mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-21 15:51:31 +00:00
290 lines
9.1 KiB
Plaintext
290 lines
9.1 KiB
Plaintext
/obj/structure/girder
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icon_state = "girder"
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anchored = 1
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density = 1
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layer = TURF_LAYER + 0.9
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var/state = 0
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var/health = 200
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var/metalUsed = 2 //used to determine amount returned in deconstruction
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/obj/structure/girder/proc/refundMetal(metalAmount) //refunds metal used in construction when deconstructed
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for(var/i=0;i < metalAmount;i++)
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new /obj/item/stack/sheet/metal(get_turf(src))
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/obj/structure/girder/attack_animal(var/mob/living/simple_animal/M)
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M.changeNext_move(CLICK_CD_MELEE)
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M.do_attack_animation(src)
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if(M.environment_smash >= 1)
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if(M.environment_smash == 3)
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ex_act(2)
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M.visible_message("<span class='warning'>[M] smashes through \the [src].</span>", "<span class='warning'>You smash through \the [src].</span>")
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else
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M.visible_message("<span class='warning'>[M] smashes against \the [src].</span>", "<span class='warning'>You smash against \the [src].</span>")
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take_damage(rand(25, 75))
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return
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/obj/structure/girder/proc/take_damage(var/amount)
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health -= amount
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if(health < 0)
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qdel(src)
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/wrench) && state == 0)
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if(anchored && !istype(src,/obj/structure/girder/displaced))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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to_chat(user, "\blue Now disassembling the girder")
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if(do_after(user,40, target = src))
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if(!src) return
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to_chat(user, "\blue You dissasembled the girder!")
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refundMetal(metalUsed)
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qdel(src)
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else if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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to_chat(user, "\blue Now securing the girder")
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if(do_after(user, 40, target = src))
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to_chat(user, "\blue You secured the girder!")
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new/obj/structure/girder( src.loc )
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qdel(src)
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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to_chat(user, "\blue Now slicing apart the girder")
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if(do_after(user,30, target = src))
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if(!src) return
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to_chat(user, "\blue You slice apart the girder!")
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refundMetal(metalUsed)
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qdel(src)
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else if(istype(W, /obj/item/weapon/pickaxe/drill/diamonddrill))
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to_chat(user, "\blue You drill through the girder!")
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refundMetal(metalUsed)
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qdel(src)
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else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
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playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', 100, 1)
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to_chat(user, "<span class='notice'>You Disintegrate the girder!</span>")
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refundMetal(metalUsed)
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qdel(src)
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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to_chat(user, "\blue Now unsecuring support struts")
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if(do_after(user,40, target = src))
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if(!src) return
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to_chat(user, "\blue You unsecured the support struts!")
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state = 1
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else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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to_chat(user, "\blue Now removing support struts")
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if(do_after(user,40, target = src))
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if(!src) return
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to_chat(user, "\blue You removed the support struts!")
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new/obj/structure/girder( src.loc )
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qdel(src)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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to_chat(user, "\blue Now dislodging the girder")
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if(do_after(user, 40, target = src))
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if(!src) return
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to_chat(user, "\blue You dislodged the girder!")
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new/obj/structure/girder/displaced( src.loc )
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qdel(src)
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else if(istype(W, /obj/item/stack/sheet))
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var/obj/item/stack/sheet/S = W
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switch(S.type)
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if(/obj/item/stack/sheet/metal, /obj/item/stack/sheet/metal/cyborg)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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to_chat(user, "\blue You create a false wall! Push on it to open or close the passage.")
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new /obj/structure/falsewall (src.loc)
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qdel(src)
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else
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if(S.amount < 2) return ..()
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to_chat(user, "\blue Now adding plating...")
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if(do_after(user,40, target = src))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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to_chat(user, "\blue You added the plating!")
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall)
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for(var/turf/simulated/wall/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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qdel(src)
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return
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if(/obj/item/stack/sheet/plasteel)
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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to_chat(user, "\blue You create a false wall! Push on it to open or close the passage.")
