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https://github.com/PolarisSS13/Polaris.git
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-Various item have had their tech origins updated or added to. -Items that just use metal or glass have their materials origin lowered -Items that use more advance materials have their materials tech origin raised to equal the uncommon material. Engineering Tech research: -Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production. -Engineering tech field focuses on various engineering items, and will increase in scale as time goes on. -Various items (especially tools and mech parts) use the engineering tech origin. Mining tools update: - Drills can dig up sand. - Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder. - Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls. Tech Origin changes and Circuit boards: -If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research. -Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field). -Still a work in progress, as always. Last update: -Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
176 lines
4.7 KiB
Plaintext
176 lines
4.7 KiB
Plaintext
obj/structure
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icon = 'structures.dmi'
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girder
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icon_state = "girder"
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anchored = 1
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density = 1
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var/state = 0
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displaced
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icon_state = "displaced"
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anchored = 0
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reinforced
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icon_state = "reinforced"
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state = 2
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/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/wrench) && state == 0 && anchored && !istype(src,/obj/structure/girder/displaced))
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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user << "\blue Now disassembling the girder"
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if(do_after(user,40))
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user << "\blue You dissasembled the girder!"
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/pickaxe/plasmacutter))
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user << "\blue Now slicing apart the girder"
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if(do_after(user,30))
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user << "\blue You slice apart the girder!"
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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else if(istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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user << "\blue You drill through the girder!"
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new /obj/item/stack/sheet/metal(get_turf(src))
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del(src)
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else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2) && istype(src,/obj/structure/girder/displaced))
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W:use(2)
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user << "\blue You create a false wall! Push on it to open or close the passage."
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new /obj/falsewall (src.loc)
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del(src)
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else if(istype(W, /obj/item/stack/sheet/r_metal) && istype(src,/obj/structure/girder/displaced))
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W:use(2)
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user << "\blue You create a false r wall! Push on it to open or close the passage."
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new /obj/falserwall (src.loc)
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del(src)
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 && istype(src,/obj/structure/girder/reinforced))
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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user << "\blue Now unsecuring support struts"
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if(do_after(user,40))
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user << "\blue You unsecured the support struts!"
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state = 1
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else if(istype(W, /obj/item/weapon/wirecutters) && istype(src,/obj/structure/girder/reinforced) && state == 1)
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playsound(src.loc, 'Wirecutter.ogg', 100, 1)
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user << "\blue Now removing support struts"
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if(do_after(user,40))
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user << "\blue You removed the support struts!"
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new/obj/structure/girder( src.loc )
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del(src)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 0 && anchored )
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playsound(src.loc, 'Crowbar.ogg', 100, 1)
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user << "\blue Now dislodging the girder"
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if(do_after(user, 40))
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user << "\blue You dislodged the girder!"
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new/obj/structure/girder/displaced( src.loc )
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del(src)
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else if(istype(W, /obj/item/weapon/wrench) && state == 0 && !anchored )
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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user << "\blue Now securing the girder"
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if(get_turf(user, 40))
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user << "\blue You secured the girder!"
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new/obj/structure/girder( src.loc )
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del(src)
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else if((istype(W, /obj/item/stack/sheet/metal)) && (W:amount >= 2))
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user << "\blue Now adding plating..."
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if (do_after(user,40))
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user << "\blue You added the plating!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithWall()
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W:use(2)
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del(src)
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return
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else if (istype(W, /obj/item/stack/sheet/r_metal))
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if (src.icon_state == "reinforced") //Time to finalize!
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user << "\blue Now finalising reinforced wall."
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if(do_after(user, 50))
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user << "\blue Wall fully reinforced!"
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var/turf/Tsrc = get_turf(src)
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Tsrc.ReplaceWithRWall()
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if (W)
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W:use(1)
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del(src)
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return
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else
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user << "\blue Now reinforcing girders"
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if (do_after(user,60))
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user << "\blue Girders reinforced!"
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W:use(1)
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new/obj/structure/girder/reinforced( src.loc )
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del(src)
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return
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else
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..()
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/obj/structure/girder/blob_act()
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if(prob(40))
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del(src)
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/obj/structure/girder/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(30))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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del(src)
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return
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if(3.0)
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if (prob(5))
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var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
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new remains(loc)
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del(src)
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return
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else
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return
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// LATTICE
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/obj/lattice/blob_act()
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del(src)
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return
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/obj/lattice/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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del(src)
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return
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if(3.0)
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return
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else
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return
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/obj/lattice/attackby(obj/item/C as obj, mob/user as mob)
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if (istype(C, /obj/item/stack/tile))
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C:build(get_turf(src))
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C:use(1)
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playsound(src.loc, 'Genhit.ogg', 50, 1)
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if (C)
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C.add_fingerprint(user)
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del(src)
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return
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if (istype(C, /obj/item/weapon/weldingtool) && C:welding)
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user << "\blue Slicing lattice joints ..."
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C:eyecheck(user)
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new /obj/item/stack/rods(src.loc)
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del(src)
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return
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