Merge examine refactor for vorestation

This commit is contained in:
Aronai Sieyes
2020-04-29 17:49:54 -04:00
parent 6ebd249748
commit 874baa1d2d
34 changed files with 179 additions and 932 deletions
+2 -183
View File
@@ -1,4 +1,3 @@
<<<<<<< HEAD
//Chain link fences
//Sprites ported from /VG/
@@ -33,9 +32,9 @@
switch(hole_size)
if(MEDIUM_HOLE)
user.show_message("There is a large hole in \the [src].")
. += "There is a large hole in it."
if(LARGE_HOLE)
user.show_message("\The [src] has been completely cut through.")
. += "It has been completely cut through."
/obj/structure/fence/get_description_interaction()
var/list/results = list()
@@ -177,184 +176,4 @@
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
=======
//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 10 SECONDS
#define CLIMB_TIME 5 SECONDS
#define NO_HOLE 0 //section is intact
#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
#define LARGE_HOLE 2 //large hole in the section - can walk through
#define MAX_HOLE_SIZE LARGE_HOLE
/obj/structure/fence
name = "fence"
desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
description_info = "Projectiles can freely pass fences."
density = TRUE
anchored = TRUE
icon = 'icons/obj/fence.dmi'
icon_state = "straight"
var/cuttable = TRUE
var/hole_size= NO_HOLE
var/invulnerable = FALSE
/obj/structure/fence/Initialize()
update_cut_status()
return ..()
/obj/structure/fence/examine(mob/user)
. = ..()
switch(hole_size)
if(MEDIUM_HOLE)
. += "There is a large hole in it."
if(LARGE_HOLE)
. += "It has been completely cut through."
/obj/structure/fence/get_description_interaction()
var/list/results = list()
if(cuttable && !invulnerable && hole_size < MAX_HOLE_SIZE)
results += "[desc_panel_image("wirecutters")]to [hole_size > NO_HOLE ? "expand the":"cut a"] hole into the fence, allowing passage."
return results
/obj/structure/fence/end
icon_state = "end"
cuttable = FALSE
/obj/structure/fence/corner
icon_state = "corner"
cuttable = FALSE
/obj/structure/fence/post
icon_state = "post"
cuttable = FALSE
/obj/structure/fence/cut/medium
icon_state = "straight_cut2"
hole_size = MEDIUM_HOLE
/obj/structure/fence/cut/large
icon_state = "straight_cut3"
hole_size = LARGE_HOLE
// Projectiles can pass through fences.
/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile))
return TRUE
return ..()
/obj/structure/fence/attackby(obj/item/W, mob/user)
if(W.is_wirecutter())
if(!cuttable)
to_chat(user, span("warning", "This section of the fence can't be cut."))
return
if(invulnerable)
to_chat(user, span("warning", "This fence is too strong to cut through."))
return
var/current_stage = hole_size
if(current_stage >= MAX_HOLE_SIZE)
to_chat(user, span("notice", "This fence has too much cut out of it already."))
return
user.visible_message(span("danger", "\The [user] starts cutting through \the [src] with \the [W]."),\
span("danger", "You start cutting through \the [src] with \the [W]."))
playsound(src, W.usesound, 50, 1)
if(do_after(user, CUT_TIME * W.toolspeed, target = src))
if(current_stage == hole_size)
switch(++hole_size)
if(MEDIUM_HOLE)
visible_message(span("notice", "\The [user] cuts into \the [src] some more."))
to_chat(user, span("notice", "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
climbable = TRUE
if(LARGE_HOLE)
visible_message(span("notice", "\The [user] completely cuts through \the [src]."))
to_chat(user, span("notice", "The hole in \the [src] is now big enough to walk through."))
climbable = FALSE
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight_cut2"
if(LARGE_HOLE)
icon_state = "straight_cut3"
density = FALSE
//FENCE DOORS
/obj/structure/fence/door
name = "fence door"
desc = "Not very useful without a real lock."
icon_state = "door_closed"
cuttable = FALSE
var/open = FALSE
var/locked = FALSE
/obj/structure/fence/door/Initialize()
update_door_status()
return ..()
/obj/structure/fence/door/opened
icon_state = "door_opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/locked
desc = "It looks like it has a strong padlock attached."
locked = TRUE
/obj/structure/fence/door/attack_hand(mob/user)
if(can_open(user))
toggle(user)
else
to_chat(user, span("warning", "\The [src] is [!open ? "locked" : "stuck open"]."))
return TRUE
/obj/structure/fence/door/proc/toggle(mob/user)
switch(open)
if(FALSE)
visible_message(span("notice", "\The [user] opens \the [src]."))
open = TRUE
if(TRUE)
visible_message(span("notice", "\The [user] closes \the [src]."))
open = FALSE
update_door_status()
playsound(src, 'sound/machines/click.ogg', 100, 1)
/obj/structure/fence/door/proc/update_door_status()
switch(open)
if(FALSE)
density = TRUE
icon_state = "door_closed"
if(TRUE)
density = FALSE
icon_state = "door_opened"
/obj/structure/fence/door/proc/can_open(mob/user)
if(locked)
return FALSE
return TRUE
#undef CUT_TIME
#undef CLIMB_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
>>>>>>> 6c6644f... Rewrite examine() to pass a list around (#7038)
#undef MAX_HOLE_SIZE
@@ -342,24 +342,24 @@
return
if(beaker)
to_chat(user, "The IV drip is [mode ? "injecting" : "taking blood"].")
to_chat(user, "It is set to transfer [transfer_amount]u of chemicals per cycle.")
. += "The IV drip is [mode ? "injecting" : "taking blood"]."
. += "It is set to transfer [transfer_amount]u of chemicals per cycle."
if(beaker.reagents && beaker.reagents.total_volume)
to_chat(user, "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>")
. += "<span class='notice'>Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid.</span>"
else
to_chat(user, "<span class='notice'>Attached is an empty [beaker].</span>")
to_chat(user, "<span class='notice'>[attached ? attached : "No one"] is hooked up to it.</span>")
. += "<span class='notice'>Attached is an empty [beaker].</span>"
. += "<span class='notice'>[attached ? attached : "No one"] is hooked up to it.</span>"
else
to_chat(user, "<span class='notice'>There is no vessel.</span>")
. += "<span class='notice'>There is no vessel.</span>"
if(tank)
if (!is_loosen)
to_chat(user, "\The [tank] connected.")
to_chat(user, "The meter shows [round(tank.air_contents.return_pressure())]. The valve is [valve_opened == TRUE ? "open" : "closed"].")
. += "\The [tank] connected."
. += "The meter shows [round(tank.air_contents.return_pressure())]. The valve is [valve_opened == TRUE ? "open" : "closed"]."
if (tank.distribute_pressure == 0)
to_chat(user, "Use wrench to replace tank.")
. += "Use wrench to replace tank."
else
to_chat(user, "<span class='notice'>There is no tank.</span>")
. += "<span class='notice'>There is no tank.</span>"
/obj/structure/medical_stand/process()
//Gas Stuff