Files
Paradise/code/game/objects/structures/girders.dm
warriorstar-orion 79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

514 lines
19 KiB
Plaintext

/obj/structure/girder
name = "girder"
desc = "The basis of any wall, and therefore any space station or ship."
icon_state = "girder"
anchored = TRUE
density = TRUE
layer = BELOW_OBJ_LAYER
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_VERY_LIGHT_INSULATION
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
max_integrity = 200
var/can_displace = TRUE //If the girder can be moved around by crowbarring it
var/metalUsed = 2 //used to determine amount returned in deconstruction
var/metal_type = /obj/item/stack/sheet/metal
/obj/structure/girder/Initialize(mapload)
. = ..()
AddComponent(/datum/component/debris, DEBRIS_SPARKS, -20, 10)
/obj/structure/girder/examine(mob/user)
. = ..()
switch(state)
if(GIRDER_REINF)
. += "<span class='notice'>The support struts are <b>screwed</b> in place.</span>"
if(GIRDER_REINF_STRUTS)
. += "<span class='notice'>The support struts are <i>unscrewed</i> and the inner <b>grille</b> is intact.</span>"
if(GIRDER_NORMAL)
. += "<span class='notice'>The bolts are <b>lodged</b> in place.</span>"
if(GIRDER_DISPLACED)
. += "<span class='notice'>The bolts are <i>loosened</i>, but the <b>screws</b> are holding [src] together.</span>"
if(GIRDER_DISASSEMBLED)
. += "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>"
. += "<span class='notice'>Various types of metal sheets can be used on this to create different kinds of walls.</span>"
if(can_displace)
. += "<span class='notice'>Apply a crowbar to this item to cause any walls to be made to be false walls. Use a wrench on this item to deconstruct it.</span>"
/obj/structure/girder/proc/refundMetal(metalAmount) //refunds metal used in construction when deconstructed
for(var/i=0;i < metalAmount;i++)
new metal_type(get_turf(src))
/obj/structure/girder/temperature_expose(datum/gas_mixture/air, exposed_temperature)
..()
var/temp_check = exposed_temperature
if(temp_check >= GIRDER_MELTING_TEMP)
take_damage(10)
/obj/structure/girder/attackby__legacy__attackchain(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/gun/energy/plasmacutter))
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src)
return
playsound(loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
refundMetal(metalUsed)
qdel(src)
else if(istype(W, /obj/item/pickaxe/drill/diamonddrill))
to_chat(user, "<span class='notice'>You drill through the girder!</span>")
refundMetal(metalUsed)
qdel(src)
else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
playsound(loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You disintegrate the girder!</span>")
refundMetal(metalUsed)
qdel(src)
else if(istype(W, /obj/item/pyro_claws))
playsound(loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You melt the girder!</span>")
refundMetal(metalUsed)
qdel(src)
else if(istype(W, /obj/item/stack))
if(iswallturf(loc))
to_chat(user, "<span class='warning'>There is already a wall present!</span>")
return
if(!isfloorturf(loc))
to_chat(user, "<span class='warning'>A floor must be present to build a false wall!</span>")
return
if(locate(/obj/structure/falsewall) in loc.contents)
to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
return
if(islava(loc))
to_chat(user, "<span class='warning'>You can't do that while [src] is in lava!</span>")
return
if(istype(W, /obj/item/stack/sheet/runed_metal))
to_chat(user, "<span class='warning'>You can't seem to make the metal bend.</span>")
return
if(istype(W, /obj/item/stack/sheet/bamboo)) // pending wall resprite(tm)
to_chat(user, "<span class='warning'>The bamboo doesn't seem to fit around the girder.</span>")
return
if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/S = W
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 5)
to_chat(user, "<span class='warning'>You need at least five rods to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
if(do_after(user, 20, target = src))
if(!loc || !S || S.get_amount() < 5)
return
S.use(5)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/iron/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 5)
to_chat(user, "<span class='warning'>You need at least five rods to add plating!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if(do_after(user, 40, target = src))
if(!loc || !S || S.get_amount() < 5)
return
S.use(5)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/mineral/iron)
transfer_fingerprints_to(T)
qdel(src)
return
if(istype(W, /obj/item/stack/ore/glass/basalt))
var/obj/item/stack/ore/glass/basalt/A = W
if(state == GIRDER_DISPLACED)
if(A.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two [A] to create a false wall!</span>")
return
if(do_after(user, 2 SECONDS, target = src))
if(!loc || !A || A.get_amount() < 2)
return
