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Paradise/code/game/turfs/simulated/walls_indestructible.dm
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9b534f3c3f Ports baby watcher from TG* (#22768)
* Ports baby watcher from TG*

* ah. I see. Alphabetical. Should have seen that coming.

* here comes the better mapped boi 🎵

* removes recursive_loc_check, uses get. also removes the debug always place WHOOPS

* fixes arguments, need to update and edit map

* adds bombable turfs

* Apply suggestions from code review

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* changes

* ///

* R-R-R-RUN IT BACK

* Update code/modules/awaymissions/mob_spawn.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* oops spacing

* part 1/2

* Update code/modules/awaymissions/mission_code/ruins/watcher_grave.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* 2 / 2

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2023-12-16 12:03:07 +00:00

271 lines
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/turf/simulated/wall/indestructible
name = "wall"
desc = "Effectively impervious to conventional methods of destruction."
explosion_block = 50
/turf/simulated/wall/indestructible/dismantle_wall(devastated = 0, explode = 0)
return
/turf/simulated/wall/indestructible/take_damage(dam)
return
/turf/simulated/wall/indestructible/welder_act()
return
/turf/simulated/wall/indestructible/thermitemelt(mob/user, speed)
return
/turf/simulated/wall/indestructible/ex_act(severity)
SEND_SIGNAL(src, COMSIG_ATOM_EX_ACT, severity)
return
/turf/simulated/wall/indestructible/blob_act(obj/structure/blob/B)
return
/turf/simulated/wall/indestructible/singularity_act()
return
/turf/simulated/wall/indestructible/singularity_pull(S, current_size)
return
/turf/simulated/wall/indestructible/narsie_act()
return
/turf/simulated/wall/indestructible/burn_down()
return
/turf/simulated/wall/indestructible/attackby(obj/item/I, mob/user, params)
return
/turf/simulated/wall/indestructible/attack_hand(mob/user)
return
/turf/simulated/wall/indestructible/attack_hulk(mob/user, does_attack_animation = FALSE)
return
/turf/simulated/wall/indestructible/attack_animal(mob/living/simple_animal/M)
return
/turf/simulated/wall/indestructible/mech_melee_attack(obj/mecha/M)
return
/turf/simulated/wall/indestructible/necropolis
name = "necropolis wall"
desc = "A seemingly impenetrable wall."
icon = 'icons/turf/walls.dmi'
icon_state = "necro"
base_icon_state = "necro"
baseturf = /turf/simulated/wall/indestructible/necropolis
smoothing_flags = null
smoothing_groups = null
canSmoothWith = null
/turf/simulated/wall/indestructible/boss
name = "necropolis wall"
desc = "A thick, seemingly indestructible stone wall."
icon = 'icons/turf/walls/boss_wall.dmi'
icon_state = "boss_wall-0"
base_icon_state = "boss_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BOSS_WALLS)
canSmoothWith = list(SMOOTH_GROUP_BOSS_WALLS)
baseturf = /turf/simulated/floor/plating/asteroid/basalt
/turf/simulated/wall/indestructible/boss/see_through
opacity = FALSE
/turf/simulated/wall/indestructible/hierophant
name = "wall"
desc = "A wall made out of a strange metal. The squares on it pulse in a predictable pattern."
icon = 'icons/turf/walls/hierophant_wall.dmi'
icon_state = "wall"
smoothing_flags = SMOOTH_CORNERS
baseturf = /turf/simulated/floor/indestructible/hierophant/two
/turf/simulated/wall/indestructible/hierophant/Initialize(mapload)
. = ..()
GLOB.hierophant_walls += src
/turf/simulated/wall/indestructible/hierophant/BeforeChange()
GLOB.hierophant_walls -= src
return ..()
/turf/simulated/wall/indestructible/hierophant/proc/collapse()
if(prob(15))
visible_message("<span class='warning'>[src] starts to rumble and groan as the lights fade on it, and it begins to collapse to rubble!</span>",\
"<span class='warning'>You hear metal groaning and tearing!</span>")
ChangeTurf(/turf/simulated/floor/indestructible/hierophant/two)
return
addtimer(CALLBACK(src, PROC_REF(collapse)), 10 SECONDS)
/turf/simulated/wall/indestructible/sandstone
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone_wall-0"
base_icon_state = "sandstone_wall"
smoothing_flags = SMOOTH_BITMASK
GLOBAL_DATUM(title_splash, /turf/simulated/wall/indestructible/splashscreen)
/turf/simulated/wall/indestructible/splashscreen
name = "Space Station 13"
icon = 'config/title_screens/images/blank.png'
icon_state = ""
layer = FLY_LAYER
flags = NO_SCREENTIPS
// Pixel shifts below are needed to centrally position the black placeholder icon within the start area at compile-time. This is overridden when a "real" lobby art image is chosen by SStitlescreen
pixel_x = -288
pixel_y = -224
// This needs to load immediately. I am sad I cant Initialize() this.
/turf/simulated/wall/indestructible/splashscreen/New(loc)
..()
GLOB.title_splash = src
// GC cleanup because some silly bugger will delete this
/turf/simulated/wall/indestructible/splashscreen/Destroy()
GLOB.title_splash = null
