/* * False Walls */ // Minimum pressure difference to fail building falsewalls. // Also affects admin alerts. #define FALSEDOOR_MAX_PRESSURE_DIFF 25.0 /obj/structure/falsewall name = "wall" desc = "A huge chunk of metal used to seperate rooms." anchored = TRUE icon = 'icons/turf/walls/wall.dmi' icon_state = "wall" var/mineral = /obj/item/stack/sheet/metal var/mineral_amount = 2 var/walltype = /turf/simulated/wall var/girder_type = /obj/structure/girder/displaced var/opening = FALSE density = TRUE opacity = TRUE can_deconstruct = TRUE canSmoothWith = list( /turf/simulated/wall, /turf/simulated/wall/r_wall, /obj/structure/falsewall, /obj/structure/falsewall/brass, /obj/structure/falsewall/reinforced, // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. //because we do smooth with real r-walls now /turf/simulated/wall/rust, /turf/simulated/wall/r_wall/rust) smooth = SMOOTH_TRUE /obj/structure/falsewall/New(loc) ..() air_update_turf(1) /obj/structure/falsewall/ratvar_act() new /obj/structure/falsewall/brass(loc) qdel(src) /obj/structure/falsewall/Destroy() density = 0 air_update_turf(1) return ..() /obj/structure/falsewall/CanAtmosPass(turf/T) return !density /obj/structure/falsewall/attack_ghost(mob/user) if(user.can_advanced_admin_interact()) toggle(user) /obj/structure/falsewall/attack_hand(mob/user) toggle(user) /obj/structure/falsewall/proc/toggle(mob/user) if(opening) return opening = 1 if(density) do_the_flick() sleep(4) density = 0 set_opacity(0) update_icon(0) else var/srcturf = get_turf(src) for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield opening = 0 return do_the_flick() density = 1 sleep(4) set_opacity(1) update_icon() air_update_turf(1) opening = 0 /obj/structure/falsewall/proc/do_the_flick() if(density) smooth = SMOOTH_FALSE clear_smooth_overlays() icon_state = "fwall_opening" else icon_state = "fwall_closing" /obj/structure/falsewall/update_icon() if(density) icon_state = initial(icon_state) smooth = SMOOTH_TRUE queue_smooth(src) else icon_state = "fwall_open" /obj/structure/falsewall/proc/ChangeToWall(delete = 1) var/turf/T = get_turf(src) if(!walltype || walltype == "metal") T.ChangeTurf(/turf/simulated/wall) else T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]")) if(delete) qdel(src) return T /obj/structure/falsewall/attackby(obj/item/W, mob/user, params) if(opening) to_chat(user, "You must wait until the door has stopped moving.") return if(density) var/turf/T = get_turf(src) if(T.density) to_chat(user, "[src] is blocked!") return if(istype(W, /obj/item/screwdriver)) if(!istype(T, /turf/simulated/floor)) to_chat(user, "[src] bolts must be tightened on the floor!") return user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.") ChangeToWall() if(istype(W, /obj/item/weldingtool)) var/obj/item/weldingtool/WT = W if(WT.remove_fuel(0,user)) dismantle(user) else to_chat(user, "You can't reach, close it first!") if(istype(W, /obj/item/gun/energy/plasmacutter) || istype(W, /obj/item/pickaxe/drill/diamonddrill) || istype(W, /obj/item/pickaxe/drill/jackhammer) || istype(W, /obj/item/melee/energy/blade)) dismantle(user) /obj/structure/falsewall/proc/dismantle(mob/user) user.visible_message("[user] dismantles the false wall.", "You dismantle the false wall.") if(can_deconstruct) new girder_type(loc) if(mineral_amount) for(var/i in 1 to mineral_amount) new mineral(loc) playsound(src, 'sound/items/welder.ogg', 100, 1) qdel(src) /* * False R-Walls */ /obj/structure/falsewall/reinforced name = "reinforced wall" desc = "A huge chunk of reinforced metal used to seperate rooms." icon = 'icons/turf/walls/reinforced_wall.dmi' icon_state = "r_wall" walltype = /turf/simulated/wall/r_wall mineral = /obj/item/stack/sheet/plasteel /obj/structure/falsewall/reinforced/ChangeToWall(delete = 1) var/turf/T = get_turf(src) T.ChangeTurf(/turf/simulated/wall/r_wall) if(delete) qdel(src) return T /* * Uranium Falsewalls */ /obj/structure/falsewall/uranium name = "uranium wall" desc = "A wall with uranium plating. This is probably a bad idea." icon = 'icons/turf/walls/uranium_wall.dmi' icon_state = "uranium" mineral = /obj/item/stack/sheet/mineral/uranium walltype = /turf/simulated/wall/mineral/uranium var/active = null var/last_event = 0 canSmoothWith = list(/obj/structure/falsewall/uranium, /turf/simulated/wall/mineral/uranium) /obj/structure/falsewall/uranium/attackby(obj/item/W as obj, mob/user as mob, params) 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 = 'icons/turf/walls/gold_wall.dmi' icon_state = "gold" mineral = /obj/item/stack/sheet/mineral/gold walltype = /turf/simulated/wall/mineral/gold canSmoothWith = list(/obj/structure/falsewall/gold, /turf/simulated/wall/mineral/gold) /obj/structure/falsewall/silver name = "silver wall" desc = "A wall with silver plating. Shiny." icon = 'icons/turf/walls/silver_wall.dmi' icon_state = "silver" mineral = /obj/item/stack/sheet/mineral/silver walltype = /turf/simulated/wall/mineral/silver canSmoothWith = list(/obj/structure/falsewall/silver, /turf/simulated/wall/mineral/silver) /obj/structure/falsewall/diamond