A.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/rock_ancient/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(A.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two [A] to add plating!</span>")
return
to_chat(user, "<span class='notice'>You start adding [A]...</span>")
if(do_after(user, 4 SECONDS, target = src))
if(!src || !A || A.get_amount() < 2)
return
A.use(2)
to_chat(user, "<span class='notice'>You add [A].</span>")
var/turf/parent_turf = get_turf(src)
parent_turf.ChangeTurf(/turf/simulated/mineral/ancient)
for(var/turf/simulated/mineral/X in parent_turf.loc)
X.add_hiddenprint(usr)
qdel(src)
return
if(!istype(W,/obj/item/stack/sheet))
return
var/obj/item/stack/sheet/S = W
if(!S.wall_allowed)
to_chat(user, "<span class='warning'>You don't think that is good material for a wall!</span>")
return
if(istype(S, /obj/item/stack/sheet/wood))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two planks of wood to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a false wall...</span>")
if(do_after(user, 20, target = src))
if(!loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/wood/falsewood = new(loc)
transfer_fingerprints_to(falsewood)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two planks of wood to finish a wall!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/mineral/wood)
for(var/turf/simulated/wall/mineral/wood/X in Tsrc.loc)
if(X)
X.add_hiddenprint(usr)
qdel(src)
return
else if(istype(S, /obj/item/stack/sheet/metal))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two sheets of metal to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a false wall...</span>")
if(do_after(user, 20, target = src))
if(!loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/F = new(loc)
transfer_fingerprints_to(F)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two sheets of metal to finish a wall!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall)
for(var/turf/simulated/wall/X in Tsrc.loc)
if(X)
X.add_hiddenprint(usr)
qdel(src)
return
if(istype(S, /obj/item/stack/sheet/plasteel))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
return
to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
if(do_after(user, 20, target = src))
if(!loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a reinforced false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/reinforced/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(state == GIRDER_REINF)
if(S.get_amount() < 1)
return
to_chat(user, "<span class='notice'>You start finalizing the reinforced wall...</span>")
if(do_after(user, 50, target = src))
if(!src || !S || S.get_amount() < 1)
return
S.use(1)
to_chat(user, "<span class='notice'>You fully reinforce the wall.</span>")
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(/turf/simulated/wall/r_wall)
for(var/turf/simulated/wall/r_wall/X in Tsrc.loc)
if(X)
X.add_hiddenprint(usr)
qdel(src)
return
else
if(S.get_amount() < 1)
return
to_chat(user, "<span class='notice'>You start reinforcing the girder...</span>")
if(do_after(user,60, target = src))
if(!src || !S || S.get_amount() < 1)
return
S.use(1)
to_chat(user, "<span class='notice'>You reinforce the girder.</span>")
var/obj/structure/girder/reinforced/R = new (loc)
transfer_fingerprints_to(R)
qdel(src)
return
if(S.sheettype)
var/M = S.sheettype
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
return
if(do_after(user, 20, target = src))
if(!loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/F = text2path("/obj/structure/falsewall/[M]")
var/obj/structure/FW = new F (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets to add plating!</span>")
return
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if(do_after(user,40, target = src))
if(!src || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/Tsrc = get_turf(src)
Tsrc.ChangeTurf(text2path("/turf/simulated/wall/mineral/[M]"))
for(var/turf/simulated/wall/mineral/X in Tsrc.loc)
if(X)
X.add_hiddenprint(usr)
qdel(src)
return
add_hiddenprint(user)
else
return ..()
/obj/structure/girder/crowbar_act(mob/user, obj/item/I)
if(!can_displace || state != GIRDER_NORMAL)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You start dislodging the girder...</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_NORMAL)
return
to_chat(user, "<span class='notice'>You dislodge the girder.</span>")
var/obj/structure/girder/displaced/D = new (loc)
transfer_fingerprints_to(D)
qdel(src)
/obj/structure/girder/screwdriver_act(mob/user, obj/item/I)
if(state != GIRDER_DISPLACED && state != GIRDER_REINF && state != GIRDER_REINF_STRUTS)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
switch(state)
if(GIRDER_DISPLACED)
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_DISPLACED)
return
state = GIRDER_DISASSEMBLED
TOOL_DISMANTLE_SUCCESS_MESSAGE
var/obj/item/stack/sheet/metal/M = new(loc, 2)
M.add_fingerprint(user)
qdel(src)
if(GIRDER_REINF)
to_chat(user, "<span class='notice'>You start unsecuring support struts...</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_REINF)
