << "You stop placing the poster." + P.resulting_poster.loc = P + P.resulting_poster.icon_state = temp + else + return attack_hand(user) + return + + +/turf/simulated/wall/r_wall/attackby(obj/item/W as obj, mob/user as mob) + + if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") + usr << "\red You don't have the dexterity to do this!" + return + + if(!istype(src, /turf/simulated/wall/r_wall)) + return // this may seem stupid and redundant but apparently floors can call this attackby() proc, it was spamming shit up. -- Doohl + + + if (istype(W, /obj/item/weapon/weldingtool) && W:welding) + W:eyecheck(user) + var/turf/T = user.loc + if (!( istype(T, /turf) )) + return + + if (thermite) + var/obj/effect/overlay/O = new/obj/effect/overlay( src ) + O.name = "Thermite" + O.desc = "Looks hot." + O.icon = 'fire.dmi' + O.icon_state = "2" + O.anchored = 1 + O.density = 1 + O.layer = 5 + var/turf/simulated/floor/F = ReplaceWithPlating() + F.burn_tile() + F.icon_state = "wall_thermite" + user << "\red The thermite melts the wall." + spawn(100) del(O) + F.sd_LumReset() + return + + if (src.d_state == 2) + W:welding = 2 + user << "\blue Slicing metal cover." + playsound(src.loc, 'Welder.ogg', 100, 1) + sleep(60) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 3 + user << "\blue You removed the metal cover." + W:welding = 1 + + else if (src.d_state == 5) + W:welding = 2 + user << "\blue Removing support rods." + playsound(src.loc, 'Welder.ogg', 100, 1) + sleep(100) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 6 + new /obj/item/stack/rods( src ) + user << "\blue You removed the support rods." + W:welding = 1 + + else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter)) + var/turf/T = user.loc + if (!( istype(T, /turf) )) + return + + if (thermite) + var/obj/effect/overlay/O = new/obj/effect/overlay( src ) + O.name = "Thermite" + O.desc = "Looks hot." + O.icon = 'fire.dmi' + O.icon_state = "2" + O.anchored = 1 + O.density = 1 + O.layer = 5 + var/turf/simulated/floor/F = ReplaceWithPlating() + F.burn_tile() + F.icon_state = "wall_thermite" + user << "\red The thermite melts the wall." + spawn(100) del(O) + F.sd_LumReset() + return + + if (src.d_state == 2) + user << "\blue Slicing metal cover." + playsound(src.loc, 'Welder.ogg', 100, 1) + sleep(40) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 3 + user << "\blue You removed the metal cover." + + else if (src.d_state == 5) + user << "\blue Removing support rods." + playsound(src.loc, 'Welder.ogg', 100, 1) + sleep(70) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 6 + new /obj/item/stack/rods( src ) + user << "\blue You removed the support rods." + + else if(istype(W, /obj/item/weapon/melee/energy/blade)) + user << "\blue This wall is too thick to slice through. You will need to find a different path." + return + + else if (istype(W, /obj/item/weapon/wrench)) + if (src.d_state == 4) + var/turf/T = user.loc + user << "\blue Detaching support rods." + playsound(src.loc, 'Ratchet.ogg', 100, 1) + sleep(40) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 5 + user << "\blue You detach the support rods." + + else if (istype(W, /obj/item/weapon/wirecutters)) + if (src.d_state == 0) + playsound(src.loc, 'Wirecutter.ogg', 100, 1) + src.d_state = 1 + new /obj/item/stack/rods( src ) + + else if (istype(W, /obj/item/weapon/screwdriver)) + if (src.d_state == 1) + var/turf/T = user.loc + playsound(src.loc, 'Screwdriver.ogg', 100, 1) + user << "\blue Removing support lines." + sleep(40) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 2 + user << "\blue You removed the support lines." + + else if (istype(W, /obj/item/weapon/crowbar)) + + if (src.d_state == 3) + var/turf/T = user.loc + user << "\blue Prying cover off." + playsound(src.loc, 'Crowbar.ogg', 100, 1) + sleep(100) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 4 + user << "\blue You removed the cover." + + else if (src.d_state == 6) + var/turf/T = user.loc + user << "\blue Prying outer sheath off." + playsound(src.loc, 'Crowbar.ogg', 100, 1) + sleep(100) + if(src) + if ((user.loc == T && user.equipped() == W)) + user << "\blue You removed the outer sheath." + dismantle_wall() + return + + else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill)) + var/turf/T = user.loc + user << "\blue You begin to drill though, this will take some time." + sleep(200) + if(src) + if ((user.loc == T && user.equipped() == W)) + user << "\blue Your drill tears though the reinforced plating." + dismantle_wall() + return + + else if ((istype(W, /obj/item/stack/sheet/metal)) && (src.d_state)) + var/turf/T = user.loc + user << "\blue Repairing wall." + sleep(100) + if ((user.loc == T && user.equipped() == W)) + src.d_state = 0 + src.icon_state = initial(src.icon_state) + user << "\blue You repaired the wall." + if (W:amount > 1) + W:amount-- + else + del(W) + + else if(istype(W,/obj/item/weapon/contraband/poster)) + var/obj/item/weapon/contraband/poster/P = W + if(P.resulting_poster) + var/check = 0 + var/stuff_on_wall = 0 + for( var/obj/O in src.contents) //Let's see if it already has a poster on it or too much stuff + if(istype(O,/obj/effect/decal/poster)) + check = 1 + break + stuff_on_wall++ + if(stuff_on_wall==3) + check = 1 + break + + if(check) + user << "The wall is far too cluttered to place a poster!" + return + + user << "You start placing the poster on the wall..." //Looks like it's uncluttered enough. Place the poster. + + P.resulting_poster.loc = src + var/temp = P.resulting_poster.icon_state + var/temp_loc = user.loc + P.resulting_poster.icon_state = "poster_being_set" + playsound(P.resulting_poster.loc, 'poster_being_created.ogg', 100, 1) + sleep(24) + + if(user.loc == temp_loc)//Let's check if he still is there + user << "You place the poster!" + P.resulting_poster.icon_state = temp + src.contents += P.resulting_poster + del(P) + else + user << "You stop placing the poster." + P.resulting_poster.loc = P + P.resulting_poster.icon_state = temp + return + + if(istype(W,/obj/item/apc_frame)) + var/obj/item/apc_frame/AH = W + AH.try_build(src) + return + + if(src.d_state > 0) + src.icon_state = "r_wall-[d_state]" + + else + return attack_hand(user) + return + +/turf/simulated/wall/meteorhit(obj/M as obj) + if (prob(15)) + dismantle_wall() + else if(prob(70)) + ReplaceWithPlating() + else + ReplaceWithLattice() + return 0 + + +//This is so damaged or burnt tiles or platings don't get remembered as the default tile +var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","damaged4", + "damaged5","panelscorched","floorscorched1","floorscorched2","platingdmg1","platingdmg2", + "platingdmg3","plating","light_on","light_on_flicker1","light_on_flicker2", + "light_on_clicker3","light_on_clicker4","light_on_clicker5","light_broken", + "light_on_broken","light_off","wall_thermite","grass1","grass2","grass3","grass4", + "asteroid","asteroid_dug", + "asteroid0","asteroid1","asteroid2","asteroid3","asteroid4", + "asteroid5","asteroid6","asteroid7","asteroid8", + "burning","oldburning","light-on-r","light-on-y","light-on-g","light-on-b") + +var/list/plating_icons = list("plating","platingdmg1","platingdmg2","platingdmg3","asteroid","asteroid_dug") + +/turf/simulated/floor + + //Note to coders, the 'intact' var can no longer be used to determine if the floor is a plating or