mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
334 lines
10 KiB
Plaintext
334 lines
10 KiB
Plaintext
#define MAX_DENT_DECALS 15
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/turf/closed/wall
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name = "wall"
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desc = "A huge chunk of metal used to separate rooms."
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icon = 'icons/turf/walls/wall.dmi'
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icon_state = "wall"
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explosion_block = 1
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wave_explosion_block = EXPLOSION_BLOCK_WALL
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wave_explosion_multiply = EXPLOSION_DAMPEN_WALL
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flags_1 = DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_HARD
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thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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attack_hand_speed = 8
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attack_hand_is_action = TRUE
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baseturfs = /turf/open/floor/plating
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explosion_flags = EXPLOSION_FLAG_HARD_OBSTACLE
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/// Explosion power to disintegrate the wall
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var/explosion_power_to_scrape = EXPLOSION_POWER_WALL_SCRAPE
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/// Explosion power to dismantle the wall
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var/explosion_power_to_dismantle = EXPLOSION_POWER_WALL_DISMANTLE
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/// Explosion power to potentially dismantle the wall
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var/explosion_power_minimum_chance_dismantle = EXPLOSION_POWER_WALL_MINIMUM_DISMANTLE
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var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
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var/slicing_duration = 100 //default time taken to slice the wall
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var/sheet_type = /obj/item/stack/sheet/metal
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var/sheet_amount = 2
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var/girder_type = /obj/structure/girder
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canSmoothWith = list(
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/turf/closed/wall,
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/turf/closed/wall/r_wall,
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/obj/structure/falsewall,
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/obj/structure/falsewall/brass,
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/obj/structure/falsewall/reinforced,
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/turf/closed/wall/rust,
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/turf/closed/wall/r_wall/rust,
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/turf/closed/wall/clockwork)
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smooth = SMOOTH_TRUE
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var/list/dent_decals
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/turf/closed/wall/examine(mob/user)
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. = ..()
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deconstruction_hints(user)
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/turf/closed/wall/proc/deconstruction_hints(mob/user)
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return "<span class='notice'>The outer plating is <b>welded</b> firmly in place.</span>"
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/turf/closed/wall/attack_tk()
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return
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/turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0)
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if(devastated)
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devastate_wall()
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else
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playsound(src, 'sound/items/welder.ogg', 100, 1)
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var/newgirder = break_wall()
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if(newgirder) //maybe we don't /want/ a girder!
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transfer_fingerprints_to(newgirder)
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for(var/obj/O in src.contents) //Eject contents!
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if(istype(O, /obj/structure/sign/poster))
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var/obj/structure/sign/poster/P = O
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P.roll_and_drop(src)
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ScrapeAway()
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/turf/closed/wall/proc/break_wall()
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new sheet_type(src, sheet_amount)
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if(girder_type)
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return new girder_type(src)
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/turf/closed/wall/proc/devastate_wall()
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new sheet_type(src, sheet_amount)
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if(girder_type)
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new /obj/item/stack/sheet/metal(src)
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/turf/closed/wall/ex_act(severity, target, origin)
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if(target == src)
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dismantle_wall(1,1)
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return
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switch(severity)
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if(1)
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//SN src = null
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var/turf/NT = ScrapeAway()
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NT.contents_explosion(severity, target, origin)
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return
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if(2)
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if (prob(50))
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dismantle_wall(0,1)
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else
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dismantle_wall(1,1)
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if(3)
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if (prob(hardness))
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dismantle_wall(0,1)
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if(!density)
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..()
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/turf/closed/wall/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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. = ..()
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var/resultant_power = power * explosion.wall_destroy_mod
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if(resultant_power >= explosion_power_to_scrape)
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ScrapeAway()
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else if((resultant_power >= explosion_power_to_dismantle) || ((resultant_power >= explosion_power_minimum_chance_dismantle) && prob(((resultant_power - explosion_power_minimum_chance_dismantle) / (explosion_power_to_dismantle - explosion_power_minimum_chance_dismantle)) * 100)))
