mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-07-17 19:22:43 +01:00
Adds New PoI Features + Bonus PoI (#5796)
* Adds cliffs. * Finishes lava and polishes the other things. * Hopefully finished with all the new shinies.
This commit is contained in:
@@ -18,7 +18,7 @@
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return ..()
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/obj/effect/map_effect/interval/effect_emitter/proc/configure_effects()
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effect_system.set_up(effect_amount, effect_cardinals_only, usr.loc, effect_forced_dir)
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effect_system.set_up(effect_amount, effect_cardinals_only, src.loc, effect_forced_dir)
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/obj/effect/map_effect/interval/effect_emitter/trigger()
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configure_effects() // We do this every interval in case it changes.
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@@ -49,6 +49,7 @@
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spawn(retry_delay) // Maybe someday we'll have fancy TG timers/schedulers.
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if(!QDELETED(src))
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.()
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return
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var/next_interval = rand(interval_lower_bound, interval_upper_bound)
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spawn(next_interval)
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@@ -10,6 +10,7 @@
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var/mineitemtype = /obj/item/weapon/mine
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var/panel_open = 0
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var/datum/wires/mines/wires = null
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register_as_dangerous_object = TRUE
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/obj/effect/mine/New()
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icon_state = "uglyminearmed"
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@@ -271,4 +272,10 @@
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/obj/item/weapon/mine/incendiary
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name = "incendiary mine"
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desc = "A small explosive mine with a fire symbol on the side."
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minetype = /obj/effect/mine/incendiary
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minetype = /obj/effect/mine/incendiary
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// This tells AI mobs to not be dumb and step on mines willingly.
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/obj/item/weapon/mine/is_safe_to_step(mob/living/L)
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if(!L.hovering)
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return FALSE
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return ..()
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@@ -3,7 +3,8 @@
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/obj/effect/step_trigger
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var/affect_ghosts = 0
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var/stopper = 1 // stops throwers
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invisibility = 101 // nope cant see this shit
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invisibility = 99 // nope cant see this shit
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plane = ABOVE_PLANE
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anchored = 1
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/obj/effect/step_trigger/proc/Trigger(var/atom/movable/A)
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@@ -93,21 +94,56 @@
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var/teleport_y = 0
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var/teleport_z = 0
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Trigger(var/atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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var/turf/T = locate(teleport_x, teleport_y, teleport_z)
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if(isliving(A))
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var/mob/living/L = A
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if(L.pulling)
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var/atom/movable/P = L.pulling
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L.stop_pulling()
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P.forceMove(T)
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L.forceMove(T)
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L.start_pulling(P)
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else
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A.forceMove(T)
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else
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A.forceMove(T)
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/obj/effect/step_trigger/teleporter/Trigger(atom/movable/AM)
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if(teleport_x && teleport_y && teleport_z)
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var/turf/T = locate(teleport_x, teleport_y, teleport_z)
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move_object(AM, T)
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/obj/effect/step_trigger/teleporter/proc/move_object(atom/movable/AM, turf/T)
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if(AM.anchored)
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return
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.pulling)
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var/atom/movable/P = L.pulling
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L.stop_pulling()
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P.forceMove(T)
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L.forceMove(T)
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L.start_pulling(P)
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else
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L.forceMove(T)
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else
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AM.forceMove(T)
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/* Moves things by an offset, useful for 'Bridges'. Uses dir and a distance var to work with maploader direction changes. */
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/obj/effect/step_trigger/teleporter/offset
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icon = 'icons/effects/effects.dmi'
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icon_state = "arrow"
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var/distance = 3
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/obj/effect/step_trigger/teleporter/offset/north
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dir = NORTH
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/obj/effect/step_trigger/teleporter/offset/south
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dir = SOUTH
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/obj/effect/step_trigger/teleporter/offset/east
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dir = EAST
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/obj/effect/step_trigger/teleporter/offset/west
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dir = WEST
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/obj/effect/step_trigger/teleporter/offset/Trigger(atom/movable/AM)
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var/turf/T = get_turf(src)
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for(var/i = 1 to distance)
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T = get_step(T, dir)
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if(!istype(T))
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return
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move_object(AM, T)
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/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
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@@ -18,11 +18,29 @@
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var/can_speak = 0 //For MMIs and admin trickery. If an object has a brainmob in its contents, set this to 1 to allow it to speak.