return ..()
/turf/simulated/wall/indestructible/uranium
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium_wall-0"
base_icon_state = "uranium_wall"
smoothing_flags = SMOOTH_BITMASK
canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_URANIUM_WALLS)
/turf/simulated/wall/indestructible/wood
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood_wall-0"
base_icon_state = "wood_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_WOOD_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WOOD_WALLS)
/turf/simulated/wall/indestructible/alien
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
/turf/simulated/wall/indestructible/abductor
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor_wall-0"
base_icon_state = "abductor_wall"
smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_ABDUCTOR_WALLS)
canSmoothWith = list(SMOOTH_GROUP_ABDUCTOR_WALLS)
/turf/simulated/wall/indestructible/fakedoor
name = "CentCom Access"
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
icon_state = "fake_door"
smoothing_flags = null
smoothing_groups = null
canSmoothWith = null
/turf/simulated/wall/indestructible/fakeglass
name = "window"
icon = 'icons/obj/smooth_structures/windows/reinforced_window.dmi'
icon_state = "fake_window"
base_icon_state = "reinforced_window"
opacity = FALSE
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS) //they are not walls but this lets walls smooth with them
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WALLS)
/// Used to define what file the edging sprite is contained within
var/edge_overlay_file = 'icons/obj/smooth_structures/windows/reinforced_window_edges.dmi'
/// Tracks the edging appearence sprite
var/mutable_appearance/edge_overlay
/turf/simulated/wall/indestructible/fakeglass/Initialize(mapload)
. = ..()
icon_state = null
underlays += mutable_appearance('icons/obj/structures.dmi', "grille") //add a grille underlay
underlays += mutable_appearance('icons/turf/floors.dmi', "plating") //add the plating underlay, below the grille
/turf/simulated/wall/indestructible/fakeglass/smooth_icon()
..()
update_icon(UPDATE_OVERLAYS)
/turf/simulated/wall/indestructible/fakeglass/update_icon_state()
. = ..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
/turf/simulated/wall/indestructible/fakeglass/update_overlays()
if(!edge_overlay_file)
return
edge_overlay = mutable_appearance(edge_overlay_file, "[smoothing_junction]", layer + 0.1, appearance_flags = RESET_COLOR)
return list(edge_overlay)
/turf/simulated/wall/indestructible/fakeglass/brass
icon = 'icons/obj/smooth_structures/windows/clockwork_window.dmi'
icon_state = "clockwork_window-0"
base_icon_state = "clockwork_window"
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRASS)
edge_overlay_file = null
/turf/simulated/wall/indestructible/opsglass
name = "window"
icon = 'icons/obj/smooth_structures/windows/plastitanium_window.dmi'
icon_state = "plastitanium_window-0"
base_icon_state = "plastitanium_window"
opacity = FALSE
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_PLASTITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM, SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_PLASTITANIUM_WALLS)
/turf/simulated/wall/indestructible/opsglass/Initialize(mapload)
. = ..()
icon_state = null
underlays += mutable_appearance('icons/obj/structures.dmi', "grille")
underlays += mutable_appearance('icons/turf/floors.dmi', "plating")
/turf/simulated/wall/indestructible/opsglass/limited_smooth
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
/turf/simulated/wall/indestructible/rock
name = "dense rock"
desc = "An extremely densely-packed rock, most mining tools or explosives would never get through this."
icon = 'icons/turf/walls/smoothrocks.dmi'
icon_state = "smoothrocks-0"
base_icon_state = "smoothrocks"
smoothing_flags = SMOOTH_BITMASK | SMOOTH_BORDER
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_MINERAL_WALLS)
canSmoothWith = list(SMOOTH_GROUP_MINERAL_WALLS)
color = COLOR_ROCK
/turf/simulated/wall/indestructible/rock/snow
name = "mountainside"
desc = "An extremely densely-packed rock, sheeted over with centuries worth of ice and snow."
icon = 'icons/turf/walls.dmi'
icon_state = "snowrock"
smoothing_flags = null
smoothing_groups = null
canSmoothWith = null
/turf/simulated/wall/indestructible/riveted
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "reinforced_wall-0"
base_icon_state = "reinforced_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_REGULAR_WALLS, SMOOTH_GROUP_REINFORCED_WALLS)
/turf/simulated/wall/indestructible/syndicate
icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon_state = "plastitanium_wall-0"
base_icon_state = "plastitanium_wall"
smoothing_flags = SMOOTH_BITMASK | SMOOTH_DIAGONAL_CORNERS
smoothing_groups = list(SMOOTH_GROUP_SIMULATED_TURFS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SYNDICATE_WALLS)
canSmoothWith = list(SMOOTH_GROUP_SYNDICATE_WALLS, SMOOTH_GROUP_AIRLOCK, SMOOTH_GROUP_SHUTTLE_PARTS)