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* no more self callbacks on update fullness * fix missing code * Belly test * import type * full partiy * . * fix preview * in belly to late join * robot nutri * . * . * update export * finish open todos * code cleanup * fix some old slacking * move this to a define * fixing * , * . * Creates a Consume Belly Reagents pref (#10) * Creates a Consume Belly Reagents pref Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended. * These changes at least do not cause any problems * Missed this one * Reverts reagent_names * _BELLY versions * Fixed typo * . * fix admin spawn mobs bellies * also fix that bug * hints * fix that * . * initial * should be all * that is no longer needed * fluids into hand items I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted. ARC = active-hand reagent container. IRC = inactive-hand reagent container. * some stuff --------- Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
97 lines
3.0 KiB
Plaintext
97 lines
3.0 KiB
Plaintext
// An indestructible blast door that can only be opened once its puzzle requirements are completed.
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/obj/machinery/door/blast/puzzle
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name = "puzzle door"
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desc = "A large, virtually indestructible door that will not open unless certain requirements are met."
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icon_state_open = "pdoor0"
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icon_state_opening = "pdoorc0"
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icon_state_closed = "pdoor1"
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icon_state_closing = "pdoorc1"
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icon_state = "pdoor1"
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explosion_resistance = 100
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maxhealth = 9999999 //No.
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var/list/locks = list()
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var/lockID = null
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var/checkrange_mult = 1
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/obj/machinery/door/blast/puzzle/proc/check_locks()
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if(!locks || locks.len <= 0) // Puzzle doors with no locks will only listen to boring buttons.
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return 0
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for(var/obj/structure/prop/lock/L in locks)
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if(!L.enabled)
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return 0
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return 1
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/obj/machinery/door/blast/puzzle/bullet_act(var/obj/item/projectile/Proj)
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if(!istype(Proj, /obj/item/projectile/test))
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visible_message(span_cult("\The [src] is completely unaffected by \the [Proj]."))
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qdel(Proj) //No piercing. No.
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/obj/machinery/door/blast/puzzle/ex_act(severity)
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visible_message(span_cult("\The [src] is completely unaffected by the blast."))
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return
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/obj/machinery/door/blast/puzzle/Initialize(mapload)
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. = ..()
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implicit_material = get_material_by_name("dungeonium")
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if(locks.len)
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return
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var/check_range = world.view * checkrange_mult
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for(var/obj/structure/prop/lock/L in orange(src, check_range))
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if(L.lockID == lockID)
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L.linked_objects |= src
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locks |= L
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/obj/machinery/door/blast/puzzle/Destroy()
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if(locks.len)
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for(var/obj/structure/prop/lock/L in locks)
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L.linked_objects -= src
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locks -= L
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. = ..()
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/obj/machinery/door/blast/puzzle/attack_hand(mob/user as mob)
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if(check_locks())
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force_toggle(1, user)
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else
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to_chat(user, span_notice("\The [src] does not respond to your touch."))
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/obj/machinery/door/blast/puzzle/attackby(obj/item/C as obj, mob/user as mob)
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if(istype(C, /obj/item))
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if(C.pry == 1 && (user.a_intent != I_HURT || (stat & BROKEN)))
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if(istype(C,/obj/item/material/twohanded/fireaxe))
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var/obj/item/material/twohanded/fireaxe/F = C
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if(!F.wielded)
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to_chat(user, span_warning("You need to be wielding \the [F] to do that."))
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return
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if(check_locks())
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force_toggle(1, user)
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else
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to_chat(user, span_notice("[src]'s arcane workings resist your effort."))
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return
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else if(src.density && (user.a_intent == I_HURT))
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var/obj/item/W = C
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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user.visible_message(span_danger("\The [user] hits \the [src] with \the [W] with no visible effect."))
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else if(istype(C, /obj/item/plastique))
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to_chat(user, span_danger("On contacting \the [src], a flash of light envelops \the [C] as it is turned to ash. Oh."))
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qdel(C)
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return 0
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/obj/machinery/door/blast/puzzle/attack_generic(var/mob/user, var/damage)
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if(check_locks())
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force_toggle(1, user)
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/obj/machinery/door/blast/puzzle/attack_alien(var/mob/user)
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if(check_locks())
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force_toggle(1, user)
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