mirror of
https://github.com/ParadiseSS13/Paradise.git
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472 lines
15 KiB
Plaintext
472 lines
15 KiB
Plaintext
/turf/simulated/wall
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name = "wall"
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desc = "A huge chunk of metal used to seperate rooms."
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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var/mineral = "metal"
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var/rotting = 0
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var/damage = 0
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var/damage_cap = 100 //Wall will break down to girders if damage reaches this point
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var/damage_overlay
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var/global/damage_overlays[8]
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var/max_temperature = 1800 //K, walls will take damage if they're next to a fire hotter than this
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opacity = 1
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density = 1
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blocks_air = 1
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explosion_block = 1
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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var/walltype = "metal"
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var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
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var/engraving, engraving_quality //engraving on the wall
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canSmoothWith = list(
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/turf/simulated/wall,
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/turf/simulated/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/reinforced,
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/turf/simulated/wall/rust,
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/turf/simulated/wall/r_wall/rust)
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smooth = SMOOTH_TRUE
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/turf/simulated/wall/ChangeTurf(var/newtype)
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for(var/obj/effect/E in src)
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if(E.name == "Wallrot")
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qdel(E)
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. = ..(newtype)
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//Appearance
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/turf/simulated/wall/examine(mob/user)
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. = ..(user)
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if(!damage)
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to_chat(user, "<span class='notice'>It looks fully intact.</span>")
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else
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var/dam = damage / damage_cap
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if(dam <= 0.3)
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to_chat(user, "<span class='warning'>It looks slightly damaged.</span>")
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else if(dam <= 0.6)
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to_chat(user, "<span class='warning'>It looks moderately damaged.</span>")
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else
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to_chat(user, "<span class='danger'>It looks heavily damaged.</span>")
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if(rotting)
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to_chat(user, "<span class='warning'>There is fungus growing on [src].</span>")
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/turf/simulated/wall/proc/update_icon()
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if(!damage_overlays[1]) //list hasn't been populated
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generate_overlays()
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smooth_icon(src)
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if(!damage)
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if(damage_overlay)
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overlays -= damage_overlays[damage_overlay]
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damage_overlay = 0
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return
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var/overlay = round(damage / damage_cap * damage_overlays.len) + 1
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if(overlay > damage_overlays.len)
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overlay = damage_overlays.len
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if(damage_overlay && overlay == damage_overlay) //No need to update.
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return
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if(damage_overlay)
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overlays -= damage_overlays[damage_overlay]
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overlays += damage_overlays[overlay]
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damage_overlay = overlay
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/turf/simulated/wall/proc/generate_overlays()
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var/alpha_inc = 256 / damage_overlays.len
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for(var/i = 1; i <= damage_overlays.len; i++)
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var/image/img = image(icon = 'icons/turf/walls.dmi', icon_state = "overlay_damage")
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img.blend_mode = BLEND_MULTIPLY
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img.alpha = (i * alpha_inc) - 1
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damage_overlays[i] = img
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//Damage
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/turf/simulated/wall/proc/take_damage(dam)
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if(dam)
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damage = max(0, damage + dam)
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update_damage()
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return
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/turf/simulated/wall/proc/update_damage()
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var/cap = damage_cap
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if(rotting)
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cap = cap / 10
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if(damage >= cap)
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dismantle_wall()
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else
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update_icon()
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return
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/*
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/turf/simulated/wall/adjacent_fire_act(turf/simulated/floor/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume)
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if(adj_temp > max_temperature)
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take_damage(rand(10, 20) * (adj_temp / max_temperature))
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return ..()
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*/
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/turf/simulated/wall/proc/dismantle_wall(devastated=0, explode=0)
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if(istype(src,/turf/simulated/wall/r_wall))
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if(!devastated)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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new /obj/structure/girder/reinforced(src)
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new /obj/item/stack/sheet/plasteel( src )
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else
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new /obj/item/stack/sheet/metal( src )
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new /obj/item/stack/sheet/metal( src )
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new /obj/item/stack/sheet/plasteel( src )
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else if(istype(src,/turf/simulated/wall/cult))
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if(!devastated)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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new /obj/effect/decal/cleanable/blood(src)
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new /obj/structure/cultgirder(src)
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else
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new /obj/effect/decal/cleanable/blood(src)
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new /obj/effect/decal/remains/human(src)
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else
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if(!devastated)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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new /obj/structure/girder(src)
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if(mineral == "metal")
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new /obj/item/stack/sheet/metal( src )
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new /obj/item/stack/sheet/metal( src )
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else
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var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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new M( src )
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new M( src )
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else
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if(mineral == "metal")
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new /obj/item/stack/sheet/metal( src )
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new /obj/item/stack/sheet/metal( src )
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new /obj/item/stack/sheet/metal( src )
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else
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var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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new M( src )
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new M( src )
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new /obj/item/stack/sheet/metal( src )
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for(var/obj/O in src.contents) //Eject contents!
