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Deleted beach.dm and moved the code to floor_types.dm, the turf/simulated/beach is now turf/simulated/floor/beach. Changed the turfs in the holodeck beach to the new type. Falsewalls and walls have the right descriptions and names now. 'bananium' and 'sand' falsewalls are deleted, we already have 'honk' and 'sandstone', that are the same thing Deleted a bunch of code that does the same thing in girders.dm (This still needs a lot of work, I'm unhappy of how it ended up) I'll keep working with sheets of minerals, they are really messy, I think some of them are defined twice (!) and there are large chunks of code that does the same thing when they are used. But, as always, to be continued~ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5073 316c924e-a436-60f5-8080-3fe189b3f50e
314 lines
8.7 KiB
Plaintext
314 lines
8.7 KiB
Plaintext
/obj/structure/falsewall
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name = "wall"
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desc = "A huge chunk of metal used to seperate rooms."
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anchored = 1
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icon = 'icons/turf/walls.dmi'
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var/mineral = "metal"
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/obj/structure/falsewall/New()
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relativewall_neighbours()
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..()
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/obj/structure/falsewall/Del()
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var/temploc = src.loc
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spawn(10)
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for(var/turf/simulated/wall/W in range(temploc,1))
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W.relativewall()
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for(var/obj/structure/falsewall/W in range(temploc,1))
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W.relativewall()
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for(var/obj/structure/falserwall/W in range(temploc,1))
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W.relativewall()
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..()
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/obj/structure/falsewall/gold
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name = "gold wall"
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desc = "A wall with gold plating. Swag!"
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icon_state = ""
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mineral = "gold"
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/obj/structure/falsewall/silver
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name = "silver wall"
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desc = "A wall with silver plating. Shiny."
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icon_state = ""
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mineral = "silver"
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/obj/structure/falsewall/diamond
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name = "diamond wall"
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desc = "A wall with diamond plating. You monster."
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icon_state = ""
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mineral = "diamond"
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/obj/structure/falsewall/uranium
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name = "uranium wall"
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desc = "A wall with uranium plating. This is probably a bad idea."
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icon_state = ""
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mineral = "uranium"
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var/active = null
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var/last_event = 0
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/obj/structure/falsewall/plasma
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name = "plasma wall"
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desc = "A wall with plasma plating. This is definately a bad idea."
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icon_state = ""
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mineral = "plasma"
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//-----------wtf?-----------start
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/obj/structure/falsewall/clown
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name = "bananium wall"
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desc = "A wall with bananium plating. Honk!"
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icon_state = ""
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mineral = "clown"
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/obj/structure/falsewall/sandstone
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name = "sandstone wall"
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desc = "A wall with sandstone plating."
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icon_state = ""
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mineral = "sandstone"
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//------------wtf?------------end
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/obj/structure/falserwall
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name = "reinforced wall"
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desc = "A huge chunk of reinforced metal used to seperate rooms."
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icon = 'icons/turf/walls.dmi'
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icon_state = "r_wall"
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density = 1
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opacity = 1
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anchored = 1
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var/mineral = "metal"
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/obj/structure/falserwall/New()
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relativewall_neighbours()
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..()
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/obj/structure/falsewall/relativewall()
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if(!density)
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icon_state = "[mineral]fwall_open"
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return
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var/junction = 0 //will be used to determine from which side the wall is connected to other walls
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for(var/turf/simulated/wall/W in orange(src,1))
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
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junction |= get_dir(src,W)
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for(var/obj/structure/falsewall/W in orange(src,1))
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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if(src.mineral == W.mineral)
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junction |= get_dir(src,W)
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for(var/obj/structure/falserwall/W in orange(src,1))
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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if(src.mineral == W.mineral)
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junction |= get_dir(src,W)
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icon_state = "[mineral][junction]"
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return
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/obj/structure/falsewall/attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "[mineral]fwall_open"
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flick("[mineral]fwall_opening", src)
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sleep(15)
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src.density = 0
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SetOpacity(0)
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else
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flick("[mineral]fwall_closing", src)
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icon_state = "[mineral]0"
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density = 1
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sleep(15)
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SetOpacity(1)
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src.relativewall()
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/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
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radiate()
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..()
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/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
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..()
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if(density)
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icon_state = "[mineral]0"
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src.relativewall()
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else
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icon_state = "[mineral]fwall_open"
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/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(density)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
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if(!mineral || mineral == "metal")
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T.ChangeTurf(/turf/simulated/wall)
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else
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T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
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del(src)
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if( istype(W, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = W
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if( WT:welding )
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var/turf/T = get_turf(src)
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if(!mineral)
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T.ChangeTurf(/turf/simulated/wall)
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else
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T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
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if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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else
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user << "\blue You can't reach, close it first!"
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if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
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var/turf/T = get_turf(src)
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if(!mineral)
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T.ChangeTurf(/turf/simulated/wall)
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else
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T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
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if(mineral != "plasma")
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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//DRILLING
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else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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var/turf/T = get_turf(src)
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if(!mineral)
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T.ChangeTurf(/turf/simulated/wall)
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else
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T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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else if( istype(W, /obj/item/weapon/melee/energy/blade) )
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var/turf/T = get_turf(src)
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if(!mineral)
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T.ChangeTurf(/turf/simulated/wall)
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else
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T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
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if(mineral != "plasma")
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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/*
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var/turf/T = get_turf(user)
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user << "\blue Now adding plating..."
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sleep(40)
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if (get_turf(user) == T)
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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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*/
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/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
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radiate()
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..()
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/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
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..()
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if(density)
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icon_state = "[mineral]0"
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src.relativewall()
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else
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icon_state = "[mineral]fwall_open"
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/obj/structure/falserwall/
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anchored = 1
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attack_hand(mob/user as mob)
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if(density)
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// Open wall
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icon_state = "frwall_open"
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flick("frwall_opening", src)
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sleep(15)
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density = 0
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SetOpacity(0)
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else
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icon_state = "r_wall"
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flick("frwall_closing", src)
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density = 1
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sleep(15)
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SetOpacity(1)
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relativewall()
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/obj/structure/falserwall/relativewall()
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if(!density)
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icon_state = "frwall_open"
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return
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var/junction = 0 //will be used to determine from which side the wall is connected to other walls
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for(var/turf/simulated/wall/W in orange(src,1))
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
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junction |= get_dir(src,W)
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for(var/obj/structure/falsewall/W in orange(src,1))
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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if(src.mineral == W.mineral)
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junction |= get_dir(src,W)
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for(var/obj/structure/falserwall/W in orange(src,1))
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if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
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if(src.mineral == W.mineral)
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junction |= get_dir(src,W)
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icon_state = "rwall[junction]"
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return
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/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/screwdriver))
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var/turf/T = get_turf(src)
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user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
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T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
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del(src)
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if( istype(W, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = W
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if( WT.remove_fuel(0,user) )
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall)
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall)
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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//DRILLING
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else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall)
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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else if( istype(W, /obj/item/weapon/melee/energy/blade) )
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall)
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T = get_turf(src)
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T.attackby(W,user)
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del(src)
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/obj/structure/falsewall/uranium/proc/radiate()
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if(!active)
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if(world.time > last_event+15)
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active = 1
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for(var/mob/living/L in range(3,src))
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L.apply_effect(12,IRRADIATE,0)
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for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
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T.radiate()
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last_event = world.time
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active = null
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return
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return
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