not. + //Use the is_plating(), is_plasteel_floor() and is_light_floor() procs instead. --Errorage + name = "floor" + icon = 'floors.dmi' + icon_state = "floor" + var/icon_regular_floor = "floor" //used to remember what icon the tile should have by default + var/icon_plating = "plating" + thermal_conductivity = 0.040 + heat_capacity = 10000 + var/broken = 0 + var/burnt = 0 + var/obj/item/stack/tile/floor_tile = new/obj/item/stack/tile/plasteel + + airless + icon_state = "floor" + name = "airless floor" + oxygen = 0.01 + nitrogen = 0.01 + temperature = TCMB + + New() + ..() + name = "floor" + + light + name = "Light floor" + luminosity = 5 + icon_state = "light_on" + floor_tile = new/obj/item/stack/tile/light + + New() + floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well. + var/n = name //just in case commands rename it in the ..() call + ..() + spawn(4) + update_icon() + name = n + + grass + name = "Grass patch" + icon_state = "grass1" + floor_tile = new/obj/item/stack/tile/grass + + New() + floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well. + icon_state = "grass[pick("1","2","3","4")]" + ..() + spawn(4) + update_icon() + for(var/direction in cardinal) + if(istype(get_step(src,direction),/turf/simulated/floor)) + var/turf/simulated/floor/FF = get_step(src,direction) + FF.update_icon() //so siding get updated properly + +/turf/simulated/floor/vault + icon_state = "rockvault" + + New(location,type) + ..() + icon_state = "[type]vault" + +/turf/simulated/wall/vault + icon_state = "rockvault" + + New(location,type) + ..() + icon_state = "[type]vault" + +/turf/simulated/floor/engine + name = "reinforced floor" + icon_state = "engine" + thermal_conductivity = 0.025 + heat_capacity = 325000 + +/turf/simulated/floor/engine/cult + name = "engraved floor" + icon_state = "cult" + + +/turf/simulated/floor/engine/n20 + New() + ..() + var/datum/gas_mixture/adding = new + var/datum/gas/sleeping_agent/trace_gas = new + + trace_gas.moles = 2000 + adding.trace_gases += trace_gas + adding.temperature = T20C + + assume_air(adding) + +/turf/simulated/floor/engine/vacuum + name = "vacuum floor" + icon_state = "engine" + oxygen = 0 + nitrogen = 0.001 + temperature = TCMB + +/turf/simulated/floor/plating + name = "plating" + icon_state = "plating" + floor_tile = null + intact = 0 + +/turf/simulated/floor/plating/airless + icon_state = "plating" + name = "airless plating" + oxygen = 0.01 + nitrogen = 0.01 + temperature = TCMB + + New() + ..() + name = "plating" + +/turf/simulated/floor/grid + icon = 'floors.dmi' + icon_state = "circuit" + +/turf/simulated/floor/New() + ..() + if(icon_state in icons_to_ignore_at_floor_init) //so damaged/burned tiles or plating icons aren't saved as the default + icon_regular_floor = "floor" + else + icon_regular_floor = icon_state + +//turf/simulated/floor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) +// if ((istype(mover, /obj/machinery/vehicle) && !(src.burnt))) +// if (!( locate(/obj/machinery/mass_driver, src) )) +// return 0 +// return ..() + +/turf/simulated/floor/ex_act(severity) + //set src in oview(1) + switch(severity) + if(1.0) + src.ReplaceWithSpace() + if(2.0) + switch(pick(1,2;75,3)) + if (1) + src.ReplaceWithLattice() + if(prob(33)) new /obj/item/stack/sheet/metal(src) + if(2) + src.ReplaceWithSpace() + if(3) + if(prob(80)) + src.break_tile_to_plating() + else + src.break_tile() + src.hotspot_expose(1000,CELL_VOLUME) + if(prob(33)) new /obj/item/stack/sheet/metal(src) + if(3.0) + if (prob(50)) + src.break_tile() + src.hotspot_expose(1000,CELL_VOLUME) + return + +/turf/simulated/floor/blob_act() + return + +turf/simulated/floor/proc/update_icon() + if(is_plasteel_floor()) + if(!broken && !burnt) + icon_state = icon_regular_floor + if(is_plating()) + if(!broken && !burnt) + icon_state = icon_plating //Because asteroids are 'platings' too. + if(is_light_floor()) + var/obj/item/stack/tile/light/T = floor_tile + if(T.on) + switch(T.state) + if(0) + icon_state = "light_on" + sd_SetLuminosity(5) + if(1) + var/num = pick("1","2","3","4") + icon_state = "light_on_flicker[num]" + sd_SetLuminosity(5) + if(2) + icon_state = "light_on_broken" + sd_SetLuminosity(5) + if(3) + icon_state = "light_off" + sd_SetLuminosity(0) + else + sd_SetLuminosity(0) + icon_state = "light_off" + if(is_grass_floor()) + if(!broken && !burnt) + if(!(icon_state in list("grass1","grass2","grass3","grass4"))) + icon_state = "grass[pick("1","2","3","4")]" + spawn(1) + if(istype(src,/turf/simulated/floor)) //Was throwing runtime errors due to a chance of it changing to space halfway through. + if(air) + update_visuals(air) + +turf/simulated/floor/return_siding_icon_state() + ..() + if(is_grass_floor()) + var/dir_sum = 0 + for(var/direction in cardinal) + var/turf/T = get_step(src,direction) + if(!(T.is_grass_floor())) + dir_sum += direction + if(dir_sum) + return "wood_siding[dir_sum]" + else + return 0 + + +/turf/simulated/floor/attack_paw(mob/user as mob) + return src.attack_hand(user) + +/turf/simulated/floor/attack_hand(mob/user as mob) + if (is_light_floor()) + var/obj/item/stack/tile/light/T = floor_tile + T.on = !T.on + update_icon() + if ((!( user.canmove ) || user.restrained() || !( user.pulling ))) + return + if (user.pulling.anchored) + return + if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1)) + return + if (ismob(user.pulling)) + var/mob/M = user.pulling + var/mob/t = M.pulling + M.pulling = null + step(user.pulling, get_dir(user.pulling.loc, src)) + M.pulling = t + else + step(user.pulling, get_dir(user.pulling.loc, src)) + return + +/turf/simulated/floor/engine/attackby(obj/item/weapon/C as obj, mob/user as mob) + if(!C) + return + if(!user) + return + if(istype(C, /obj/item/weapon/wrench)) + user << "\blue Removing rods..." + playsound(src.loc, 'Ratchet.ogg', 80, 1) + if(do_after(user, 30)) + new /obj/item/stack/rods(src, 2) + ReplaceWithFloor() + var/turf/simulated/floor/F = src + F.make_plating() + return + +/turf/simulated/floor/proc/gets_drilled() + return + +/turf/simulated/floor/proc/break_tile_to_plating() + if(!is_plating()) + make_plating() + break_tile() + +/turf/simulated/floor/is_plasteel_floor() + if(istype(floor_tile,/obj/item/stack/tile/plasteel)) + return 1 + else + return 0 + +/turf/simulated/floor/is_light_floor() + if(istype(floor_tile,/obj/item/stack/tile/light)) + return 1 + else + return 0 + +/turf/simulated/floor/is_grass_floor() + if(istype(floor_tile,/obj/item/stack/tile/grass)) + return 1 + else + return 0 + +/turf/simulated/floor/is_plating() + if(!floor_tile) + return 1 + return 0 + +/turf/simulated/floor/proc/break_tile() + if(istype(src,/turf/simulated/floor/engine)) return + if(istype(src,/turf/simulated/floor/mech_bay_recharge_floor)) + src.ReplaceWithPlating() + if(broken) return + if(is_plasteel_floor()) + src.icon_state = "damaged[pick(1,2,3,4,5)]" + broken = 1 + else if(is_plasteel_floor()) + src.icon_state = "light_broken" + broken = 1 + else if(is_plating()) + src.icon_state = "platingdmg[pick(1,2,3)]" + broken = 1 + else if(is_grass_floor()) + src.icon_state = "sand[pick("1","2","3")]" + broken = 1 + +/turf/simulated/floor/proc/burn_tile() + if(istype(src,/turf/simulated/floor/engine)) return + if(broken || burnt) return + if(is_plasteel_floor()) + src.icon_state = "damaged[pick(1,2,3,4,5)]" + burnt = 1 + else