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if(istype(O,/obj/structure/sign/poster))
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var/obj/structure/sign/poster/P = O
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P.roll_and_drop(src)
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else
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O.loc = src
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ChangeTurf(/turf/simulated/floor/plating)
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/turf/simulated/wall/ex_act(severity)
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switch(severity)
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if(1.0)
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src.ChangeTurf(/turf/space)
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return
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if(2.0)
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if(prob(50))
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take_damage(rand(150, 250))
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else
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dismantle_wall(1,1)
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if(3.0)
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take_damage(rand(0, 250))
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else
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return
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/turf/simulated/wall/blob_act()
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if(prob(50))
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dismantle_wall()
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/turf/simulated/wall/mech_melee_attack(obj/mecha/M)
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if(M.damtype == "brute")
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playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
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M.occupant_message("<span class='danger'>You hit [src].</span>")
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visible_message("<span class='danger'>[src] has been hit by [M.name].</span>")
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if(prob(5) && M.force > 20)
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dismantle_wall(1)
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M.occupant_message("<span class='warning'>You smash through the wall.</span>")
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visible_message("<span class='warning'>[src.name] smashes through the wall!</span>")
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
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// Wall-rot effect, a nasty fungus that destroys walls.
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/turf/simulated/wall/proc/rot()
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if(!rotting)
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rotting = 1
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var/number_rots = rand(2,3)
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for(var/i=0, i<number_rots, i++)
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var/obj/effect/overlay/O = new/obj/effect/overlay( src )
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O.name = "Wallrot"
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O.desc = "Ick..."
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O.icon = 'icons/effects/wallrot.dmi'
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O.pixel_x += rand(-10, 10)
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O.pixel_y += rand(-10, 10)
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O.anchored = 1
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O.density = 1
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O.layer = 5
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O.mouse_opacity = 0
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/turf/simulated/wall/proc/thermitemelt(mob/user as mob)
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if(mineral == "diamond")
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return
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var/obj/effect/overlay/O = new/obj/effect/overlay( src )
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O.name = "Thermite"
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O.desc = "Looks hot."
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O.icon = 'icons/effects/fire.dmi'
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O.icon_state = "2"
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O.anchored = 1
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O.density = 1
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O.layer = 5
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src.ChangeTurf(/turf/simulated/floor/plating)
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var/turf/simulated/floor/F = src
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F.burn_tile()
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F.icon_state = "wall_thermite"
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to_chat(user, "<span class='warning'>The thermite starts melting through the wall.</span>")
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spawn(100)
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if(O) qdel(O)
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// F.sd_LumReset() //TODO: ~Carn
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return
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//Interactions
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/turf/simulated/wall/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 >= 2)
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if(M.environment_smash == 3)
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dismantle_wall(1)
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to_chat(M, "<span class='info'>You smash through the wall.</span>")
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else
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to_chat(M, text("<span class='notice'>You smash against the wall.</span>"))
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take_damage(rand(25, 75))
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return
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to_chat(M, "\blue You push the wall but nothing happens!")
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return
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/turf/simulated/wall/attack_hand(mob/user as mob)
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user.changeNext_move(CLICK_CD_MELEE)
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if(HULK in user.mutations)
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if(prob(hardness) || rotting)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
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to_chat(user, text("<span class='notice'>You smash through the wall.</span>"))
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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dismantle_wall(1)
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return
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else
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playsound(src, 'sound/effects/bang.ogg', 50, 1)
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to_chat(user, text("<span class='notice'>You punch the wall.</span>"))
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return
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if(rotting)
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if(hardness <= 10)
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to_chat(user, "<span class='notice'>This wall feels rather unstable.</span>")
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return
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else
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to_chat(user, "<span class='notice'>The wall crumbles under your touch.</span>")
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dismantle_wall()
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return
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to_chat(user, "<span class='notice'>You push the wall but nothing happens!</span>")
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playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
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src.add_fingerprint(user)
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..()
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return
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/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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//get the user's location
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if(!istype(user.loc, /turf)) return //can't do this stuff whilst inside objects and such
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if(rotting)
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if(istype(W, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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to_chat(user, "<span class='notice'>You burn away the fungi with \the [WT].</span>")
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playsound(src, 'sound/items/Welder.ogg', 10, 1)
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for(var/obj/effect/E in src) if(E.name == "Wallrot")
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qdel(E)
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rotting = 0
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return
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else if(!is_sharp(W) && W.force >= 10 || W.force >= 20)
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to_chat(user, "<span class='notice'>\The [src] crumbles away under the force of your [W.name].</span>")
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src.dismantle_wall(1)
