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Paradise/code/game/objects/structures/statues.dm

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/obj/structure/statue
name = "statue"
desc = "Placeholder. Yell at Firecage if you SOMEHOW see this."
icon = 'icons/obj/statue.dmi'
icon_state = ""
density = 1
anchored = 0
var/hardness = 1
var/oreAmount = 5
var/material_drop_type = /obj/item/stack/sheet/metal
/obj/structure/statue/attackby(obj/item/W, mob/living/user, params)
add_fingerprint(user)
user.changeNext_move(CLICK_CD_MELEE)
if(iswrench(W))
if(anchored)
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] is loosening the [name]'s bolts.", \
"<span class='notice'>You are loosening the [name]'s bolts...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!loc || !anchored)
return
user.visible_message("[user] loosened the [name]'s bolts!", \
"<span class='notice'>You loosen the [name]'s bolts!</span>")
anchored = 0
else
if(!isfloorturf(loc))
user.visible_message("<span class='warning'>A floor must be present to secure the [name]!</span>")
return
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] is securing the [name]'s bolts...", \
"<span class='notice'>You are securing the [name]'s bolts...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!loc || anchored)
return
user.visible_message("[user] has secured the [name]'s bolts.", \
"<span class='notice'>You have secured the [name]'s bolts.</span>")
anchored = 1
else if(istype(W, /obj/item/gun/energy/plasmacutter))
playsound(src, W.usesound, 100, 1)
user.visible_message("[user] is slicing apart the [name]...", \
"<span class='notice'>You are slicing apart the [name]...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!loc)
return
user.visible_message("[user] slices apart the [name].", \
"<span class='notice'>You slice apart the [name].</span>")
Dismantle(TRUE)
else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
var/obj/item/pickaxe/drill/jackhammer/D = W
if(!loc)
return
user.visible_message("[user] destroys the [name]!", \
"<span class='notice'>You destroy the [name].</span>")
D.playDigSound()
qdel(src)
else if(iswelder(W) && !anchored)
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0, user))
playsound(loc, W.usesound, 40, 1)
user.visible_message("[user] is slicing apart the [name].", \
"<span class='notice'>You are slicing apart the [name]...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!loc)
return
playsound(loc, W.usesound, 50, 1)
user.visible_message("[user] slices apart the [name].", \
"<span class='notice'>You slice apart the [name]!</span>")
Dismantle(TRUE)
else
hardness -= W.force/100
..()
CheckHardness()
return ..()
/obj/structure/statue/attack_hand(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
user.visible_message("[user] rubs some dust off from the [name]'s surface.", \
"<span class='notice'>You rub some dust off from the [name]'s surface.</span>")
/obj/structure/statue/CanAtmosPass()
return !density
/obj/structure/statue/bullet_act(obj/item/projectile/Proj)
hardness -= Proj.damage
..()
CheckHardness()
/obj/structure/statue/proc/CheckHardness()
if(hardness <= 0)
Dismantle(TRUE)
/obj/structure/statue/proc/Dismantle(disassembled = TRUE)
if(material_drop_type)
var/drop_amt = oreAmount
if(!disassembled)
drop_amt -= 2
if(drop_amt > 0)
new material_drop_type(get_turf(src), drop_amt)
qdel(src)
/obj/structure/statue/ex_act(severity = 1)
switch(severity)
if(1)
Dismantle(TRUE)
if(2)
if(prob(20))
Dismantle(TRUE)
else
hardness--
CheckHardness()
if(3)
hardness -= 0.1
CheckHardness()
/obj/structure/statue/uranium
hardness = 3
light_range = 2
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
var/active = null
/obj/structure/statue/uranium/nuke
name = "statue of a nuclear fission explosive"
desc = "This is a grand statue of a Nuclear Explosive. It has a sickening green colour."
icon_state = "nuke"
/obj/structure/statue/uranium/eng
name = "statue of an engineer"
desc = "This statue has a sickening green colour."
icon_state = "eng"
/obj/structure/statue/uranium/attackby(obj/item/W, mob/user, params)
radiate()
..()
/obj/structure/statue/uranium/Bumped(atom/user)
radiate()
..()
/obj/structure/statue/uranium/attack_hand(mob/user)
radiate()
..()
/obj/structure/statue/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)
last_event = world.time
active = null
/obj/structure/statue/plasma
hardness = 2
material_drop_type = /obj/item/stack/sheet/mineral/plasma
desc = "This statue is suitably made from plasma."
/obj/structure/statue/plasma/scientist
name = "statue of a scientist"
icon_state = "sci"
/obj/structure/statue/plasma/xeno
name = "statue of a xenomorph"
icon_state = "xeno"
/obj/structure/statue/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/obj/structure/statue/plasma/bullet_act(obj/item/projectile/Proj)
var/burn = FALSE
if(Proj.damage == 0)//lasertag guns and so on don't set off plasma anymore. can't use nodamage here because lasertag guns actually don't have it.
return
if(istype(Proj,/obj/item/projectile/beam))
PlasmaBurn(2500)
burn = TRUE
else if(istype(Proj,/obj/item/projectile/ion))
PlasmaBurn(500)
burn = TRUE
if(burn)
if(Proj.firer)
message_admins("Plasma statue ignited by [key_name_admin(Proj.firer)](<A HREF='?_src_=holder;adminmoreinfo=\ref[Proj.firer]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[Proj.firer]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma statue ignited by [key_name(Proj.firer)] in ([x],[y],[z])")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(Proj.firer)]","atmos")
else
message_admins("Plasma statue ignited by [Proj]. No known firer.(<A HREF='?_src_=holder;adminmoreinfo=\ref[Proj.firer]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[Proj.firer]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma statue ignited by [Proj] in ([x],[y],[z]). No known firer.")