return
to_chat(user, "<span class='notice'>You unsecure the support struts.</span>")
state = GIRDER_REINF_STRUTS
if(GIRDER_REINF_STRUTS)
to_chat(user, "<span class='notice'>You start securing support struts...</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_REINF_STRUTS)
return
to_chat(user, "<span class='notice'>You secure the support struts.</span>")
state = GIRDER_REINF
/obj/structure/girder/wirecutter_act(mob/user, obj/item/I)
if(state != GIRDER_REINF_STRUTS)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
to_chat(user, "<span class='notice'>You start removing the inner grille...</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_REINF_STRUTS)
return
to_chat(user, "<span class='notice'>You remove the inner grille.</span>")
new /obj/item/stack/sheet/plasteel(get_turf(src))
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
/obj/structure/girder/wrench_act(mob/user, obj/item/I)
if(state != GIRDER_NORMAL && state != GIRDER_DISPLACED)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(state == GIRDER_NORMAL)
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_NORMAL)
return
state = GIRDER_DISASSEMBLED
TOOL_DISMANTLE_SUCCESS_MESSAGE
refundMetal(metalUsed)
qdel(src)
else
if(!isfloorturf(loc))
to_chat(user, "<span class='warning'>A floor must be present to secure the girder!</span>")
return
to_chat(user, "<span class='notice'>You start securing the girder...</span>")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != GIRDER_DISPLACED)
return
to_chat(user, "<span class='notice'>You secure the girder.</span>")
var/obj/structure/girder/G = new(loc)
transfer_fingerprints_to(G)
qdel(src)
/obj/structure/girder/welder_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_SLICING_MESSAGE
if(I.use_tool(src, user, 40, volume = I.tool_volume))
WELDER_SLICING_SUCCESS_MESSAGE
refundMetal(metalUsed)
qdel(src)
/obj/structure/girder/CanPass(atom/movable/mover, border_dir)
if(istype(mover) && mover.checkpass(PASSGIRDER))
return TRUE
if(istype(mover) && mover.checkpass(PASSGRILLE))
return prob(girderpasschance)
else
if(isprojectile(mover))
return prob(girderpasschance)
else
return 0
/obj/structure/girder/CanPathfindPass(to_dir, datum/can_pass_info/pass_info)
. = !density
if(pass_info.is_movable)
. = . || pass_info.pass_flags & PASSGRILLE
/obj/structure/girder/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
var/remains = pick(/obj/item/stack/rods, /obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
/obj/structure/girder/narsie_act()
if(prob(25))
new /obj/structure/girder/cult(loc)
qdel(src)
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = FALSE
can_displace = FALSE
state = GIRDER_DISPLACED
girderpasschance = 25
max_integrity = 120
/obj/structure/girder/reinforced
name = "reinforced girder"
icon_state = "reinforced"
state = GIRDER_REINF
can_displace = FALSE
girderpasschance = 0
max_integrity = 350
/obj/structure/girder/cult
name = "runed girder"
desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
icon = 'icons/obj/cult.dmi'
icon_state = "cultgirder"
can_displace = FALSE
metalUsed = 1
metal_type = /obj/item/stack/sheet/runed_metal
/obj/structure/girder/cult/Initialize(mapload)
. = ..()
icon_state = GET_CULT_DATA(cult_girder_icon_state, initial(icon_state))
/obj/structure/girder/cult/attackby__legacy__attackchain(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/melee/cultblade/dagger) && IS_CULTIST(user)) //Cultists can demolish cult girders instantly with their dagger
user.visible_message("<span class='warning'>[user] strikes [src] with [W]!</span>", "<span class='notice'>You demolish [src].</span>")
refundMetal(metalUsed)
qdel(src)
else if(istype(W, /obj/item/gun/energy/plasmacutter))
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
if(do_after(user, 40* W.toolspeed, target = src))
playsound(loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
var/obj/item/pickaxe/drill/jackhammer/D = W
to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
D.playDigSound()
qdel(src)
else if(istype(W, /obj/item/stack/sheet/runed_metal))
var/obj/item/stack/sheet/runed_metal/R = W
if(R.get_amount() < 1)
to_chat(user, "<span class='warning'>You need at least one sheet of runed metal to construct a runed wall!</span>")
return 0
user.visible_message("<span class='notice'>[user] begins laying runed metal on [src]...</span>", "<span class='notice'>You begin constructing a runed wall...</span>")
if(do_after(user, 10, target = src))
if(R.get_amount() < 1 || !R)
return
user.visible_message("<span class='notice'>[user] plates [src] with runed metal.</span>", "<span class='notice'>You construct a runed wall.</span>")
R.use(1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/cult)
qdel(src)
else
return ..()
/obj/structure/girder/cult/narsie_act()
return
/obj/structure/girder/cult/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/runed_metal(drop_location(), 1)
qdel(src)