if(is_plasteel_floor()) + src.icon_state = "floorscorched[pick(1,2)]" + burnt = 1 + else if(is_plating()) + src.icon_state = "panelscorched" + burnt = 1 + else if(is_grass_floor()) + src.icon_state = "sand[pick("1","2","3")]" + burnt = 1 + +//This proc will delete the floor_tile and the update_iocn() proc will then change the icon_state of the turf +//This proc auto corrects the grass tiles' siding. +/turf/simulated/floor/proc/make_plating() + if(istype(src,/turf/simulated/floor/engine)) return + + if(is_grass_floor()) + for(var/direction in cardinal) + if(istype(get_step(src,direction),/turf/simulated/floor)) + var/turf/simulated/floor/FF = get_step(src,direction) + FF.update_icon() //so siding get updated properly + + if(!floor_tile) return + del(floor_tile) + icon_plating = "plating" + sd_SetLuminosity(0) + floor_tile = null + intact = 0 + broken = 0 + burnt = 0 + + update_icon() + levelupdate() + +//This proc will make the turf a plasteel floor tile. The expected argument is the tile to make the turf with +//If none is given it will make a new object. dropping or unequipping must be handled before or after calling +//this proc. +/turf/simulated/floor/proc/make_plasteel_floor(var/obj/item/stack/tile/plasteel/T = null) + broken = 0 + burnt = 0 + intact = 1 + sd_SetLuminosity(0) + if(T) + if(istype(T,/obj/item/stack/tile/plasteel)) + floor_tile = T + if (icon_regular_floor) + icon_state = icon_regular_floor + else + icon_state = "floor" + icon_regular_floor = icon_state + update_icon() + levelupdate() + return + //if you gave a valid parameter, it won't get thisf ar. + floor_tile = new/obj/item/stack/tile/plasteel + icon_state = "floor" + icon_regular_floor = icon_state + + update_icon() + levelupdate() + +//This proc will make the turf a light floor tile. The expected argument is the tile to make the turf with +//If none is given it will make a new object. dropping or unequipping must be handled before or after calling +//this proc. +/turf/simulated/floor/proc/make_light_floor(var/obj/item/stack/tile/light/T = null) + broken = 0 + burnt = 0 + intact = 1 + if(T) + if(istype(T,/obj/item/stack/tile/light)) + floor_tile = T + update_icon() + levelupdate() + return + //if you gave a valid parameter, it won't get thisf ar. + floor_tile = new/obj/item/stack/tile/light + + update_icon() + levelupdate() + +//This proc will make a turf into a grass patch. Fun eh? Insert the grass tile to be used as the argument +//If no argument is given a new one will be made. +/turf/simulated/floor/proc/make_grass_floor(var/obj/item/stack/tile/grass/T = null) + broken = 0 + burnt = 0 + intact = 1 + if(T) + if(istype(T,/obj/item/stack/tile/grass)) + floor_tile = T + update_icon() + levelupdate() + return + //if you gave a valid parameter, it won't get thisf ar. + floor_tile = new/obj/item/stack/tile/grass + + update_icon() + levelupdate() + +/turf/simulated/floor/attackby(obj/item/C as obj, mob/user as mob) + + if(!C || !user) + return 0 + + if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles + if(is_light_floor()) + var/obj/item/stack/tile/light/T = floor_tile + if(T.state) + user.u_equip(C) + del(C) + T.state = C //fixing it by bashing it with a light bulb, fun eh? + update_icon() + user << "\blue You replace the light bulb." + else + user << "\blue The lightbulb seems fine, no need to replace it." + + if(istype(C, /obj/item/weapon/crowbar) && (!