..()
/obj/structure/statue/plasma/attackby(obj/item/W, mob/user, params)
if(is_hot(W) > 300)//If the temperature of the object is over 300, then ignite
message_admins("Plasma statue ignited by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma statue ignited by [key_name(user)] in ([x],[y],[z])")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
ignite(is_hot(W))
return
..()
/obj/structure/statue/plasma/proc/PlasmaBurn()
atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 160)
Dismantle(FALSE)
/obj/structure/statue/plasma/proc/ignite(exposed_temperature)
if(exposed_temperature > 300)
PlasmaBurn()
/obj/structure/statue/gold
hardness = 3
material_drop_type = /obj/item/stack/sheet/mineral/gold
desc = "This is a highly valuable statue made from gold."
/obj/structure/statue/gold/hos
name = "statue of the head of security"
icon_state = "hos"
/obj/structure/statue/gold/hop
name = "statue of the head of personnel"
icon_state = "hop"
/obj/structure/statue/gold/cmo
name = "statue of the chief medical officer"
icon_state = "cmo"
/obj/structure/statue/gold/ce
name = "statue of the chief engineer"
icon_state = "ce"
/obj/structure/statue/gold/rd
name = "statue of the research director"
icon_state = "rd"
/obj/structure/statue/silver
hardness = 3
material_drop_type = /obj/item/stack/sheet/mineral/silver
desc = "This is a valuable statue made from silver."
/obj/structure/statue/silver/md
name = "statue of a medical doctor"
icon_state = "md"
/obj/structure/statue/silver/janitor
name = "statue of a janitor"
icon_state = "jani"
/obj/structure/statue/silver/sec
name = "statue of a security officer"
icon_state = "sec"
/obj/structure/statue/silver/secborg
name = "statue of a security cyborg"
icon_state = "secborg"
/obj/structure/statue/silver/medborg
name = "statue of a medical cyborg"
icon_state = "medborg"
/obj/structure/statue/diamond
hardness = 10
material_drop_type = /obj/item/stack/sheet/mineral/diamond
desc = "This is a very expensive diamond statue"
/obj/structure/statue/diamond/captain
name = "statue of THE captain."
icon_state = "cap"
/obj/structure/statue/diamond/ai1
name = "statue of the AI hologram."
icon_state = "ai1"
/obj/structure/statue/diamond/ai2
name = "statue of the AI core."
icon_state = "ai2"
/obj/structure/statue/bananium
hardness = 3
material_drop_type = /obj/item/stack/sheet/mineral/bananium
desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
var/spam_flag = 0
/obj/structure/statue/bananium/clown
name = "statue of a clown"
icon_state = "clown"
/obj/structure/statue/bananium/Bumped(atom/user)
honk()
..()
/obj/structure/statue/bananium/attackby(obj/item/W, mob/user, params)
honk()
..()
/obj/structure/statue/bananium/attack_hand(mob/user)
honk()
..()
/obj/structure/statue/bananium/proc/honk()
if(!spam_flag)
spam_flag = 1
playsound(loc, 'sound/items/bikehorn.ogg', 50, 1)
spawn(20)
spam_flag = 0
/obj/structure/statue/sandstone
hardness = 0.5
material_drop_type = /obj/item/stack/sheet/mineral/sandstone
/obj/structure/statue/sandstone/assistant
name = "statue of an assistant"
desc = "A cheap statue of sandstone for a greyshirt."
icon_state = "assist"
/obj/structure/statue/sandstone/venus //call me when we add marble i guess
name = "statue of a pure maiden"
desc = "An ancient marble statue. The subject is depicted with a floor-length braid and is wielding a toolbox. By Jove, it's easily the most gorgeous depiction of a woman you've ever seen. The artist must truly be a master of his craft. Shame about the broken arm, though."
icon = 'icons/obj/statuelarge.dmi'
icon_state = "venus"
/*
/obj/structure/statue/snow
hardness = 0.5
material_drop_type = /obj/item/stack/sheet/mineral/snow
/obj/structure/statue/snow/snowman
name = "snowman"
desc = "Several lumps of snow put together to form a snowman."
icon_state = "snowman"
*/
/obj/structure/statue/tranquillite
hardness = 0.5
material_drop_type = /obj/item/stack/sheet/mineral/tranquillite
desc = "..."
/obj/structure/statue/tranquillite/mime
name = "statue of a mime"
icon_state = "mime"
/obj/structure/statue/tranquillite/mime/AltClick(mob/user)//has 4 dirs
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!Adjacent(user))
return
if(anchored)
to_chat(user, "It is fastened to the floor!")
return
setDir(turn(dir, 90))
////////////////////////////////
/obj/structure/snowman
name = "snowman"
desc = "Seems someone made a snowman here."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "snowman"
anchored = 1
density = 1
/obj/structure/kidanstatue
name = "Obsidian Kidan warrior statue"
desc = "A beautifully carved and menacing statue of a Kidan warrior made out of obsidian. It looks very heavy."
icon = 'icons/obj/decorations.dmi'
icon_state = "kidanstatue"
anchored = 1
density = 1
/obj/structure/chickenstatue
name = "Bronze Chickenman Statue"
desc = "An antique and oriental-looking statue of a Chickenman made of bronze."
icon = 'icons/obj/decorations.dmi'
icon_state = "chickenstatue"
anchored = 1
density = 1