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dismantle_wall(prob((resultant_power - explosion_power_to_dismantle)/(explosion_power_to_scrape - explosion_power_to_dismantle)), TRUE)
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/turf/closed/wall/blob_act(obj/structure/blob/B)
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if(prob(50))
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dismantle_wall()
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else
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add_dent(WALL_DENT_HIT)
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/turf/closed/wall/attack_paw(mob/living/user)
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return attack_hand(user)
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/turf/closed/wall/attack_animal(mob/living/simple_animal/M)
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if(!M.CheckActionCooldown(CLICK_CD_MELEE))
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return
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M.DelayNextAction()
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M.do_attack_animation(src)
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if((M.environment_smash & ENVIRONMENT_SMASH_WALLS) || (M.environment_smash & ENVIRONMENT_SMASH_RWALLS))
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
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dismantle_wall(1)
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return
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/turf/closed/wall/attack_hulk(mob/living/carbon/user)
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..()
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var/obj/item/bodypart/arm = user.hand_bodyparts[user.active_hand_index]
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if(!arm)
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return
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if(arm.disabled)
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return
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if(prob(hardness))
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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//hulk_recoil(arm, user) // citadel edit - no, hulks are already subject to stamina combat
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dismantle_wall(1)
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else
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playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
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add_dent(WALL_DENT_HIT)
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user.visible_message("<span class='danger'>[user] smashes \the [src]!</span>", \
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"<span class='danger'>You smash \the [src]!</span>", \
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"<span class='hear'>You hear a booming smash!</span>")
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return TRUE
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/**
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*Deals damage back to the hulk's arm.
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*
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*When a hulk manages to break a wall using their hulk smash, this deals back damage to the arm used.
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*This is in its own proc just to be easily overridden by other wall types. Default allows for three
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*smashed walls per arm. Also, we use CANT_WOUND here because wounds are random. Wounds are applied
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*by hulk code based on arm damage and checked when we call break_an_arm().
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*Arguments:
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**arg1 is the arm to deal damage to.
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**arg2 is the hulk
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*/
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/turf/closed/wall/proc/hulk_recoil(obj/item/bodypart/arm, mob/living/carbon/human/hulkman, var/damage = 20)
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arm.receive_damage(brute = damage, blocked = 0, wound_bonus = CANT_WOUND)
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var/datum/mutation/human/hulk/smasher = locate(/datum/mutation/human/hulk) in hulkman.dna.mutations
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if(!smasher || !damage) //sanity check but also snow and wood walls deal no recoil damage, so no arm breaky
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return
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smasher.break_an_arm(arm)
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/turf/closed/wall/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
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to_chat(user, "<span class='notice'>You push the wall but nothing happens!</span>")
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playsound(src, 'sound/weapons/genhit.ogg', 25, 1)
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add_fingerprint(user)
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/turf/closed/wall/attackby(obj/item/W, mob/user, params)
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if(!user.CheckActionCooldown(CLICK_CD_MELEE))
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return
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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//get the user's location
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if(!isturf(user.loc))
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return //can't do this stuff whilst inside objects and such
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user.DelayNextAction()
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add_fingerprint(user)
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var/turf/T = user.loc //get user's location for delay checks
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//the istype cascade has been spread among various procs for easy overriding
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var/srctype = type
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if(try_clean(W, user, T) || try_wallmount(W, user, T) || try_decon(W, user, T) || (type == srctype && try_destroy(W, user, T)))
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return
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return ..()
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/turf/closed/wall/proc/try_clean(obj/item/W, mob/user, turf/T)
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if((user.a_intent != INTENT_HELP) || !LAZYLEN(dent_decals))
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return FALSE
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if(W.tool_behaviour == TOOL_WELDER)
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if(!W.tool_start_check(user, amount=0))
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return FALSE
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to_chat(user, "<span class='notice'>You begin fixing dents on the wall...</span>")
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if(W.use_tool(src, user, 0, volume=100))
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if(iswallturf(src) && LAZYLEN(dent_decals))
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to_chat(user, "<span class='notice'>You fix some dents on the wall.</span>")
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cut_overlay(dent_decals)
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dent_decals.Cut()