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var/show_examine = TRUE // Does this pop up on a mob when the mob is examined?
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var/register_as_dangerous_object = FALSE // Should this tell its turf that it is dangerous automatically?
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/obj/Initialize()
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if(register_as_dangerous_object)
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register_dangerous_to_step()
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return ..()
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/obj/Destroy()
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STOP_PROCESSING(SSobj, src)
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if(register_as_dangerous_object)
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unregister_dangerous_to_step()
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return ..()
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/obj/Moved(atom/oldloc)
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. = ..()
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if(register_as_dangerous_object)
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var/turf/old_turf = get_turf(oldloc)
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var/turf/new_turf = get_turf(src)
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if(old_turf != new_turf)
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old_turf.unregister_dangerous_object(src)
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new_turf.register_dangerous_object(src)
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/obj/Topic(href, href_list, var/datum/topic_state/state = default_state)
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if(usr && ..())
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return 1
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@@ -161,4 +179,19 @@
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return
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/obj/proc/get_cell()
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return
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return
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// Used to mark a turf as containing objects that are dangerous to step onto.
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/obj/proc/register_dangerous_to_step()
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var/turf/T = get_turf(src)
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if(T)
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T.register_dangerous_object(src)
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/obj/proc/unregister_dangerous_to_step()
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var/turf/T = get_turf(src)
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if(T)
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T.unregister_dangerous_object(src)
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// Test for if stepping on a tile containing this obj is safe to do, used for things like landmines and cliffs.
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/obj/proc/is_safe_to_step(mob/living/L)
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return TRUE
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@@ -15,7 +15,7 @@ much more likely to show up. This is done for several purposes;
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name = "unidentified medicine"
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desc = "This will make a random hypo."
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icon = 'icons/obj/syringe.dmi'
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item_state = "hypo"
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icon_state = "autoinjector1"
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/obj/random/unidentified_medicine/item_to_spawn()
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return pick(
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@@ -3,9 +3,11 @@
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w_class = ITEMSIZE_NO_CONTAINER
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var/climbable
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var/climb_delay = 3.5 SECONDS
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var/breakable
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var/parts
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var/list/climbers = list()
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var/block_turf_edges = FALSE // If true, turf edge icons will not be made on the turf this occupies.
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/obj/structure/Destroy()
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if(parts)
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@@ -99,7 +101,7 @@
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usr.visible_message("<span class='warning'>[user] starts climbing onto \the [src]!</span>")
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climbers |= user
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if(!do_after(user,(issmall(user) ? 20 : 34)))
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if(!do_after(user,(issmall(user) ? climb_delay * 0.6 : climb_delay)))
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climbers -= user
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return
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@@ -0,0 +1,239 @@
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GLOBAL_LIST_EMPTY(cliff_icon_cache)
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/*
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Cliffs give a visual illusion of depth by seperating two places while presenting a 'top' and 'bottom' side.
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Mobs moving into a cliff from the bottom side will simply bump into it and be denied moving into the tile,
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where as mobs moving into a cliff from the top side will 'fall' off the cliff, forcing them to the bottom, causing significant damage and stunning them.
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Mobs can climb this while wearing climbing equipment by clickdragging themselves onto a cliff, as if it were a table.
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Flying mobs can pass over all cliffs with no risk of falling.
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Projectiles and thrown objects can pass, however if moving upwards, there is a chance for it to be stopped by the cliff.
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This makes fighting something that is on top of a cliff more challenging.
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As a note, dir points upwards, e.g. pointing WEST means the left side is 'up', and the right side is 'down'.
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When mapping these in, be sure to give at least a one tile clearance, as NORTH facing cliffs expand to
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two tiles on initialization, and which way a cliff is facing may change during maploading.
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*/
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/obj/structure/cliff
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name = "cliff"
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desc = "A steep rock ledge. You might be able to climb it if you feel bold enough."
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description_info = "Walking off the edge of a cliff while on top will cause you to fall off, causing severe injury.<br>\
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You can climb this cliff if wearing special climbing equipment, by click-dragging yourself onto the cliff.<br>\
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Projectiles traveling up a cliff may hit the cliff instead, making it more difficult to fight something \
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on top."
