Files
Paradise/code/game/objects/structures.dm
Charlie bead47ea29 Adds crawling. (#17899)
* crawling?

* knockdown. CONTAINS CHANGES THAT NEED REVERTING

* plotting can_moves death

* CANMOVE IS DEAD

* mappers are insane

* removes todos as the are todone

* decreases crawling speed

* silly-con fixes

* surgery fixes

* fixes death

* pAI fixes

* removes var/lying

* runtime fix

* decreases default crawling speed

* correct crawling dir

* some more fixes

* stunbaton tweak, revert later

* rejuv fix

* restraint and incapacitated refactor

* crawling dir in line with TG

* fixes vehicle movement and grabs

* alien rest fixes

* antistun fixes

* fixed fall sounds

* forgor to stage this

* first review

* canmove zombie dispersal

* fix

* lots of fixes

* defines

* fixes the trait helper

* if you got no legs you can still crawl

* sillyconfix

* no reverty keepy

* jaunt fix

* hopefully fixes perma sleepy zzz

* admin rejuv temp fix

* rest canceling

* antistun chems now remove knockdown

* buckle offset fix

* fixes some stuff

* crawling delay = 4

* descuffs bed

* sleeping hotfix

* fixes simple mob resting

* V is the macro for resting

* projectiles no dodgy

* refines the projectile check

* god I hate strings

* MORE FIXES

* I hate buckling

* fixes capulettium plus

* winding down

* farie review

* bugs did stop showing up

* SEAN

* todo

* sean review

* ed209

* i HATE cyborgs

* steel review

* laaaaaast things

* reverts stun baton changes

* and done
2022-06-30 11:57:52 -05:00

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/obj/structure
icon = 'icons/obj/structures.dmi'
pressure_resistance = 8
max_integrity = 300
face_while_pulling = TRUE
var/climbable
var/mob/living/climber
var/broken = FALSE
/obj/structure/New()
..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
if(SSticker && SSticker.current_state == GAME_STATE_PLAYING)
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
if(smoothing_flags & SMOOTH_CORNERS)
icon_state = ""
if(climbable)
verbs += /obj/structure/proc/climb_on
if(SSticker)
GLOB.cameranet.updateVisibility(src)
/obj/structure/Initialize(mapload)
if(!armor)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
return ..()
/obj/structure/Destroy()
if(SSticker)
GLOB.cameranet.updateVisibility(src)
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
var/turf/T = get_turf(src)
spawn(0)
QUEUE_SMOOTH_NEIGHBORS(T)
return ..()
/obj/structure/proc/climb_on()
set name = "Climb structure"
set desc = "Climbs onto a structure."
set category = null
set src in oview(1)
do_climb(usr)
/obj/structure/MouseDrop_T(atom/movable/C, mob/user as mob)
if(..())
return
if(C == user)
do_climb(user)
/obj/structure/proc/density_check()
for(var/obj/O in orange(0, src))
if(O.density && !istype(O, /obj/machinery/door/window)) //Ignores windoors, as those already block climbing, otherwise a windoor on the opposite side of a table would prevent climbing.
return O
var/turf/T = get_turf(src)
if(T.density)
return T
return null
/obj/structure/proc/do_climb(mob/living/user)
if(!can_touch(user) || !climbable)
return FALSE
var/blocking_object = density_check()
if(blocking_object)
to_chat(user, "<span class='warning'>You cannot climb [src], as it is blocked by \a [blocking_object]!</span>")
return FALSE
var/turf/T = src.loc
if(!T || !istype(T)) return FALSE
usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
climber = user
if(!do_after(user, 50, target = src))
climber = null
return FALSE
if(!can_touch(user) || !climbable)
climber = null
return FALSE
var/old_loc = usr.loc
usr.loc = get_turf(src)
usr.Moved(old_loc, get_dir(old_loc, usr.loc), FALSE)
if(get_turf(user) == get_turf(src))
usr.visible_message("<span class='warning'>[user] climbs onto \the [src]!</span>")
climber = null
return TRUE
/obj/structure/proc/structure_shaken()
for(var/mob/living/M in get_turf(src))
if(IS_HORIZONTAL(M))
return //No spamming this on people.
M.Weaken(10 SECONDS)
to_chat(M, "<span class='warning'>You topple as \the [src] moves under you!</span>")
if(prob(25))
var/damage = rand(15,30)
var/mob/living/carbon/human/H = M
if(!istype(H))
to_chat(H, "<span class='warning'>You land heavily!</span>")
M.adjustBruteLoss(damage)
return
var/obj/item/organ/external/affecting
switch(pick(list("ankle","wrist","head","knee","elbow")))
if("ankle")
affecting = H.get_organ(pick("l_foot", "r_foot"))
if("knee")
affecting = H.get_organ(pick("l_leg", "r_leg"))
if("wrist")
affecting = H.get_organ(pick("l_hand", "r_hand"))
if("elbow")
affecting = H.get_organ(pick("l_arm", "r_arm"))
if("head")
affecting = H.get_organ("head")
if(affecting)
to_chat(M, "<span class='warning'>You land heavily on your [affecting.name]!</span>")
affecting.receive_damage(damage, 0)
if(affecting.parent)
affecting.parent.add_autopsy_data("Misadventure", damage)
else
to_chat(H, "<span class='warning'>You land heavily!</span>")
H.adjustBruteLoss(damage)
H.UpdateDamageIcon()
return
/obj/structure/proc/can_touch(mob/living/user)
if(!istype(user))
return 0
if(!Adjacent(user))
return 0
if(user.restrained() || user.buckled)
to_chat(user, "<span class='notice'>You need your hands and legs free for this.</span>")
return 0
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
return 0
if(issilicon(user))
to_chat(user, "<span class='notice'>You need hands for this.</span>")
return 0
return 1
/obj/structure/examine(mob/user)
. = ..()
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
. += "<span class='warning'>It's on fire!</span>"
if(broken)
. += "<span class='notice'>It appears to be broken.</span>"
var/examine_status = examine_status(user)
if(examine_status)
. += examine_status
/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
return "It looks slightly damaged."
if(25 to 50)
return "It appears heavily damaged."
if(0 to 25)
if(!broken)
return "<span class='warning'>It's falling apart!</span>"
/obj/structure/proc/prevents_buckled_mobs_attacking()
return FALSE
/obj/structure/zap_act(power, zap_flags)
if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power / 8000, BURN, ENERGY)
power -= power / 2000 //walls take a lot out of ya
. = ..()