mirror of
https://github.com/ParadiseSS13/Paradise.git
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296 lines
10 KiB
Plaintext
296 lines
10 KiB
Plaintext
/turf/simulated/wall/r_wall
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name = "reinforced wall"
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desc = "A huge chunk of reinforced metal used to seperate rooms."
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icon = 'icons/turf/walls/reinforced_wall.dmi'
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icon_state = "r_wall"
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opacity = 1
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density = 1
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explosion_block = 2
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damage_cap = 200
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max_temperature = 6000
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hardness = 10
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walltype = "rwall"
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var/d_state = 0
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/turf/simulated/wall/r_wall/attackby(obj/item/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()
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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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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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to_chat(user, "<span class='notice'>This wall is too thick to slice through. You will need to find a different path.</span>")
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return
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if(damage && 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 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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return
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else
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to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
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return
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//DECONSTRUCTION
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switch(d_state)
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if(0)
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
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d_state = 1
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update_icon()
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new /obj/item/stack/rods(src)
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to_chat(user, "<span class='notice'>You cut the outer grille.</span>")
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return
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if(1)
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if(istype(W, /obj/item/weapon/screwdriver))
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to_chat(user, "<span class='notice'>You begin removing the support lines.</span>")
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playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
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if(do_after(user, 40, target = src) && d_state == 1)
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d_state = 2
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update_icon()
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to_chat(user, "<span class='notice'>You remove the support lines.</span>")
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return
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//REPAIRING (replacing the outer grille for cosmetic damage)
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else if(istype(W, /obj/item/stack/rods))
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var/obj/item/stack/O = W
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if(O.use(1))
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d_state = 0
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update_icon()
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src.icon_state = "r_wall"
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to_chat(user, "<span class='notice'>You replace the outer grille.</span>")
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else
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to_chat(user, "<span class='warning'>You don't have enough rods for that!</span>")
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if(2)
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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 begin slicing through the metal cover.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, 60, target = src) && d_state == 2)
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d_state = 3
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update_icon()
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to_chat(user, "<span class='notice'>You press firmly on the cover, dislodging it.</span>")
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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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if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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to_chat(user, "<span class='notice'>You begin slicing through the metal cover.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, 40, target = src) && d_state == 2)
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d_state = 3
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update_icon()
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to_chat(user, "<span class='notice'>You press firmly on the cover, dislodging it.</span>")
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return
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if(3)
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if(istype(W, /obj/item/weapon/crowbar))
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to_chat(user, "<span class='notice'>You struggle to pry off the cover.</span>")
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playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 100, target = src) && d_state == 3)
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d_state = 4
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update_icon()
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to_chat(user, "<span class='notice'>You pry off the cover.</span>")
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return
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if(4)
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if(istype(W, /obj/item/weapon/wrench))
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to_chat(user, "<span class='notice'>You start loosening the anchoring bolts which secure the support rods to their frame.</span>")
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playsound(src, 'sound/items/Ratchet.ogg', 100, 1)
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if(do_after(user, 40, target = src) && d_state == 4)
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d_state = 5
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update_icon()
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to_chat(user, "<span class='notice'>You remove the bolts anchoring the support rods.</span>")
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return
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if(5)
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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 begin slicing through the support rods.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, 100, target = src) && d_state == 5)
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d_state = 6
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update_icon()
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new /obj/item/stack/rods(src)
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to_chat(user, "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>")
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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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if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
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to_chat(user, "<span class='notice'>You begin slicing through the support rods.</span>")
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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if(do_after(user, 70, target = src) && d_state == 5)
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d_state = 6
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update_icon()
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new /obj/item/stack/rods( src )
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to_chat(user, "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>")
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return
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if(6)
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if(istype(W, /obj/item/weapon/crowbar))
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to_chat(user, "<span class='notice'>You struggle to pry off the outer sheath.</span>")
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playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 100, target = src) && d_state == 6)
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to_chat(user, "<span class='notice'>You pry off the outer sheath.</span>")
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dismantle_wall()
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return
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//vv OK, we weren't performing a valid deconstruction step or igniting thermite,let's check the other possibilities vv
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//DRILLING
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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, 200, target = src))
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to_chat(user, "<span class='notice'>Your drill tears through the last of the reinforced plating.</span>")
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dismantle_wall()
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if(istype(W,/obj/item/weapon/pickaxe/drill/jackhammer))
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to_chat(user, "<span class='notice'>You begin to disintegrate the wall.</span>")
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if(do_after(user, 100, target = src))
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to_chat(user, "<span class='notice'>Your sonic jackhammer disintegrates the reinforced plating.</span>")
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dismantle_wall()
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//REPAIRING
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else if(istype(W, /obj/item/stack/sheet/metal) && d_state)
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var/obj/item/stack/sheet/metal/MS = W
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to_chat(user, "<span class='notice'>You begin patching-up the wall with \a [MS].</span>")
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if(do_after(user, max(20 * d_state, 100), target = src) && d_state)
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if(!MS.use(1))
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to_chat(user, "<span class='warning'>You don't have enough metal for that!</span>")
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return
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d_state = 0
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update_icon()
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smooth_icon_neighbors(src)
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to_chat(user, "<span class='notice'>You repair the last of the damage.</span>")
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//APC
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else if(istype(W,/obj/item/mounted))
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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]. This is going to take a while.", \
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"You hear ratchet.")
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if(do_after(user, 160, 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
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P.x = src.x
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P.y = src.y
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P.z = src.z
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P.loc = src
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P.level = 2
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return
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//Finally, CHECKING FOR FALSE WALLS if it isn't damaged
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else if(!d_state)
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return attack_hand(user)
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return
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/turf/simulated/wall/r_wall/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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if(prob(30))
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dismantle_wall()
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/turf/simulated/wall/r_wall/update_icon()
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. = ..()
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if(d_state)
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icon_state = "r_wall-[d_state]"
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smooth = SMOOTH_FALSE
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clear_smooth_overlays()
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else
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smooth = SMOOTH_TRUE
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icon_state = "" |