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icon = 'icons/obj/flora/rocks.dmi'
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anchored = TRUE
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density = TRUE
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opacity = FALSE
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climbable = TRUE
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climb_delay = 10 SECONDS
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block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
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register_as_dangerous_object = TRUE
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var/icon_variant = null // Used to make cliffs less repeative by having a selection of sprites to display.
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var/corner = FALSE // Used for icon things.
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var/ramp = FALSE // Ditto.
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var/bottom = FALSE // Used for 'bottom' typed cliffs, to avoid infinite cliffs, and for icons.
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var/is_double_cliff = FALSE // Set to true when making the two-tile cliffs, used for projectile checks.
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var/uphill_penalty = 30 // Odds of a projectile not making it up the cliff.
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// These arrange their sprites at runtime, as opposed to being statically placed in the map file.
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/obj/structure/cliff/automatic
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icon_state = "cliffbuilder"
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dir = NORTH
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/obj/structure/cliff/automatic/corner
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icon_state = "cliffbuilder-corner"
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dir = NORTHEAST
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corner = TRUE
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// Tiny part that doesn't block, used for making 'ramps'.
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/obj/structure/cliff/automatic/ramp
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icon_state = "cliffbuilder-ramp"
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dir = NORTHEAST
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density = FALSE
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ramp = TRUE
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// Made automatically as needed by automatic cliffs.
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/obj/structure/cliff/bottom
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bottom = TRUE
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/obj/structure/cliff/automatic/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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// Paranoid about the maploader, direction is very important to cliffs, since they may get bigger if initialized while facing NORTH.
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/obj/structure/cliff/automatic/LateInitialize()
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if(dir in GLOB.cardinal)
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icon_variant = pick("a", "b", "c")
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if(dir & NORTH && !bottom) // North-facing cliffs require more cliffs to be made.
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make_bottom()
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update_icon()
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/obj/structure/cliff/proc/make_bottom()
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// First, make sure there's room to put the bottom side.
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var/turf/T = locate(x, y - 1, z)
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if(!istype(T))
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return FALSE
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// Now make the bottom cliff have mostly the same variables.
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var/obj/structure/cliff/bottom/bottom = new(T)
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is_double_cliff = TRUE
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climb_delay /= 2 // Since there are two cliffs to climb when going north, both take half the time.
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bottom.dir = dir
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bottom.is_double_cliff = TRUE
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bottom.climb_delay = climb_delay
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bottom.icon_variant = icon_variant
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bottom.corner = corner
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bottom.ramp = ramp
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bottom.layer = layer - 0.1
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bottom.density = density
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bottom.update_icon()
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/obj/structure/cliff/set_dir(new_dir)
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..()
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update_icon()
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/obj/structure/cliff/update_icon()
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icon_state = "cliff-[dir][icon_variant][bottom ? "-bottom" : ""][corner ? "-corner" : ""][ramp ? "-ramp" : ""]"
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// Now for making the top-side look like a different turf.
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var/turf/T = get_step(src, dir)
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if(!istype(T))
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return
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var/subtraction_icon_state = "[icon_state]-subtract"
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var/cache_string = "[icon_state]_[T.icon]_[T.icon_state]"
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if(T && subtraction_icon_state in icon_states(icon))
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cut_overlays()
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// If we've made the same icon before, just recycle it.
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if(cache_string in GLOB.cliff_icon_cache)
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add_overlay(GLOB.cliff_icon_cache[cache_string])
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else // Otherwise make a new one, but only once.
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var/icon/underlying_ground = icon(T.icon, T.icon_state, T.dir)
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var/icon/subtract = icon(icon, subtraction_icon_state)
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underlying_ground.Blend(subtract, ICON_SUBTRACT)
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var/image/final = image(underlying_ground)
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final.layer = src.layer - 0.2
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GLOB.cliff_icon_cache[cache_string] = final
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add_overlay(final)
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// Movement-related code.
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/obj/structure/cliff/CanPass(atom/movable/mover, turf/target, height = 0, air_group = 0)
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if(air_group || height == 0)
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return TRUE // Airflow can always pass.
