Files
Polaris/code/game/objects/structures/false_walls.dm
aranclanos@hotmail.com 8af0cf02fd Fixes Issue 1099 - Not being able to build rWalls with plasteel. I slipped it there, sorry.
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
2012-11-15 09:38:06 +00:00

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/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
/obj/structure/falsewall/New()
relativewall_neighbours()
..()
/obj/structure/falsewall/Del()
var/temploc = src.loc
spawn(10)
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falserwall/W in range(temploc,1))
W.relativewall()
..()
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon_state = ""
mineral = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon_state = ""
mineral = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = ""
mineral = "diamond"
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = ""
mineral = "uranium"
var/active = null
var/last_event = 0
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon_state = ""
mineral = "plasma"
//-----------wtf?-----------start
/obj/structure/falsewall/clown
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon_state = ""
mineral = "clown"
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
//------------wtf?------------end
/obj/structure/falserwall
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
/obj/structure/falserwall/New()
relativewall_neighbours()
..()
/obj/structure/falsewall/relativewall()
if(!density)
icon_state = "[mineral]fwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "[mineral][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user as mob)
if(density)
// Open wall
icon_state = "[mineral]fwall_open"
flick("[mineral]fwall_opening", src)
sleep(15)
src.density = 0
SetOpacity(0)
else
flick("[mineral]fwall_closing", src)
icon_state = "[mineral]0"
density = 1
sleep(15)
SetOpacity(1)
src.relativewall()
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
radiate()
..()
/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
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
else
icon_state = "[mineral]fwall_open"
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(density)
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
if(!mineral || mineral == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT:welding )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
T = get_turf(src)
T.attackby(W,user)
del(src)
else
user << "\blue You can't reach, close it first!"
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "plasma")
T = get_turf(src)
T.attackby(W,user)
del(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "plasma")
T = get_turf(src)
T.attackby(W,user)
del(src)
/*
var/turf/T = get_turf(user)
user << "\blue Now adding plating..."
sleep(40)
if (get_turf(user) == T)
user << "\blue You added the plating!"
var/turf/Tsrc = get_turf(src)
Tsrc.ReplaceWithWall()
*/
/obj/structure/falsewall/uranium/attackby(obj/item/weapon/W as obj, mob/user as mob)
radiate()
..()
/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
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
else
icon_state = "[mineral]fwall_open"
/obj/structure/falserwall/
anchored = 1
attack_hand(mob/user as mob)
if(density)
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
density = 0
SetOpacity(0)
else
icon_state = "r_wall"
flick("frwall_closing", src)
density = 1
sleep(15)
SetOpacity(1)
relativewall()
/obj/structure/falserwall/relativewall()
if(!density)
icon_state = "frwall_open"
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
for(var/obj/structure/falserwall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
icon_state = "rwall[junction]"
return
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
T.ChangeTurf(/turf/simulated/wall) //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
/obj/structure/falsewall/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
for(var/mob/living/L in range(3,src))
L.apply_effect(12,IRRADIATE,0)
for(var/turf/simulated/wall/mineral/uranium/T in range(3,src))
T.radiate()
last_event = world.time
active = null
return
return