mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-30 03:12:53 +00:00
* 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>
213 lines
6.6 KiB
Plaintext
213 lines
6.6 KiB
Plaintext
/obj/structure/railing
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name = "railing"
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desc = "Basic railing meant to protect idiots like you from falling."
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icon = 'icons/obj/fence.dmi'
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icon_state = "railing"
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density = TRUE
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anchored = TRUE
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pass_flags_self = LETPASSTHROW | PASSTAKE
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climbable = TRUE
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layer = ABOVE_MOB_LAYER
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flags = ON_BORDER
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var/currently_climbed = FALSE
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var/mover_dir = null
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/obj/structure/railing/Initialize(mapload)
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. = ..()
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if(density && flags & ON_BORDER) // blocks normal movement from and to the direction it's facing.
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_atom_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/railing/get_climb_text()
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return "<span class='notice'>You can <b>Click-Drag</b> yourself to [src] to climb over it after a short delay.</span>"
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/// aesthetic corner sharp edges hurt oof ouch
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/obj/structure/railing/corner
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icon_state = "railing_corner"
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density = FALSE
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climbable = FALSE
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/// aestetic "end" for railing
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/obj/structure/railing/cap
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icon_state = "railing_cap"
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density = FALSE
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climbable = FALSE
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/obj/structure/railing/cap/normal
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icon_state = "railing_cap_normal"
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/obj/structure/railing/cap/reversed
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icon_state = "railing_cap_reversed"
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/obj/structure/railing/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
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..()
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add_fingerprint(user)
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/obj/structure/railing/attack_animal(mob/living/simple_animal/M)
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. = ..()
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if(. && M.environment_smash >= ENVIRONMENT_SMASH_WALLS)
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deconstruct(FALSE)
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M.visible_message("<span class='danger'>[M] tears apart [src]!</span>", "<span class='notice'>You tear apart [src]!</span>")
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/obj/structure/railing/welder_act(mob/living/user, obj/item/I)
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if(user.intent != INTENT_HELP)
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return
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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if(!I.tool_start_check(user, amount = 0))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 4 SECONDS, I.tool_volume))
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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/obj/structure/railing/wirecutter_act(mob/living/user, obj/item/I)
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if(anchored)
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return
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to_chat(user, "<span class='warning'>You cut apart the railing.</span>")
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I.play_tool_sound(src, 100)
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deconstruct()
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return TRUE
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/obj/structure/railing/deconstruct(disassembled)
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if(!(flags & NODECONSTRUCT))
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var/obj/item/stack/rods/rod = new /obj/item/stack/rods(drop_location(), 3)
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transfer_fingerprints_to(rod)
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return ..()
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///Implements behaviour that makes it possible to unanchor the railing.
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/obj/structure/railing/wrench_act(mob/living/user, obj/item/I)
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if(flags & NODECONSTRUCT)
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return
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unfasten the railing from":"fasten the railing to"] the floor...</span>")
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if(I.use_tool(src, user, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_anchored), anchored)))
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anchored = !anchored
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the railing to":"unfasten the railing from"] the floor.</span>")
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return TRUE
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/obj/structure/railing/corner/CanPass()
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return TRUE
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/obj/structure/railing/corner/CanPathfindPass(to_dir, datum/can_pass_info/pass_info)
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return TRUE
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/obj/structure/railing/corner/on_atom_exit(datum/source, atom/movable/leaving, direction)
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return
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/obj/structure/railing/cap/CanPass()
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return TRUE
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/obj/structure/railing/cap/CanPathfindPass(to_dir, datum/can_pass_info/pass_info)
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return TRUE
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/obj/structure/railing/cap/on_atom_exit(datum/source, atom/movable/leaving, direction)
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return
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/obj/structure/railing/CanPass(atom/movable/mover, border_dir)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
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if(isprojectile(mover))
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return TRUE
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if(ismob(mover))
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var/mob/living/M = mover
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if(HAS_TRAIT(M, TRAIT_FLYING) || (istype(M) && IS_HORIZONTAL(M) && HAS_TRAIT(M, TRAIT_CONTORTED_BODY)))
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return TRUE
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if(mover.throwing)
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return TRUE
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//Due to how the other check is done, it would always return density for ordinal directions no matter what
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if(ordinal_direction_check(border_dir))
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return FALSE
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if(border_dir != dir)
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return density
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return FALSE
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/obj/structure/railing/CanPathfindPass(to_dir, datum/can_pass_info/pass_info)
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if(to_dir == dir)
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return FALSE
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if(ordinal_direction_check(to_dir))
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return FALSE
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return TRUE
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/obj/structure/railing/proc/on_atom_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER // COMSIG_ATOM_EXIT
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var/mob/living/M = leaving
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if(istype(leaving) && leaving.checkpass(PASSFENCE))
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return
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if(isprojectile(leaving))
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return
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if(istype(M))
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if(HAS_TRAIT(M, TRAIT_FLYING) || M.floating || (IS_HORIZONTAL(M) && HAS_TRAIT(M, TRAIT_CONTORTED_BODY)))
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return
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if(leaving.throwing)
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return
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if(leaving.move_force >= MOVE_FORCE_EXTREMELY_STRONG)
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return
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if(currently_climbed)
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return
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if(direction == dir)
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return COMPONENT_ATOM_BLOCK_EXIT
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if(ordinal_direction_check(direction))
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return COMPONENT_ATOM_BLOCK_EXIT
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// Checks if the direction the mob is trying to move towards would be blocked by a corner railing
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/obj/structure/railing/proc/ordinal_direction_check(check_dir)
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switch(dir)
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if(NORTHEAST)
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if(check_dir == NORTH || check_dir == EAST)
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return TRUE
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if(SOUTHEAST)
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if(check_dir == SOUTH || check_dir == EAST)
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return TRUE
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if(NORTHWEST)
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if(check_dir == NORTH || check_dir == WEST)
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return TRUE
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if(SOUTHWEST)
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if(check_dir == SOUTH || check_dir == WEST)
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return TRUE
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return FALSE
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/obj/structure/railing/start_climb(mob/living/user)
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var/initial_mob_loc = get_turf(user)
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. = ..()
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if(.)
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currently_climbed = TRUE
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if(initial_mob_loc != get_turf(src)) // If we are on the railing, we want to move in the same dir as the railing. Otherwise we get put on the railing
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currently_climbed = FALSE
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return
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user.Move(get_step(user, dir), TRUE)
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currently_climbed = FALSE
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/obj/structure/railing/proc/can_be_rotated(mob/user)
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if(anchored)
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to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, -45)
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if(!valid_window_location(loc, target_dir)) //Expanded to include rails, as well!
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to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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return TRUE
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/obj/structure/railing/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/railing/proc/after_rotation(mob/user)
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add_fingerprint(user)
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/obj/structure/railing/AltClick(mob/user)
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!Adjacent(user))
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return
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if(can_be_rotated(user))
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setDir(turn(dir, 45))
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