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

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/*
* False Walls
*/
// Minimum pressure difference to fail building falsewalls.
// Also affects admin alerts.
#define FALSEDOOR_MAX_PRESSURE_DIFF 25.0
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = TRUE
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall"
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_MEDIUM_INSULATION
var/mineral = /obj/item/stack/sheet/metal
var/mineral_amount = 2
var/walltype = /turf/simulated/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
density = TRUE
opacity = TRUE
max_integrity = 100
canSmoothWith = list(
/turf/simulated/wall,
/turf/simulated/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced, // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS. //because we do smooth with real r-walls now
/turf/simulated/wall/rust,
/turf/simulated/wall/r_wall/rust)
smooth = SMOOTH_TRUE
/obj/structure/falsewall/Initialize(mapload)
. = ..()
air_update_turf(1)
/obj/structure/falsewall/examine_status(mob/user)
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(100)
return "<span class='notice'>It looks fully intact.</span>"
if(70 to 99)
return "<span class='warning'>It looks slightly damaged.</span>"
if(40 to 70)
return "<span class='warning'>It looks moderately damaged.</span>"
if(0 to 40)
return "<span class='danger'>It looks heavily damaged.</span>"
/obj/structure/falsewall/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/falsewall/CanAtmosPass(turf/T)
return !density
/obj/structure/falsewall/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
toggle(user)
/obj/structure/falsewall/attack_hand(mob/user)
toggle(user)
/obj/structure/falsewall/proc/toggle(mob/user)
if(opening)
return
opening = 1
if(density)
do_the_flick()
sleep(4)
density = 0
set_opacity(0)
update_icon(0)
else
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = 0
return
do_the_flick()
density = 1
sleep(4)
set_opacity(1)
update_icon()
air_update_turf(1)
opening = 0
/obj/structure/falsewall/proc/do_the_flick()
if(density)
smooth = SMOOTH_FALSE
clear_smooth_overlays()
flick("fwall_opening", src)
else
flick("fwall_closing", src)
/obj/structure/falsewall/update_icon()
if(density)
icon_state = initial(icon_state)
smooth = SMOOTH_TRUE
queue_smooth(src)
else
icon_state = "fwall_open"
/obj/structure/falsewall/proc/ChangeToWall(delete = TRUE)
var/turf/T = get_turf(src)
T.ChangeTurf(walltype)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/attackby(obj/item/W, mob/user, params)
if(opening)
to_chat(user, "<span class='warning'>You must wait until the door has stopped moving.</span>")
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
to_chat(user, "<span class='warning'>[src] is blocked!</span>")
return
if(istype(W, /obj/item/screwdriver))
if(!istype(T, /turf/simulated/floor))
to_chat(user, "<span class='warning'>[src] bolts must be tightened on the floor!</span>")
return
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
ChangeToWall()
else
to_chat(user, "<span class='warning'>You can't reach, close it first!</span>")
if(istype(W, /obj/item/gun/energy/plasmacutter) || istype(W, /obj/item/pickaxe/drill/diamonddrill) || istype(W, /obj/item/pickaxe/drill/jackhammer) || istype(W, /obj/item/melee/energy/blade))
dismantle(user, TRUE)
/obj/structure/falsewall/welder_act(mob/user, obj/item/I)
if(!density)
return
. = TRUE
if(!I.use_tool(src, user, volume = I.tool_volume))
return
dismantle(user, TRUE)
/obj/structure/falsewall/proc/dismantle(mob/user, disassembled = TRUE)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
playsound(src, 'sound/items/welder.ogg', 100, TRUE)
deconstruct(disassembled)
/obj/structure/falsewall/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(disassembled)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
qdel(src)
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "r_wall"
walltype = /turf/simulated/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
/obj/structure/falsewall/reinforced/examine_status(mob/user)
. = ..()
. += "<br><span class='notice'>The outer <b>grille</b> is fully intact.</span>" //not going to fake other states of disassembly
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/r_wall)
if(delete)
qdel(src)
return T
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/simulated/wall/mineral/uranium
var/active = null
var/last_event = 0
canSmoothWith = list(/turf/simulated/wall/mineral/uranium, /obj/structure/falsewall/uranium, /turf/simulated/wall/indestructible/uranium)
/obj/structure/falsewall/uranium/attackby(obj/item/W as obj, mob/user as mob, params)
radiate()
..()