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else if(isliving(mover))
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var/mob/living/L = mover
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if(L.hovering) // Flying mobs can always pass.
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return TRUE
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return ..()
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// Projectiles and objects flying 'upward' have a chance to hit the cliff instead, wasting the shot.
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else if(istype(mover, /obj))
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var/obj/O = mover
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if(check_shield_arc(src, dir, O)) // This is actually for mobs but it will work for our purposes as well.
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if(prob(uphill_penalty / (1 + is_double_cliff) )) // Firing upwards facing NORTH means it will likely have to pass through two cliffs, so the chance is halved.
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return FALSE
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return TRUE
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/obj/structure/cliff/Bumped(atom/A)
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if(isliving(A))
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var/mob/living/L = A
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if(should_fall(L))
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fall_off_cliff(L)
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return
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..()
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/obj/structure/cliff/proc/should_fall(mob/living/L)
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if(L.hovering)
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return FALSE
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var/turf/T = get_turf(L)
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if(T && get_dir(T, loc) & reverse_dir[dir]) // dir points 'up' the cliff, e.g. cliff pointing NORTH will cause someone to fall if moving SOUTH into it.
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return TRUE
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return FALSE
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/obj/structure/cliff/proc/fall_off_cliff(mob/living/L)
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if(!istype(L))
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return FALSE
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var/turf/T = get_step(src, reverse_dir[dir])
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var/displaced = FALSE
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if(dir in list(EAST, WEST)) // Apply an offset if flying sideways, to help maintain the illusion of depth.
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for(var/i = 1 to 2)
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var/turf/new_T = locate(T.x, T.y - i, T.z)
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if(!new_T || locate(/obj/structure/cliff) in new_T)
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break
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T = new_T
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displaced = TRUE
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if(istype(T))
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visible_message(span("danger", "\The [L] falls off \the [src]!"))
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L.forceMove(T)
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// Do the actual hurting. Double cliffs do halved damage due to them most likely hitting twice.
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var/harm = !is_double_cliff ? 1 : 0.5
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if(istype(L.buckled, /obj/vehicle)) // People falling off in vehicles will take less damage, but will damage the vehicle severely.
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var/obj/vehicle/vehicle = L.buckled
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vehicle.adjust_health(40 * harm)
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to_chat(L, span("warning", "\The [vehicle] absorbs some of the impact, damaging it."))
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harm /= 2
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playsound(L, 'sound/effects/break_stone.ogg', 70, 1)
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L.Weaken(5 * harm)
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var/fall_time = 3
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if(displaced) // Make the fall look more natural when falling sideways.
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L.pixel_z = 32 * 2
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animate(L, pixel_z = 0, time = fall_time)
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sleep(fall_time) // A brief delay inbetween the two sounds helps sell the 'ouch' effect.
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playsound(L, "punch", 70, 1)
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shake_camera(L, 1, 1)
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visible_message(span("danger", "\The [L] hits the ground!"))
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// The bigger they are, the harder they fall.
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// They will take at least 20 damage at the minimum, and tries to scale up to 40% of their max health.
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// This scaling is capped at 100 total damage, which occurs if the thing that fell has more than 250 health.
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var/damage = between(20, L.getMaxHealth() * 0.4, 100)
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var/target_zone = ran_zone()
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var/blocked = L.run_armor_check(target_zone, "melee") * harm
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var/soaked = L.get_armor_soak(target_zone, "melee") * harm
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L.apply_damage(damage * harm, BRUTE, target_zone, blocked, soaked, used_weapon=src)
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// Now fall off more cliffs below this one if they exist.
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var/obj/structure/cliff/bottom_cliff = locate() in T
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if(bottom_cliff)
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visible_message(span("danger", "\The [L] rolls down towards \the [bottom_cliff]!"))
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sleep(5)
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bottom_cliff.fall_off_cliff(L)
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/obj/structure/cliff/can_climb(mob/living/user, post_climb_check = FALSE)
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// Cliff climbing requires climbing gear.