name = "diamond wall" desc = "A wall with diamond plating. You monster." icon = 'icons/turf/walls/diamond_wall.dmi' icon_state = "diamond" mineral = /obj/item/stack/sheet/mineral/diamond walltype = /turf/simulated/wall/mineral/diamond canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/simulated/wall/mineral/diamond) /obj/structure/falsewall/plasma name = "plasma wall" desc = "A wall with plasma plating. This is definately a bad idea." icon = 'icons/turf/walls/plasma_wall.dmi' icon_state = "plasma" mineral = /obj/item/stack/sheet/mineral/plasma walltype = /turf/simulated/wall/mineral/plasma canSmoothWith = list(/obj/structure/falsewall/plasma, /turf/simulated/wall/mineral/plasma, /turf/simulated/wall/mineral/alien) /obj/structure/falsewall/plasma/attackby(obj/item/W, mob/user, params) if(is_hot(W) > 300) message_admins("Plasma falsewall ignited by [key_name_admin(user)] in [ADMIN_VERBOSEJMP(T)]") log_game("Plasma falsewall ignited by [key_name(user)] in [AREACOORD(T)]") investigate_log("was ignited by [key_name(user)]","atmos") burnbabyburn() else return ..() /obj/structure/falsewall/plasma/proc/burnbabyburn(user) playsound(src, 'sound/items/welder.ogg', 100, 1) atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 400) new /obj/structure/girder/displaced(loc) qdel(src) /obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() if(exposed_temperature > 300) burnbabyburn() /obj/structure/falsewall/alien name = "alien wall" desc = "A strange-looking alien wall." icon = 'icons/turf/walls/plasma_wall.dmi' icon_state = "plasma" mineral = /obj/item/stack/sheet/mineral/abductor walltype = /turf/simulated/wall/mineral/abductor canSmoothWith = list(/obj/structure/falsewall/alien, /turf/simulated/wall/mineral/alien) /obj/structure/falsewall/bananium name = "bananium wall" desc = "A wall with bananium plating. Honk!" icon = 'icons/turf/walls/bananium_wall.dmi' icon_state = "bananium" mineral = /obj/item/stack/sheet/mineral/bananium walltype = /turf/simulated/wall/mineral/bananium canSmoothWith = list(/obj/structure/falsewall/bananium, /turf/simulated/wall/mineral/bananium) /obj/structure/falsewall/sandstone name = "sandstone wall" desc = "A wall with sandstone plating." icon_state = "sandstone" mineral = /obj/item/stack/sheet/mineral/sandstone walltype = /turf/simulated/wall/mineral/sandstone canSmoothWith = list(/obj/structure/falsewall/sandstone, /turf/simulated/wall/mineral/sandstone) /obj/structure/falsewall/wood name = "wooden wall" desc = "A wall with wooden plating. Stiff." icon = 'icons/turf/walls/wood_wall.dmi' icon_state = "wood" mineral = /obj/item/stack/sheet/wood walltype = /turf/simulated/wall/mineral/wood canSmoothWith = list(/obj/structure/falsewall/wood, /turf/simulated/wall/mineral/wood) /obj/structure/falsewall/iron name = "rough metal wall" desc = "A wall with rough metal plating." icon = 'icons/turf/walls/iron_wall.dmi' icon_state = "iron" mineral = /obj/item/stack/rods mineral_amount = 5 walltype = /turf/simulated/wall/mineral/iron canSmoothWith = list(/obj/structure/falsewall/iron, /turf/simulated/wall/mineral/iron) /obj/structure/falsewall/abductor name = "alien wall" desc = "A wall with alien alloy plating." icon = 'icons/turf/walls/abductor_wall.dmi' icon_state = "abductor" mineral = /obj/item/stack/sheet/mineral/abductor walltype = /turf/simulated/wall/mineral/abductor canSmoothWith = list(/obj/structure/falsewall/abductor, /turf/simulated/wall/mineral/abductor) /obj/structure/falsewall/titanium desc = "A light-weight titanium wall used in shuttles." icon = 'icons/turf/walls/shuttle_wall.dmi' icon_state = "shuttle" mineral = /obj/item/stack/sheet/mineral/titanium walltype = /turf/simulated/wall/mineral/titanium smooth = SMOOTH_MORE canSmoothWith = list(/turf/simulated/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/full/shuttle, /obj/structure/shuttle/engine/heater) /obj/structure/falsewall/plastitanium desc = "An evil wall of plasma and titanium." icon = 'icons/turf/walls/plastitanium_wall.dmi' icon_state = "shuttle" mineral = /obj/item/stack/sheet/mineral/plastitanium walltype = /turf/simulated/wall/mineral/plastitanium smooth = SMOOTH_MORE canSmoothWith = list(/turf/simulated/wall/mineral/plastitanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/full/shuttle, /obj/structure/shuttle/engine/heater) /obj/structure/falsewall/brass name = "clockwork wall" desc = "A huge chunk of warm metal. The clanging of machinery emanates from within." icon = 'icons/turf/walls/clockwork_wall.dmi' icon_state = "clockwork_wall" resistance_flags = FIRE_PROOF unacidable = TRUE mineral_amount = 1 canSmoothWith = list(/obj/effect/clockwork/overlay/wall, /obj/structure/falsewall/brass) girder_type = /obj/structure/clockwork/wall_gear/displaced walltype = /turf/simulated/wall/clockwork mineral = /obj/item/stack/tile/brass /obj/structure/falsewall/brass/New(loc) ..() var/turf/T = get_turf(src) new /obj/effect/temp_visual/ratvar/wall/false(T) new /obj/effect/temp_visual/ratvar/beam/falsewall(T)