[MIRROR] Adds collapsing stone tiles (#1933)

* Adds collapsing stone tiles

* Update necropolis_gate.dm

* Update necropolis_gate.dm.rej

* Delete necropolis_gate.dm.rej
This commit is contained in:
CitadelStationBot
2017-07-13 08:38:07 -05:00
committed by kevinz000
parent f893863397
commit 2892a3710d
3 changed files with 69 additions and 2 deletions
@@ -226,6 +226,10 @@ GLOBAL_DATUM(necropolis_gate, /obj/structure/necropolis_gate/legion_gate)
else
return QDEL_HINT_LETMELIVE
#define STABLE 0 //The tile is stable and won't collapse/sink when crossed.
#define COLLAPSE_ON_CROSS 1 //The tile is unstable and will temporary become unusable when crossed.
#define DESTROY_ON_CROSS 2 //The tile is nearly broken and will permanently become unusable when crossed.
#define UNIQUE_EFFECT 3 //The tile has some sort of unique effect when crossed.
//stone tiles for boss arenas
/obj/structure/stone_tile
name = "stone tile"
@@ -236,17 +240,67 @@ GLOBAL_DATUM(necropolis_gate, /obj/structure/necropolis_gate/legion_gate)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/tile_key = "pristine_tile"
var/tile_random_sprite_max = 24
var/fall_on_cross = STABLE //If the tile has some sort of effect when crossed
var/fallen = FALSE //If the tile is unusable
var/falling = FALSE //If the tile is falling
/obj/structure/stone_tile/Initialize(mapload)
. = ..()
icon_state = "[tile_key][rand(1, tile_random_sprite_max)]"
/obj/structure/stone_tile/Destroy(force)
if(force)
if(force || fallen)
. = ..()
else
return QDEL_HINT_LETMELIVE
/obj/structure/stone_tile/Crossed(atom/movable/AM)
if(falling || fallen)
return
var/turf/T = get_turf(src)
if(!istype(T, /turf/open/floor/plating/lava) && !istype(T, /turf/open/chasm)) //nothing to sink or fall into
return
var/obj/item/I
if(istype(AM, /obj/item))
I = AM
var/mob/living/L
if(isliving(AM))
L = AM
switch(fall_on_cross)
if(COLLAPSE_ON_CROSS, DESTROY_ON_CROSS)
if((I && I.w_class >= WEIGHT_CLASS_BULKY) || (L && !(L.movement_type & FLYING) && L.mob_size >= MOB_SIZE_HUMAN)) //too heavy! too big! aaah!
collapse()
if(UNIQUE_EFFECT)
crossed_effect(AM)
/obj/structure/stone_tile/proc/collapse()
falling = TRUE
var/break_that_sucker = fall_on_cross == DESTROY_ON_CROSS
playsound(src, 'sound/effects/pressureplate.ogg', 50, TRUE)
Shake(-1, -1, 25)
sleep(5)
if(break_that_sucker)
playsound(src, 'sound/effects/break_stone.ogg', 50, TRUE)
else
playsound(src, 'sound/mecha/mechmove04.ogg', 50, TRUE)
animate(src, alpha = 0, pixel_y = pixel_y - 3, time = 5)
fallen = TRUE
if(break_that_sucker)
QDEL_IN(src, 10)
else
addtimer(CALLBACK(src, .proc/rebuild), 55)
/obj/structure/stone_tile/proc/rebuild()
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y) - 5
animate(src, alpha = initial(alpha), pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 30)
sleep(30)
falling = FALSE
fallen = FALSE
/obj/structure/stone_tile/proc/crossed_effect(atom/movable/AM)
return
/obj/structure/stone_tile/block
name = "stone block"
icon_state = "pristine_block1"
@@ -340,3 +394,8 @@ GLOBAL_DATUM(necropolis_gate, /obj/structure/necropolis_gate/legion_gate)
name = "burnt stone surrounding tile"
icon_state = "burnt_surrounding_tile1"
tile_key = "burnt_surrounding_tile"
#undef STABLE
#undef COLLAPSE_ON_CROSS
#undef DESTROY_ON_CROSS
#undef UNIQUE_EFFECT