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/obj/item/clothing/shoes/shoes = H.shoes
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||||
if(shoes && shoes.rock_climbing)
|
||||
return ..() // Do the other checks too.
|
||||
|
||||
to_chat(user, span("warning", "\The [src] is too steep to climb unassisted."))
|
||||
return FALSE
|
||||
|
||||
// This tells AI mobs to not be dumb and step off cliffs willingly.
|
||||
/obj/structure/cliff/is_safe_to_step(mob/living/L)
|
||||
if(should_fall(L))
|
||||
return FALSE
|
||||
return ..()
|
||||
@@ -0,0 +1,179 @@
|
||||
//Chain link fences
|
||||
//Sprites ported from /VG/
|
||||
|
||||
#define CUT_TIME 10 SECONDS
|
||||
#define CLIMB_TIME 5 SECONDS
|
||||
|
||||
#define NO_HOLE 0 //section is intact
|
||||
#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
|
||||
#define LARGE_HOLE 2 //large hole in the section - can walk through
|
||||
#define MAX_HOLE_SIZE LARGE_HOLE
|
||||
|
||||
/obj/structure/fence
|
||||
name = "fence"
|
||||
desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
|
||||
description_info = "Projectiles can freely pass fences."
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
|
||||
icon = 'icons/obj/fence.dmi'
|
||||
icon_state = "straight"
|
||||
|
||||
var/cuttable = TRUE
|
||||
var/hole_size= NO_HOLE
|
||||
var/invulnerable = FALSE
|
||||
|
||||
/obj/structure/fence/Initialize()
|
||||
update_cut_status()
|
||||
return ..()
|
||||
|
||||
/obj/structure/fence/examine(mob/user)
|
||||
. = ..()
|
||||
|
||||
switch(hole_size)
|
||||
if(MEDIUM_HOLE)
|
||||
user.show_message("There is a large hole in \the [src].")
|
||||
if(LARGE_HOLE)
|
||||
user.show_message("\The [src] has been completely cut through.")
|
||||
|
||||
/obj/structure/fence/get_description_interaction()
|
||||
var/list/results = list()
|
||||
if(cuttable && !invulnerable && hole_size < MAX_HOLE_SIZE)
|
||||
results += "[desc_panel_image("wirecutters")]to [hole_size > NO_HOLE ? "expand the":"cut a"] hole into the fence, allowing passage."
|
||||
return results
|
||||
|
||||
/obj/structure/fence/end
|
||||
icon_state = "end"
|
||||
cuttable = FALSE
|
||||
|
||||
/obj/structure/fence/corner
|
||||
icon_state = "corner"
|
||||
cuttable = FALSE
|
||||
|
||||
/obj/structure/fence/post
|
||||
icon_state = "post"
|
||||
cuttable = FALSE
|
||||
|
||||
/obj/structure/fence/cut/medium
|
||||
icon_state = "straight_cut2"
|
||||
hole_size = MEDIUM_HOLE
|
||||
|
||||
/obj/structure/fence/cut/large
|
||||
icon_state = "straight_cut3"
|
||||
hole_size = LARGE_HOLE
|
||||
|
||||
// Projectiles can pass through fences.
|
||||
/obj/structure/fence/CanPass(atom/movable/mover, turf/target, height = 0, air_group = 0)
|
||||
if(istype(mover, /obj/item/projectile))
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
/obj/structure/fence/attackby(obj/item/W, mob/user)
|
||||
if(W.is_wirecutter())
|
||||
if(!cuttable)
|
||||
to_chat(user, span("warning", "This section of the fence can't be cut."))
|
||||
return
|
||||
if(invulnerable)
|
||||
to_chat(user, span("warning", "This fence is too strong to cut through."))
|
||||
return
|
||||
var/current_stage = hole_size
|
||||
if(current_stage >= MAX_HOLE_SIZE)
|
||||
to_chat(user, span("notice", "This fence has too much cut out of it already."))
|
||||
return
|
||||
|
||||
user.visible_message(span("danger", "\The [user] starts cutting through \the [src] with \the [W]."),\
|
||||
span("danger", "You start cutting through \the [src] with \the [W]."))
|
||||
playsound(src, W.usesound, 50, 1)
|
||||
|
||||
if(do_after(user, CUT_TIME * W.toolspeed, target = src))
|
||||
if(current_stage == hole_size)
|
||||
switch(++hole_size)
|
||||
if(MEDIUM_HOLE)
|
||||
visible_message(span("notice", "\The [user] cuts into \the [src] some more."))
