Files
Polaris/code/game/turfs/simulated/wall_attacks.dm
2015-05-31 03:34:29 +09:30

313 lines
10 KiB
Plaintext

//Interactions
/turf/simulated/wall/proc/toggle_open(var/mob/user)
if(can_open == WALL_OPENING)
return
if(density)
can_open = WALL_OPENING
set_wall_state("[material.icon_base]fwall_open")
//flick("[material.icon_base]fwall_opening", src)
sleep(15)
density = 0
set_light(0)
else
can_open = WALL_OPENING
//flick("[material.icon_base]fwall_closing", src)
set_wall_state("[material.icon_base]0")
density = 1
sleep(15)
set_light(1)
can_open = WALL_CAN_OPEN
update_icon()
/turf/simulated/wall/proc/fail_smash(var/mob/user)
user << "<span class='danger'>You smash against the wall!</span>"
take_damage(rand(25,75))
/turf/simulated/wall/proc/success_smash(var/mob/user)
user << "<span class='danger'>You smash through the wall!</span>"
user.do_attack_animation(src)
spawn(1)
dismantle_wall(1)
/turf/simulated/wall/proc/try_touch(var/mob/user, var/rotting)
if(rotting)
if(reinf_material)
user << "<span class='danger'>\The [reinf_material.display_name] feels porous and crumbly.</span>"
else
user << "<span class='danger'>\The [material.display_name] crumbles under your touch!</span>"
dismantle_wall()
return 1
if(..()) return 1
if(!can_open)
user << "<span class='notice'>You push the wall, but nothing happens.</span>"
playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
else
toggle_open(user)
return 0
/turf/simulated/wall/attack_hand(var/mob/user)
radiate()
add_fingerprint(user)
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if (HULK in user.mutations)
if (rotting || !prob(material.hardness))
success_smash(user)
else
fail_smash(user)
return 1
try_touch(user, rotting)
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
radiate()
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if(!damage || !wallbreaker)
try_touch(user, rotting)
return
if(rotting)
return success_smash(user)
if(reinf_material)
if((wallbreaker == 2) || (damage >= max(material.hardness,reinf_material.hardness)))
return success_smash(user)
else if(damage >= material.hardness)
return success_smash(user)
return fail_smash(user)
/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (!user.)
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
//get the user's location
if(!istype(user.loc, /turf)) return //can't do this stuff whilst inside objects and such
if(W)
radiate()
if(is_hot(W))
burn(is_hot(W))
if(locate(/obj/effect/overlay/wallrot) in src)
if(istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You burn away the fungi with \the [WT].</span>"
playsound(src, 'sound/items/Welder.ogg', 10, 1)
for(var/obj/effect/overlay/wallrot/WR in src)
qdel(WR)
return
else if(!is_sharp(W) && W.force >= 10 || W.force >= 20)
user << "<span class='notice'>\The [src] crumbles away under the force of your [W.name].</span>"
src.dismantle_wall(1)
return
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if(thermite)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
thermitemelt(user)
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
thermitemelt(user)
return
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/obj/item/weapon/melee/energy/blade/EB = W
EB.spark_system.start()
user << "<span class='notice'>You slash \the [src] with \the [EB]; the thermite ignites!</span>"
playsound(src, "sparks", 50, 1)
playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
thermitemelt(user)
return
var/turf/T = user.loc //get user's location for delay checks
if(damage && istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
user << "<span class='notice'>You start repairing the damage to [src].</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, max(5, damage / 5)) && WT && WT.isOn())
user << "<span class='notice'>You finish repairing the damage to [src].</span>"
take_damage(-damage)
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
return
// Basic dismantling.
if(isnull(construction_stage) || !reinf_material)
var/cut_delay = 60 - material.cut_delay
var/dismantle_verb
var/dismantle_sound
if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
return
if(!WT.remove_fuel(0,user))
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
dismantle_verb = "cutting"
dismantle_sound = 'sound/items/Welder.ogg'
cut_delay *= 0.7
else if(istype(W,/obj/item/weapon/melee/energy/blade))
dismantle_sound = "sparks"
dismantle_verb = "slicing"
cut_delay *= 0.5
else if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/P = W
dismantle_verb = P.drill_verb
dismantle_sound = P.drill_sound
cut_delay -= P.digspeed
if(dismantle_verb)
user << "<span class='notice'>You begin [dismantle_verb] through the outer plating.</span>"
if(dismantle_sound)
playsound(src, dismantle_sound, 100, 1)
if(cut_delay<0)
cut_delay = 0
if(!do_after(user,cut_delay))
return
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
user.visible_message("<span class='warning'>The wall was torn open by [user]!</span>")
return
//Reinforced dismantling.
else
switch(construction_stage)
if(6)
if (istype(W, /obj/item/weapon/wirecutters))
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
construction_stage = 5
new /obj/item/stack/rods( src )
user << "<span class='notice'>You cut the outer grille.</span>"
set_wall_state()
return
if(5)
if (istype(W, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin removing the support lines.</span>"
playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
if(!do_after(user,40) || !istype(src, /turf/simulated/wall) || construction_stage != 5)
return
construction_stage = 4
set_wall_state()
user << "<span class='notice'>You remove the support lines.</span>"
return
else if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/O = W
if(O.get_amount()>0)
O.use(1)
construction_stage = 6
set_wall_state()
user << "<span class='notice'>You replace the outer grille.</span>"
return
if(4)
var/cut_cover
if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
return
if(WT.remove_fuel(0,user))
cut_cover=1
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
else if (istype(W, /obj/item/weapon/pickaxe/plasmacutter))
cut_cover = 1
if(cut_cover)
user << "<span class='notice'>You begin slicing through the metal cover.</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(!do_after(user, 60) || !istype(src, /turf/simulated/wall) || construction_stage != 4)
return
construction_stage = 3
set_wall_state()
user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
return
if(3)
if (istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You struggle to pry off the cover.</span>"
playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
if(!do_after(user,100) || !istype(src, /turf/simulated/wall) || construction_stage != 3)
return
construction_stage = 2
set_wall_state()
user << "<span class='notice'>You pry off the cover.</span>"
return
if(2)
if (istype(W, /obj/item/weapon/wrench))
user << "<span class='notice'>You start loosening the anchoring bolts which secure the support rods to their frame.</span>"
playsound(src, 'sound/items/Ratchet.ogg', 100, 1)
if(!do_after(user,40) || !istype(src, /turf/simulated/wall) || construction_stage != 2)
return
construction_stage = 1
set_wall_state()
user << "<span class='notice'>You remove the bolts anchoring the support rods.</span>"
return
if(1)
var/cut_cover
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
cut_cover=1
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
cut_cover = 1
if(cut_cover)
user << "<span class='notice'>You begin slicing through the support rods.</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(!do_after(user,70) || !istype(src, /turf/simulated/wall) || construction_stage != 1)
return
construction_stage = 0
set_wall_state()
new /obj/item/stack/rods(src)
user << "<span class='notice'>The support rods drop out as you cut them loose from the frame.</span>"
return
if(0)
if(istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You struggle to pry off the outer sheath.</span>"
playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
sleep(100)
if(!istype(src, /turf/simulated/wall) || !user || !W || !T ) return
if(user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>You pry off the outer sheath.</span>"
dismantle_wall()
return
if(istype(W,/obj/item/frame))
var/obj/item/frame/F = W
F.try_build(src)
return
else if(!istype(W,/obj/item/weapon/rcd) && !istype(W, /obj/item/weapon/reagent_containers))
return attack_hand(user)