(is_plating()))) + if(broken || burnt) + user << "\red You remove the broken plating." + else + user << "\red You remove the [floor_tile.name]." + new floor_tile.type(src) + + make_plating() + playsound(src.loc, 'Crowbar.ogg', 80, 1) + + return + + if(istype(C, /obj/item/stack/rods)) + var/obj/item/stack/rods/R = C + if (is_plating()) + if (R.amount >= 2) + user << "\blue Reinforcing the floor..." + if(do_after(user, 30) && R && R.amount >= 2 && is_plating()) + ReplaceWithEngineFloor() + playsound(src.loc, 'Deconstruct.ogg', 80, 1) + R.use(2) + return + else + user << "\red You need more rods." + else + user << "\red You must remove the plating first." + return + + if(istype(C, /obj/item/stack/tile)) + if(is_plating()) + if(!broken && !burnt) + var/obj/item/stack/tile/T = C + floor_tile = new T.type + intact = 1 + if(istype(T,/obj/item/stack/tile/light)) + var/obj/item/stack/tile/light/L = T + var/obj/item/stack/tile/light/F = floor_tile + F.state = L.state + F.on = L.on + if(istype(T,/obj/item/stack/tile/grass)) + for(var/direction in cardinal) + if(istype(get_step(src,direction),/turf/simulated/floor)) + var/turf/simulated/floor/FF = get_step(src,direction) + FF.update_icon() //so siding gets updated properly + T.use(1) + update_icon() + levelupdate() + playsound(src.loc, 'Genhit.ogg', 50, 1) + else + user << "\blue This section is too damaged to support a tile. Use a welder to fix the damage." + + + if(istype(C, /obj/item/weapon/cable_coil)) + if(is_plating()) + var/obj/item/weapon/cable_coil/coil = C + coil.turf_place(src, user) + else + user << "\red You must remove the plating first." + + if(istype(C, /obj/item/weapon/shovel)) + if(is_grass_floor()) + new /obj/item/weapon/ore/glass(src) + new /obj/item/weapon/ore/glass(src) //Make some sand if you shovel grass + user << "\blue You shovel the grass." + make_plating() + else + user << "\red You cannot shovel this." + + if(istype(C, /obj/item/weapon/weldingtool)) + var/obj/item/weapon/weldingtool/welder = C + if(welder.welding && (is_plating())) + if(broken || burnt) + if(welder.remove_fuel(0,user)) + user << "\red You fix some dents on the broken plating." + playsound(src.loc, 'Welder.ogg', 80, 1) + icon_state = "plating" + burnt = 0 + broken = 0 + else + user << "\blue You need more welding fuel to complete this task." + +/turf/unsimulated/floor/attack_paw(user as mob) + return src.attack_hand(user) + +/turf/unsimulated/floor/attack_hand(var/mob/user as mob) + if ((!( user.canmove ) || user.restrained() || !( user.pulling ))) + return + if (user.pulling.anchored) + return + if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1)) + return + if (ismob(user.pulling)) + var/mob/M = user.pulling + var/mob/t = M.pulling + M.pulling = null + step(user.pulling, get_dir(user.pulling.loc, src)) + M.pulling = t + else + step(user.pulling, get_dir(user.pulling.loc, src)) + return + +// imported from space.dm + +/turf/space/attack_paw(mob/user as mob) + return src.attack_hand(user) + +/turf/space/attack_hand(mob/user as mob) + if ((user.restrained() || !( user.pulling ))) + return + if (user.pulling.anchored) + return + if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1)) + return + if (ismob(user.pulling)) + var/mob/M = user.pulling + var/t = M.pulling + M.pulling = null + step(user.pulling, get_dir(user.pulling.loc, src)) + M.pulling = t + else + step(user.pulling, get_dir(user.pulling.loc, src)) + return + +/turf/space/attackby(obj/item/C as obj, mob/user as mob) + + if (istype(C, /obj/item/stack/rods)) + var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) + if(L) + return + var/obj/item/stack/rods/R = C + user << "\blue Constructing support lattice ..." + playsound(src.loc, 'Genhit.ogg', 50, 1) + ReplaceWithLattice() + R.use(1) + return + + if (istype(C, /obj/item/stack/tile/plasteel)) + var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) + if(L) + var/obj/item/stack/tile/plasteel/S = C + del(L) + playsound(src.loc, 'Genhit.ogg', 50, 1) + S.build(src) + S.use(1) + return + else + user << "\red The plating is going to need some support." + return + + +// Ported from unstable r355 + +/turf/space/Entered(atom/movable/A as mob|obj) + ..