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
radiate()
..()
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event + 15)
active = 1
radiation_pulse(src, 150)
for(var/turf/simulated/wall/mineral/uranium/T in orange(1, src))
T.radiate()
last_event = world.time
active = null
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/simulated/wall/mineral/gold
canSmoothWith = list(/obj/structure/falsewall/gold, /turf/simulated/wall/mineral/gold)
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/simulated/wall/mineral/silver
canSmoothWith = list(/obj/structure/falsewall/silver, /turf/simulated/wall/mineral/silver)
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/simulated/wall/mineral/diamond
canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/simulated/wall/mineral/diamond)
max_integrity = 800
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/simulated/wall/mineral/plasma
canSmoothWith = list(/obj/structure/falsewall/plasma, /turf/simulated/wall/mineral/plasma, /turf/simulated/wall/mineral/alien)
/obj/structure/falsewall/plasma/attackby(obj/item/W, mob/user, params)
if(is_hot(W) > 300)
var/turf/T = locate(user)
message_admins("Plasma falsewall ignited by [key_name_admin(user)] in [ADMIN_VERBOSEJMP(T)]")
log_game("Plasma falsewall ignited by [key_name(user)] in [AREACOORD(T)]")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]","atmos")
burnbabyburn()
else
return ..()
/obj/structure/falsewall/plasma/proc/burnbabyburn(user)
playsound(src, 'sound/items/welder.ogg', 100, 1)
atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, 400)
new /obj/structure/girder/displaced(loc)
qdel(src)
/obj/structure/falsewall/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature > 300)
burnbabyburn()
/obj/structure/falsewall/alien
name = "alien wall"
desc = "A strange-looking alien wall."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
canSmoothWith = list(/turf/simulated/wall/mineral/abductor, /obj/structure/falsewall/abductor, /turf/simulated/wall/indestructible/alien)
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/simulated/wall/mineral/bananium
canSmoothWith = list(/obj/structure/falsewall/bananium, /turf/simulated/wall/mineral/bananium)
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/simulated/wall/mineral/sandstone
canSmoothWith = list(/turf/simulated/wall/mineral/sandstone, /turf/simulated/wall/indestructible/sandstone, /obj/structure/falsewall/sandstone)
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood"
mineral = /obj/item/stack/sheet/wood
walltype = /turf/simulated/wall/mineral/wood
canSmoothWith = list(/obj/structure/falsewall/wood, /turf/simulated/wall/mineral/wood)
/obj/structure/falsewall/iron
name = "rough metal wall"
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/simulated/wall/mineral/iron
canSmoothWith = list(/obj/structure/falsewall/iron, /turf/simulated/wall/mineral/iron)
/obj/structure/falsewall/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/simulated/wall/mineral/abductor
canSmoothWith = list(/obj/structure/falsewall/abductor, /turf/simulated/wall/mineral/abductor)
/obj/structure/falsewall/titanium
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/simulated/wall/mineral/titanium
smooth = SMOOTH_MORE
canSmoothWith = list(/turf/simulated/wall/mineral/titanium, /obj/machinery/door/airlock/titanium, /obj/machinery/door/airlock, /obj/structure/window/full/shuttle, /obj/structure/shuttle/engine/heater)
/obj/structure/falsewall/plastitanium
desc = "An evil wall of plasma and titanium."
icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon_state = "shuttle"
mineral = /obj/item/stack/sheet/mineral/plastitanium
walltype = /turf/simulated/wall/mineral/plastitanium
smooth = SMOOTH_MORE
canSmoothWith = list(/turf/simulated/wall/mineral/plastitanium, /turf/simulated/wall/indestructible/syndicate, /turf/simulated/wall/mineral/plastitanium/nodiagonal, /obj/machinery/door/airlock/titanium, /obj/machinery/door/airlock, /obj/structure/window/full/shuttle, /obj/structure/shuttle/engine/heater, /turf/simulated/wall/indestructible/opsglass, /obj/structure/window/full/plastitanium)
/obj/structure/falsewall/brass
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall"
resistance_flags = FIRE_PROOF | ACID_PROOF
mineral_amount = 1
canSmoothWith = list(/obj/effect/clockwork/overlay/wall, /obj/structure/falsewall/brass)
girder_type = /obj/structure/clockwork/wall_gear/displaced
walltype = /turf/simulated/wall/clockwork
mineral = /obj/item/stack/tile/brass
/obj/structure/falsewall/brass/Initialize(mapload)
. = ..()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/ratvar/wall/false(T)
new /obj/effect/temp_visual/ratvar/beam/falsewall(T)