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Paradise/code/modules/ruins/lavalandruin_code/dead_ratvar.dm
2023-10-16 12:39:21 -05:00

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// Dead Ratvar
/obj/structure/dead_ratvar
name = "hulking wreck"
desc = "The remains of a monstrous war machine."
icon = 'icons/obj/lavaland/dead_ratvar.dmi'
icon_state = "dead_ratvar"
flags = ON_BORDER
appearance_flags = 0
layer = FLY_LAYER
anchored = TRUE
density = TRUE
bound_width = 416
bound_height = 64
pixel_y = -10
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/clockwork
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
// An "overlay" used by clockwork walls and floors to appear normal to mesons.
/obj/effect/clockwork/overlay
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/atom/linked
/obj/effect/clockwork/overlay/examine(mob/user)
if(linked)
return linked.examine(user)
else
. = ..()
/obj/effect/clockwork/overlay/ex_act()
return FALSE
/obj/effect/clockwork/overlay/singularity_act()
return
/obj/effect/clockwork/overlay/singularity_pull()
return
/obj/effect/clockwork/overlay/singularity_pull(S, current_size)
return
/obj/effect/clockwork/overlay/Destroy()
if(linked)
linked = null
. = ..()
/obj/effect/clockwork/overlay/wall
name = "clockwork wall"
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall"
canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
smoothing_flags = SMOOTH_CORNERS
layer = CLOSED_TURF_LAYER
/obj/effect/clockwork/overlay/wall/Initialize(mapload)
. = ..()
QUEUE_SMOOTH_NEIGHBORS(src)
QUEUE_SMOOTH(src)
/obj/effect/clockwork/overlay/wall/Destroy()
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()
/obj/effect/clockwork/overlay/floor
icon = 'icons/turf/floors.dmi'
icon_state = "clockwork_floor"
layer = TURF_LAYER
plane = FLOOR_PLANE
/obj/effect/clockwork/overlay/floor/bloodcult //this is used by BLOOD CULT, it shouldn't use such a path...
icon_state = "cult"
// Wall gears
//A massive gear, effectively a girder for clocks.
/obj/structure/clockwork/wall_gear
name = "massive gear"
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "wall_gear"
climbable = TRUE
max_integrity = 100
anchored = TRUE
density = TRUE
resistance_flags = FIRE_PROOF | ACID_PROOF
desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
/obj/structure/clockwork/wall_gear/displaced
anchored = FALSE
/obj/structure/clockwork/wall_gear/Initialize()
. = ..()
new /obj/effect/temp_visual/ratvar/gear(get_turf(src))
/obj/structure/clockwork/wall_gear/emp_act(severity)
return
/obj/structure/clockwork/wall_gear/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(anchored)
to_chat(user, "<span class='warning'>[src] needs to be unsecured to disassemble it!</span>")
return
if(!I.tool_use_check(user, 0))
return
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(I.use_tool(src, user, 30, volume = I.tool_volume))
TOOL_DISMANTLE_SUCCESS_MESSAGE
deconstruct(TRUE)
/obj/structure/clockwork/wall_gear/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
default_unfasten_wrench(user, I, 10)
/obj/structure/clockwork/wall_gear/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/stack/tile/brass))
var/obj/item/stack/tile/brass/W = I
if(W.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one brass sheet to do this!</span>")
return
var/turf/T = get_turf(src)
if(iswallturf(T))
to_chat(user, "<span class='warning'>There is already a wall present!</span>")
return
if(!isfloorturf(T))
to_chat(user, "<span class='warning'>A floor must be present to build a [anchored ? "false ":""]wall!</span>")
return
if(locate(/obj/structure/falsewall) in T.contents)
to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
return
to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
if(do_after(user, 20, target = src))
var/brass_floor = FALSE
if(istype(T, /turf/simulated/floor/clockwork)) //if the floor is already brass, costs less to make(conservation of masssssss)
brass_floor = TRUE
if(W.use(2 - brass_floor))
if(anchored)
T.ChangeTurf(/turf/simulated/wall/clockwork)
else
T.ChangeTurf(/turf/simulated/floor/clockwork)
new /obj/structure/falsewall/brass(T)
qdel(src)
else
to_chat(user, "<span class='warning'>You need more brass to make a [anchored ? "false ":""]wall!</span>")
return 1
return ..()
/obj/structure/clockwork/wall_gear/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT) && disassembled)
new /obj/item/stack/tile/brass(loc, 3)
return ..()
//The base clockwork item. Can have an alternate desc and will show up in the list of clockwork objects.
/obj/item/clockwork
resistance_flags = FIRE_PROOF | ACID_PROOF
//Shards of Alloy, suitable only as a source of power for a replica fabricator.
/obj/item/clockwork/alloy_shards
name = "replicant alloy shards"
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "alloy_shards"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/randomsinglesprite = FALSE
var/randomspritemax = 2
var/sprite_shift = 9
/obj/item/clockwork/alloy_shards/Initialize()
. = ..()
if(randomsinglesprite)
replace_name_desc()
icon_state = "[icon_state][rand(1, randomspritemax)]"
pixel_x = rand(-sprite_shift, sprite_shift)
pixel_y = rand(-sprite_shift, sprite_shift)
/obj/item/clockwork/alloy_shards/proc/replace_name_desc()
name = "replicant alloy shard"
desc = "A broken shard of some oddly malleable metal. It occasionally moves and seems to glow."
/obj/item/clockwork/alloy_shards/clockgolem_remains
name = "clockwork golem scrap"
desc = "A pile of scrap metal. It seems damaged beyond repair."
icon_state = "clockgolem_dead"
sprite_shift = 0
/obj/item/clockwork/alloy_shards/large
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
icon_state = "shard_large"
sprite_shift = 9
/obj/item/clockwork/alloy_shards/medium
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
icon_state = "shard_medium"
sprite_shift = 10
/obj/item/clockwork/alloy_shards/medium/gear_bit
randomspritemax = 4
icon_state = "gear_bit"
sprite_shift = 12
/obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc()
name = "gear bit"
desc = "A broken chunk of a gear. You want it."
/obj/item/clockwork/alloy_shards/medium/gear_bit/large //gives more power
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/replace_name_desc()
..()
name = "complex gear bit"
/obj/item/clockwork/alloy_shards/small
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
randomspritemax = 3
icon_state = "shard_small"
sprite_shift = 12
/obj/item/clockwork/alloy_shards/pinion_lock
name = "pinion lock"
desc = "A dented and scratched gear. It's very heavy."
icon_state = "pinion_lock"
//Components: Used in scripture.
/obj/item/clockwork/component
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clockwork/component/belligerent_eye
name = "belligerent eye"
desc = "A brass construct with a rotating red center. It's as though it's looking for something to hurt."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
/obj/item/clockwork/component/belligerent_eye/blind_eye
name = "blind eye"
desc = "A heavy brass eye, its red iris fallen dark."
icon_state = "blind_eye"
w_class = WEIGHT_CLASS_NORMAL
/obj/item/clockwork/component/geis_capacitor/fallen_armor
name = "fallen armor"
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "fallen_armor"
w_class = WEIGHT_CLASS_NORMAL
//Ratvarian spear
/obj/item/clockwork/weapon/ratvarian_spear
name = "ratvarian spear"
desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "ratvarian_spear"
item_state = "ratvarian_spear"
force = 15 //Extra damage is dealt to targets in attack()
throwforce = 25
armour_penetration_percentage = 15
sharp = TRUE
attack_verb = list("stabbed", "poked", "slashed")
hitsound = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
var/bonus_burn = 5