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new /obj/structure/falsewall/reinforced (src.loc)
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qdel(src)
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else
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if(src.icon_state == "reinforced") //I cant believe someone would actually write this line of code...
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if(S.amount < 1) return ..()
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to_chat(user, "\blue Now finalising reinforced wall.")
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if(do_after(user, 50, target = src))
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if(!src || !S || S.amount < 1) return
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S.use(1)
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to_chat(user, "\blue Wall fully reinforced!")
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
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for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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qdel(src)
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return
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else
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if(S.amount < 1) return ..()
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to_chat(user, "\blue Now reinforcing girders")
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if(do_after(user,60, target = src))
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if(!src || !S || S.amount < 1) return
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S.use(1)
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to_chat(user, "\blue Girders reinforced!")
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new/obj/structure/girder/reinforced( src.loc )
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qdel(src)
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return
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if(S.sheettype)
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var/M = S.sheettype
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if(!anchored)
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if(S.amount < 2) return
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S.use(2)
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to_chat(user, "\blue You create a false wall! Push on it to open or close the passage.")
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var/F = text2path("/obj/structure/falsewall/[M]")
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new F (src.loc)
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qdel(src)
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else
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if(S.amount < 2) return ..()
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to_chat(user, "\blue Now adding plating...")
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if(do_after(user,40, target = src))
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if(!src || !S || S.amount < 2) return
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S.use(2)
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to_chat(user, "\blue You added the plating!")
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var/turf/Tsrc = get_turf(src)
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Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
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for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
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if(X) X.add_hiddenprint(usr)
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qdel(src)
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return
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add_hiddenprint(usr)
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else if(istype(W, /obj/item/pipe))
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var/obj/item/pipe/P = W
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if(P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
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user.drop_item()
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P.loc = src.loc
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to_chat(user, "\blue You fit the pipe into the [src]!")
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else
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..()
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/obj/structure/girder/blob_act()
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if(prob(40))
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qdel(src)
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/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/beam))
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health -= Proj.damage
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..()
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if(health <= 0)
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new /obj/item/stack/sheet/metal(get_turf(src))
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qdel(src)
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if(istype(Proj ,/obj/item/projectile/beam/pulse))
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src.ex_act(2)
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..()
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return 0
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/obj/structure/girder/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if(prob(75))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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qdel(src)
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return
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if(3.0)
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if(prob(40))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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qdel(src)
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return
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else
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return
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/obj/structure/girder/displaced
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icon_state = "displaced"
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anchored = 0
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health = 50
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/obj/structure/girder/reinforced
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icon_state = "reinforced"
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state = 2
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health = 500
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/obj/structure/cultgirder
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icon= 'icons/obj/cult.dmi'
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icon_state= "cultgirder"
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anchored = 1
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density = 1
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layer = 2
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var/health = 250
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/obj/structure/cultgirder/attackby(obj/item/W as obj, mob/user as mob, params)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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to_chat(user, "\blue Now disassembling the girder")
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if(do_after(user,40, target = src))
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to_chat(user, "\blue You dissasembled the girder!")
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dismantle()
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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to_chat(user, "\blue Now slicing apart the girder")
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if(do_after(user,30, target = src))
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to_chat(user, "\blue You slice apart the girder!")
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dismantle()
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else if(istype(W, /obj/item/weapon/pickaxe/drill/diamonddrill))
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to_chat(user, "\blue You drill through the girder!")
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dismantle()
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/obj/structure/cultgirder/proc/dismantle()
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new /obj/effect/decal/remains/human(get_turf(src))
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qdel(src)
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/obj/structure/cultgirder/blob_act()
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if(prob(40))
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dismantle()
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/obj/structure/cultgirder/bullet_act(var/obj/item/projectile/Proj) //No beam check- How else will you destroy the cult girder with silver bullets?????
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health -= Proj.damage
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..()
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if(health <= 0)
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dismantle()
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return
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/obj/structure/cultgirder/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if(prob(30))
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new /obj/effect/decal/remains/human(loc)
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qdel(src)
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return
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if(3.0)
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if(prob(5))
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new /obj/effect/decal/remains/human(loc)
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qdel(src)
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return
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else
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return |