Files
Polaris/code/game/objects/mineral_doors.dm
T
Erthilo eb7ae97624 TG: Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I
don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var
in a ton of attackby() procs. These objects and turfs shouldnt even touch this
variable. This is why people have been noticing their welding being on without
the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and
turfs spread out through the code, there's no way to know if I've got them all
(This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are
turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've
set the welding tool to update it's icon every process(). I hate adding checks
like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use
this, don't just change the var. In fact, dont even touch the 'welding' var
anymore
- Fixes  issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s
(object.varorproc)
- Added checks to make sure the welding tool is actually on before using it
(some attackby()'s didnt have this. Heck, some checked how much fuel you had,
but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its
own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but
again I've probably missed a few things. If there are any problems, please let
me know and I'll fix them asap.
Revision: r3741
Author: 	 johnsonmt88
2012-06-07 03:30:13 +01:00

281 lines
6.4 KiB
Plaintext

//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
//machineryness
/obj/structure/mineral_door
name = "mineral door"
density = 1
anchored = 1
opacity = 1
icon = 'mineral_doors.dmi'
icon_state = "iron"
var/mineralType = "iron"
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
var/oreAmount = 7
New(location)
..()
icon_state = mineralType
name = "[mineralType] door"
update_nearby_tiles(need_rebuild=1)
Del()
update_nearby_tiles()
..()
Bumped(atom/user)
..()
if(!state)
return TryToSwitchState(user)
return
attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
attack_paw(mob/user as mob)
return TryToSwitchState(user)
attack_hand(mob/user as mob)
return TryToSwitchState(user)
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
if(M.client && !M:handcuffed)
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
proc/SwitchState()
if(state)
Close()
else
Open()
proc/Open()
isSwitchingStates = 1
playsound(loc, 'stonedoor_openclose.ogg', 100, 1)
flick("[mineralType]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
proc/Close()
isSwitchingStates = 1
playsound(loc, 'stonedoor_openclose.ogg', 100, 1)
flick("[mineralType]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
update_icon()
isSwitchingStates = 0
update_icon()
if(state)
icon_state = "[mineralType]open"
else
icon_state = mineralType
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
user << "You start digging the [name]."
if(do_after(user,digTool.digspeed*hardness) && src)
user << "You finished digging."
Dismantle()
else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/100
user << "You hit the [name] with your [W.name]!"
CheckHardness()
else
attack_hand(user)
return
proc/CheckHardness()
if(hardness <= 0)
Dismantle(1)
proc/Dismantle(devastated = 0)
if(!devastated)
var/ore = text2path("/obj/item/weapon/ore/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
del(src)
ex_act(severity = 1)
switch(severity)
if(1)
Dismantle(1)
if(2)
if(prob(20))
Dismantle(1)
else
hardness--
CheckHardness()
if(3)
hardness -= 0.1
CheckHardness()
return
proc/update_nearby_tiles(need_rebuild) //Copypasta from airlock code
if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/north = get_step(source,NORTH)
var/turf/simulated/south = get_step(source,SOUTH)
var/turf/simulated/east = get_step(source,EAST)
var/turf/simulated/west = get_step(source,WEST)
if(istype(source)) air_master.tiles_to_update += source
if(istype(north)) air_master.tiles_to_update += north
if(istype(south)) air_master.tiles_to_update += south
if(istype(east)) air_master.tiles_to_update += east
if(istype(west)) air_master.tiles_to_update += west
return 1
/obj/structure/mineral_door/iron
mineralType = "iron"
hardness = 3
/obj/structure/mineral_door/silver
mineralType = "silver"
hardness = 3
/obj/structure/mineral_door/gold
mineralType = "gold"
/obj/structure/mineral_door/uranium
mineralType = "uranium"
hardness = 3
New()
..()
sd_SetLuminosity(3)
/obj/structure/mineral_door/sandstone
mineralType = "sandstone"
hardness = 0.5
/obj/structure/mineral_door/transparent
opacity = 0
Close()
..()
opacity = 0
/obj/structure/mineral_door/transparent/plasma
mineralType = "plasma"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
TemperatureAct(100)
..()
temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
proc/TemperatureAct(temperature)
for(var/turf/simulated/floor/target_tile in range(2,loc))
var/datum/gas_mixture/napalm = new
var/toxinsToDeduce = temperature/10
napalm.toxins = toxinsToDeduce
napalm.temperature = 400+T0C
napalm.update_values()
target_tile.assume_air(napalm)
spawn (0) target_tile.hotspot_expose(temperature, 400)
hardness -= toxinsToDeduce/100
CheckHardness()
/obj/structure/mineral_door/transparent/diamond
mineralType = "diamond"
hardness = 10
/obj/structure/mineral_door/wood
mineralType = "wood"
hardness = 1
Open()
isSwitchingStates = 1
playsound(loc, 'doorcreaky.ogg', 100, 1)
flick("[mineralType]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
Close()
isSwitchingStates = 1
playsound(loc, 'doorcreaky.ogg', 100, 1)
flick("[mineralType]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
update_icon()
isSwitchingStates = 0
Dismantle(devastated = 0)
if(!devastated)
for(var/i = 1, i <= oreAmount, i++)
new/obj/item/stack/sheet/wood(get_turf(src))
del(src)
/obj/structure/mineral_door/resin
mineralType = "resin"
hardness = 5
Open()
isSwitchingStates = 1
playsound(loc, 'attackblob.ogg', 100, 1)
flick("[mineralType]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
Close()
isSwitchingStates = 1
playsound(loc, 'attackblob.ogg', 100, 1)
flick("[mineralType]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
update_icon()
isSwitchingStates = 0
Dismantle(devastated = 0)
del(src)