() + if ((!(A) || src != A.loc || istype(null, /obj/effect/beam))) return + + inertial_drift(A) + + if(ticker && ticker.mode) + + // Okay, so let's make it so that people can travel z levels but not nuke disks! + // if(ticker.mode.name == "nuclear emergency") return + + if(ticker.mode.name == "extended"||ticker.mode.name == "sandbox") + Sandbox_Spacemove(A) + + else + if (src.x <= 2 || A.x >= (world.maxx - 1) || src.y <= 2 || A.y >= (world.maxy - 1)) + if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust)) + del(A) + return + + if(istype(A, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks travel Z levels ... And moving this shit down here so it only fires when they're actually trying to change z-level. + return + + if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear))) + if(istype(A, /mob/living)) + var/mob/living/MM = A + if(MM.client) + MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is." + return + + + + var/move_to_z_str = pickweight(accessable_z_levels) + + var/move_to_z = text2num(move_to_z_str) + + if(!move_to_z) + return + + + + A.z = move_to_z + + + if(src.x <= 2) + A.x = world.maxx - 2 + + else if (A.x >= (world.maxx - 1)) + A.x = 3 + + else if (src.y <= 2) + A.y = world.maxy - 2 + + else if (A.y >= (world.maxy - 1)) + A.y = 3 + + spawn (0) + if ((A && A.loc)) + A.loc.Entered(A) + +// if(istype(A, /obj/structure/closet/coffin)) +// coffinhandler.Add(A) + +/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj) + var/cur_x + var/cur_y + var/next_x + var/next_y + var/target_z + var/list/y_arr + + if(src.x <= 1) + if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust)) + del(A) + return + + var/list/cur_pos = src.get_global_map_pos() + if(!cur_pos) return + cur_x = cur_pos["x"] + cur_y = cur_pos["y"] + next_x = (--cur_x||global_map.len) + y_arr = global_map[next_x] + target_z = y_arr[cur_y] +/* + //debug + world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]" + world << "Target Z = [target_z]" + world << "Next X = [next_x]" + //debug +*/ + if(target_z) + A.z = target_z + A.x = world.maxx - 2 + spawn (0) + if ((A && A.loc)) + A.loc.Entered(A) + else if (src.x >= world.maxx) + if(istype(A, /obj/effect/meteor)) + del(A) + return + + var/list/cur_pos = src.get_global_map_pos() + if(!cur_pos) return + cur_x = cur_pos["x"] + cur_y = cur_pos["y"] + next_x = (++cur_x > global_map.len ? 1 : cur_x) + y_arr = global_map[next_x] + target_z = y_arr[cur_y] +/* + //debug + world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]" + world << "Target Z = [target_z]" + world << "Next X = [next_x]" + //debug +*/ + if(target_z) + A.z = target_z + A.x = 3 + spawn (0) + if ((A && A.loc)) + A.loc.Entered(A) + else if (src.y <= 1) + if(istype(A, /obj/effect/meteor)) + del(A) + return + var/list/cur_pos = src.get_global_map_pos() + if(!cur_pos) return + cur_x = cur_pos["x"] + cur_y = cur_pos["y"] + y_arr = global_map[cur_x] + next_y = (--cur_y||y_arr.len) + target_z = y_arr[next_y] +/* + //debug + world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]" + world << "Next Y = [next_y]" + world << "Target Z = [target_z]" + //debug +*/ + if(target_z) + A.z = target_z + A.y = world.maxy - 2 + spawn (0) + if ((A && A.loc)) + A.loc.Entered(A) + + else if (src.y >= world.maxy) + if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust)) + del(A) + return + var/list/cur_pos = src.get_global_map_pos() + if(!cur_pos) return + cur_x = cur_pos["x"] + cur_y = cur_pos["y"] + y_arr = global_map[cur_x] + next_y = (++cur_y > y_arr.len ? 