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return
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//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
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if(thermite)
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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thermitemelt(user)
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return
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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thermitemelt(user)
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/obj/item/weapon/melee/energy/blade/EB = W
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EB.spark_system.start()
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to_chat(user, "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>")
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playsound(src, "sparks", 50, 1)
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playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
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thermitemelt(user)
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return
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//DECONSTRUCTION
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if(istype(W, /obj/item/weapon/weldingtool))
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var/response = "Dismantle"
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if(damage)
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response = alert(user, "Would you like to repair or dismantle [src]?", "[src]", "Repair", "Dismantle")
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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if(response == "Repair")
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to_chat(user, "<span class='notice'>You start repairing the damage to [src].</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, max(5, damage / 5), target = src) && WT && WT.isOn())
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to_chat(user, "<span class='notice'>You finish repairing the damage to [src].</span>")
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take_damage(-damage)
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else if(response == "Dismantle")
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to_chat(user, "<span class='notice'>You begin slicing through the outer plating.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, 100, target = src) && WT && WT.isOn())
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to_chat(user, "<span class='notice'>You remove the outer plating.</span>")
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dismantle_wall()
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else
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to_chat(user, "<span class='warning'>You stop slicing through [src].</span>")
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return
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else
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to_chat(user, "<span class='notice'>You need more welding fuel to complete this task.</span>")
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return
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else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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to_chat(user, "<span class='notice'>You begin slicing through the outer plating.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, mineral == "diamond" ? 120 : 60, target = src))
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to_chat(user, "<span class='notice'>You remove the outer plating.</span>")
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dismantle_wall()
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visible_message("<span class='warning'>[user] slices apart \the [src]!</span>","<span class='warning'>You hear metal being sliced apart.</span>")
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//DRILLING
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else if(istype(W, /obj/item/weapon/pickaxe/drill/diamonddrill))
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to_chat(user, "<span class='notice'>You begin to drill though the wall.</span>")
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if(do_after(user, mineral == "diamond" ? 120 : 60, target = src))
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to_chat(user, "<span class='notice'>Your drill tears though the last of the reinforced plating.</span>")
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dismantle_wall()
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visible_message("<span class='warning'>[user] drills through \the [src]!</span>","<span class='warning'>You hear the grinding of metal.</span>")
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else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
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to_chat(user, "<span class='notice'>You begin to disintegrates the wall.</span>")
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if(do_after(user, mineral == "diamond" ? 60 : 30, target = src))
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to_chat(user, "<span class='notice'>Your jackhammer disintegrate the reinforced plating.</span>")
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dismantle_wall()
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visible_message("<span class='warning'>[user] disintegrates \the [src]!</span>","<span class='warning'>You hear the grinding of metal.</span>")
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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var/obj/item/weapon/melee/energy/blade/EB = W
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EB.spark_system.start()
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to_chat(user, "<span class='notice'>You stab \the [EB] into the wall and begin to slice it apart.</span>")
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playsound(src, "sparks", 50, 1)
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if(do_after(user, mineral == "diamond" ? 140 : 70, target = src))
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EB.spark_system.start()
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playsound(src, "sparks", 50, 1)
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playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
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dismantle_wall(1)
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visible_message("<span class='warning'>[user] slices apart \the [src]!</span>","<span class='warning'>You hear metal being sliced apart and sparks flying.</span>")
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else if(istype(W,/obj/item/mounted)) //if we place it, we don't want to have a silly message
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return
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//Poster stuff
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else if(istype(W,/obj/item/weapon/contraband/poster))
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place_poster(W,user)
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return
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//Bone White - Place pipes on walls
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else if(istype(W,/obj/item/pipe))
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var/obj/item/pipe/V = W
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if(V.pipe_type != -1) // ANY PIPE
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var/obj/item/pipe/P = W
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playsound(get_turf(src), 'sound/weapons/circsawhit.ogg', 50, 1)
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user.visible_message( \
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"[user] starts drilling a hole in \the [src].", \
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"\blue You start drilling a hole in \the [src].", \
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"You hear ratchet.")
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if(do_after(user, 80, target = src))
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user.visible_message( \
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"[user] drills a hole in \the [src] and pushes \a [P] into the void", \
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"\blue You have finished drilling in \the [src] and push the [P] into the void.", \
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"You hear ratchet.")
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user.drop_item()
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if(P.is_bent_pipe()) // bent pipe rotation fix see construction.dm
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P.dir = 5
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if(user.dir == 1)
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P.dir = 6
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else if(user.dir == 2)
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P.dir = 9
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else if(user.dir == 4)
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P.dir = 10
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else
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P.dir = user.dir
|
|
P.x = src.x
|
|
P.y = src.y
|
|
P.z = src.z
|
|
P.loc = src
|
|
P.level = 2
|
|
return
|
|
// The magnetic gripper does a separate attackby, so bail from this one
|
|
else if(istype(W, /obj/item/weapon/gripper))
|
|
return
|
|
|
|
else
|
|
return attack_hand(user)
|
|
return
|
|
|
|
/turf/simulated/wall/singularity_pull(S, current_size)
|
|
if(current_size >= STAGE_FIVE)
|
|
if(prob(50))
|
|
dismantle_wall()
|
|
return
|
|
if(current_size == STAGE_FOUR)
|
|
if(prob(30))
|
|
dismantle_wall()
|
|
|
|
/turf/simulated/wall/narsie_act()
|
|
if(prob(20))
|
|
ChangeTurf(/turf/simulated/wall/cult) |