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return TRUE
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return FALSE
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/turf/closed/wall/proc/try_wallmount(obj/item/W, mob/user, turf/T)
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//check for wall mounted frames
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if(istype(W, /obj/item/wallframe))
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var/obj/item/wallframe/F = W
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if(F.try_build(src, user))
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F.attach(src, user)
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return TRUE
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//Poster stuff
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else if(istype(W, /obj/item/poster))
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place_poster(W,user)
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return TRUE
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//wall mounted IC assembly stuff
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else if(istype(W, /obj/item/electronic_assembly/wallmount))
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var/obj/item/electronic_assembly/wallmount/A = W
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A.mount_assembly(src, user)
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return TRUE
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return FALSE
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/turf/closed/wall/proc/try_decon(obj/item/I, mob/user, turf/T)
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if(I.tool_behaviour == TOOL_WELDER || istype(I, /obj/item/gun/energy/plasmacutter))
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if(!I.tool_start_check(user, amount=0))
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return FALSE
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to_chat(user, "<span class='notice'>You begin slicing through the outer plating...</span>")
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if(I.use_tool(src, user, slicing_duration, volume=100))
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if(iswallturf(src))
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to_chat(user, "<span class='notice'>You remove the outer plating.</span>")
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dismantle_wall()
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return TRUE
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return FALSE
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/turf/closed/wall/proc/try_destroy(obj/item/I, mob/user, turf/T)
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if(istype(I, /obj/item/pickaxe/drill/jackhammer))
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if(!iswallturf(src))
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return TRUE
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if(user.loc == T)
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I.play_tool_sound(src)
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dismantle_wall()
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visible_message("<span class='warning'>[user] smashes through [src] with [I]!</span>", "<span class='italics'>You hear the grinding of metal.</span>")
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return TRUE
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return FALSE
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/turf/closed/wall/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FIVE)
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if(prob(50))
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dismantle_wall()
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return
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if(current_size == STAGE_FOUR)
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if(prob(30))
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dismantle_wall()
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/turf/closed/wall/narsie_act(force, ignore_mobs, probability = 20)
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. = ..()
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if(.)
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ChangeTurf(/turf/closed/wall/mineral/cult)
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/turf/closed/wall/ratvar_act(force, ignore_mobs)
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. = ..()
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if(.)
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ChangeTurf(/turf/closed/wall/clockwork)
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/turf/closed/wall/get_dumping_location(obj/item/storage/source, mob/user)
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return null
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/turf/closed/wall/acid_act(acidpwr, acid_volume)
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if(explosion_block >= 2)
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acidpwr = min(acidpwr, 50) //we reduce the power so strong walls never get melted.
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. = ..()
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/turf/closed/wall/acid_melt()
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dismantle_wall(1)
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/turf/closed/wall/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 40, "cost" = 26)
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return FALSE
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/turf/closed/wall/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the wall.</span>")
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ScrapeAway()
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return TRUE
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return FALSE
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/turf/closed/wall/proc/add_dent(denttype, x=rand(-8, 8), y=rand(-8, 8))
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if(LAZYLEN(dent_decals) >= MAX_DENT_DECALS)
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return
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var/mutable_appearance/decal = mutable_appearance('icons/effects/effects.dmi', "", BULLET_HOLE_LAYER, ABOVE_WALL_PLANE)
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switch(denttype)
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if(WALL_DENT_SHOT)
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decal.icon_state = "bullet_hole"
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if(WALL_DENT_HIT)
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decal.icon_state = "impact[rand(1, 3)]"
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decal.pixel_x = x
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decal.pixel_y = y
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if(LAZYLEN(dent_decals))
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cut_overlay(dent_decals)
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dent_decals += decal
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else
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dent_decals = list(decal)
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add_overlay(dent_decals)
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/turf/closed/wall/rust_heretic_act()
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if(prob(70))
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new /obj/effect/temp_visual/glowing_rune(src)
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ChangeTurf(/turf/closed/wall/rust)
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#undef MAX_DENT_DECALS
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