|
||||
to_chat(user, span("notice", "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
|
||||
climbable = TRUE
|
||||
if(LARGE_HOLE)
|
||||
visible_message(span("notice", "\The [user] completely cuts through \the [src]."))
|
||||
to_chat(user, span("notice", "The hole in \the [src] is now big enough to walk through."))
|
||||
climbable = FALSE
|
||||
update_cut_status()
|
||||
return TRUE
|
||||
|
||||
/obj/structure/fence/proc/update_cut_status()
|
||||
if(!cuttable)
|
||||
return
|
||||
density = TRUE
|
||||
|
||||
switch(hole_size)
|
||||
if(NO_HOLE)
|
||||
icon_state = initial(icon_state)
|
||||
if(MEDIUM_HOLE)
|
||||
icon_state = "straight_cut2"
|
||||
if(LARGE_HOLE)
|
||||
icon_state = "straight_cut3"
|
||||
density = FALSE
|
||||
|
||||
//FENCE DOORS
|
||||
|
||||
/obj/structure/fence/door
|
||||
name = "fence door"
|
||||
desc = "Not very useful without a real lock."
|
||||
icon_state = "door_closed"
|
||||
cuttable = FALSE
|
||||
var/open = FALSE
|
||||
var/locked = FALSE
|
||||
|
||||
/obj/structure/fence/door/Initialize()
|
||||
update_door_status()
|
||||
return ..()
|
||||
|
||||
/obj/structure/fence/door/opened
|
||||
icon_state = "door_opened"
|
||||
open = TRUE
|
||||
density = TRUE
|
||||
|
||||
/obj/structure/fence/door/locked
|
||||
desc = "It looks like it has a strong padlock attached."
|
||||
locked = TRUE
|
||||
|
||||
/obj/structure/fence/door/attack_hand(mob/user)
|
||||
if(can_open(user))
|
||||
toggle(user)
|
||||
else
|
||||
to_chat(user, span("warning", "\The [src] is [!open ? "locked" : "stuck open"]."))
|
||||
|
||||
return TRUE
|
||||
|
||||
/obj/structure/fence/door/proc/toggle(mob/user)
|
||||
switch(open)
|
||||
if(FALSE)
|
||||
visible_message(span("notice", "\The [user] opens \the [src]."))
|
||||
open = TRUE
|
||||
if(TRUE)
|
||||
visible_message(span("notice", "\The [user] closes \the [src]."))
|
||||
open = FALSE
|
||||
|
||||
update_door_status()
|
||||
playsound(src, 'sound/machines/click.ogg', 100, 1)
|
||||
|
||||
/obj/structure/fence/door/proc/update_door_status()
|
||||
switch(open)
|
||||
if(FALSE)
|
||||
density = TRUE
|
||||
icon_state = "door_closed"
|
||||
if(TRUE)
|
||||
density = FALSE
|
||||
icon_state = "door_opened"
|
||||
|
||||
/obj/structure/fence/door/proc/can_open(mob/user)
|
||||
if(locked)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
#undef CUT_TIME
|
||||
#undef CLIMB_TIME
|
||||
|
||||
#undef NO_HOLE
|
||||
#undef MEDIUM_HOLE
|
||||
#undef LARGE_HOLE
|
||||
#undef MAX_HOLE_SIZE
|
||||
@@ -238,6 +238,18 @@
|
||||
name = "\improper EMERGENT INTELLIGENCE DETAILS"
|
||||
icon_state = "rogueai"
|
||||
|
||||
/obj/structure/sign/warning/falling
|
||||
name = "\improper FALL HAZARD"
|
||||
icon_state = "falling"
|
||||
|
||||
/obj/structure/sign/warning/lava
|
||||
name = "\improper MOLTEN SURFACE"
|
||||
icon_state = "lava"
|
||||
|
||||
/obj/structure/sign/warning/acid
|
||||
name = "\improper ACIDIC SURFACE"
|
||||
icon_state = "acid"
|
||||
|
||||
/obj/structure/sign/redcross
|
||||
name = "medbay"
|
||||
desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here."
|
||||
|
||||
Reference in New Issue
Block a user