1 : cur_y) + target_z = y_arr[next_y] +/* + //debug + world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]" + world << "Next Y = [next_y]" + world << "Target Z = [target_z]" + //debug +*/ + if(target_z) + A.z = target_z + A.y = 3 + spawn (0) + if ((A && A.loc)) + A.loc.Entered(A) + return + +/obj/effect/vaultspawner + var/maxX = 6 + var/maxY = 6 + var/minX = 2 + var/minY = 2 + +/obj/effect/vaultspawner/New(turf/location as turf,lX = minX,uX = maxX,lY = minY,uY = maxY,var/type = null) + if(!type) + type = pick("sandstone","rock","alien") + + var/lowBoundX = location.x + var/lowBoundY = location.y + + var/hiBoundX = location.x + rand(lX,uX) + var/hiBoundY = location.y + rand(lY,uY) + + var/z = location.z + + for(var/i = lowBoundX,i<=hiBoundX,i++) + for(var/j = lowBoundY,j<=hiBoundY,j++) + if(i == lowBoundX || i == hiBoundX || j == lowBoundY || j == hiBoundY) + new /turf/simulated/wall/vault(locate(i,j,z),type) + else + new /turf/simulated/floor/vault(locate(i,j,z),type) + + del(src) + +/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N +//Useful to batch-add creatures to the list. + for(var/mob/living/M in src) + if(M==U) continue//Will not harm U. Since null != M, can be excluded to kill everyone. + spawn(0) + M.gib() + for(var/obj/mecha/M in src)//Mecha are not gibbed but are damaged. + spawn(0) + M.take_damage(100, "brute") + for(var/obj/effect/critter/M in src) + spawn(0) + M.Die() + +/turf/proc/Bless() + if(flags & NOJAUNT) + return + flags |= NOJAUNT + overlays += image('water.dmi',src,"holywater") \ No newline at end of file diff --git a/icons/obj/contraband.dmi b/icons/obj/contraband.dmi new file mode 100644 index 00000000000..3edac97081b Binary files /dev/null and b/icons/obj/contraband.dmi differ diff --git a/icons/obj/vehicles.dmi b/icons/obj/vehicles.dmi new file mode 100644 index 00000000000..2dbaedd6397 Binary files /dev/null and b/icons/obj/vehicles.dmi differ diff --git a/sound/items/poster_being_created.ogg b/sound/items/poster_being_created.ogg new file mode 100644 index 00000000000..6f4e9bce684 Binary files /dev/null and b/sound/items/poster_being_created.ogg differ diff --git a/sound/items/poster_ripped.ogg b/sound/items/poster_ripped.ogg new file mode 100644 index 00000000000..e42e36ce97d Binary files /dev/null and b/sound/items/poster_ripped.ogg differ diff --git a/tgstation.dme b/tgstation.dme index dbba89ceae0..278bd249211 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -76,6 +76,8 @@ #define FILE_DIR "code/game/objects/stacks" #define FILE_DIR "code/game/objects/storage" #define FILE_DIR "code/game/objects/tanks" +#define FILE_DIR "code/game/vehicles" +#define FILE_DIR "code/game/vehicles/airtight" #define FILE_DIR "code/game/verbs" #define FILE_DIR "code/js" #define FILE_DIR "code/modules" @@ -569,6 +571,7 @@ #include "code\game\objects\bombspawner.dm" #include "code\game\objects\cleaner.dm" #include "code\game\objects\closets.dm" +#include "code\game\objects\contraband.dm" #include "code\game\objects\crates.dm" #include "code\game\objects\displaycase.dm" #include "code\game\objects\door_assembly.dm" @@ -714,6 +717,10 @@ #include "code\game\objects\tanks\emergency.dm" #include "code\game\objects\tanks\jetpack.dm" #include "code\game\objects\tanks\oxygen.dm" +#include "code\game\vehicles\vehicle.dm" +#include "code\game\vehicles\airtight\airtight.dm" +#include "code\game\vehicles\airtight\land.dm" +#include "code\game\vehicles\airtight\space.dm" #include "code\game\verbs\AI_status.dm" #include "code\game\verbs\authorize.dm" #include "code\game\verbs\ooc.dm"