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Paradise/code/game/turfs/simulated.dm
matttheficus b0a324da4b Reduce Water Stun/Weaken Time (#14514)
* change water slips to be less painful

* change weaken to 1

* half'd original stun/weken time

* stun/weaken chaged to defines
2020-10-21 00:24:13 -04:00

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#define WATER_STUN_TIME 2 //Stun time for water, to edit/find easier
#define WATER_WEAKEN_TIME 1 //Weaken time for water, to edit/find easier
/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
/turf/simulated/proc/break_tile()
return
/turf/simulated/proc/burn_tile()
return
/turf/simulated/water_act(volume, temperature, source)
. = ..()
if(volume >= 3)
MakeSlippery()
var/hotspot = (locate(/obj/effect/hotspot) in src)
if(hotspot)
var/datum/gas_mixture/lowertemp = remove_air(air.total_moles())
lowertemp.temperature = max(min(lowertemp.temperature-2000,lowertemp.temperature / 2), 0)
lowertemp.react()
assume_air(lowertemp)
qdel(hotspot)
/*
* Makes a turf slippery using the given parameters
* @param wet_setting The type of slipperyness used
* @param time Time the turf is slippery. If null it will pick a random time between 790 and 820 ticks. If INFINITY then it won't dry up ever
*/
/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER, time = null) // 1 = Water, 2 = Lube, 3 = Ice, 4 = Permafrost
if(wet >= wet_setting)
return
wet = wet_setting
if(wet_setting != TURF_DRY)
if(wet_overlay)
overlays -= wet_overlay
wet_overlay = null
var/turf/simulated/floor/F = src
if(istype(F))
if(wet_setting >= TURF_WET_ICE)
wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
if(wet_setting >= TURF_WET_ICE)
wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
wet_overlay.plane = FLOOR_OVERLAY_PLANE
overlays += wet_overlay
if(time == INFINITY)
return
if(!time)
time = rand(790, 820)
addtimer(CALLBACK(src, .proc/MakeDry, wet_setting), time)
/turf/simulated/MakeDry(wet_setting = TURF_WET_WATER)
if(wet > wet_setting)
return
wet = TURF_DRY
if(wet_overlay)
overlays -= wet_overlay
/turf/simulated/Entered(atom/A, atom/OL, ignoreRest = 0)
..()
if(!ignoreRest)
if(ishuman(A))
var/mob/living/carbon/human/M = A
if(M.lying)
return 1
if(M.flying)
return ..()
switch(src.wet)
if(TURF_WET_WATER)
if(!(M.slip("the wet floor", WATER_STUN_TIME, WATER_WEAKEN_TIME, tilesSlipped = 0, walkSafely = 1)))
M.inertia_dir = 0
return
if(TURF_WET_LUBE) //lube
M.slip("the floor", 0, 5, tilesSlipped = 3, walkSafely = 0, slipAny = 1)
if(TURF_WET_ICE) // Ice
if(M.slip("the icy floor", 4, 2, tilesSlipped = 0, walkSafely = 0))
M.inertia_dir = 0
if(prob(5))
var/obj/item/organ/external/affected = M.get_organ("head")
if(affected)
M.apply_damage(5, BRUTE, "head")
M.visible_message("<span class='warning'><b>[M]</b> hits their head on the ice!</span>")
playsound(src, 'sound/weapons/genhit1.ogg', 50, 1)
if(TURF_WET_PERMAFROST) // Permafrost
M.slip("the frosted floor", 0, 5, tilesSlipped = 1, walkSafely = 0, slipAny = 1)
/turf/simulated/ChangeTurf(path, defer_change = FALSE, keep_icon = TRUE, ignore_air = FALSE)
. = ..()
queue_smooth_neighbors(src)
/turf/simulated/proc/is_shielded()
#undef WATER_STUN_TIME
#undef WATER_WEAKEN_TIME