initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
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/turf/closed
var/thermite = 0
layer = CLOSED_TURF_LAYER
opacity = 1
density = 1
blocks_air = 1
/turf/closed/indestructible
name = "wall"
icon = 'icons/turf/walls.dmi'
explosion_block = 50
/turf/closed/indestructible/oldshuttle
name = "strange shuttle wall"
icon = 'icons/turf/shuttleold.dmi'
icon_state = "block"
/turf/closed/indestructible/oldshuttle/corner
icon_state = "corner"
/turf/closed/indestructible/splashscreen
name = "Space Station 13"
icon = 'icons/misc/fullscreen.dmi'
icon_state = "title"
layer = FLY_LAYER
var/titlescreen = TITLESCREEN
/turf/closed/indestructible/splashscreen/New()
..()
if(titlescreen)
icon_state = titlescreen
/turf/closed/indestructible/riveted
icon_state = "riveted"
/turf/closed/indestructible/riveted/New()
..()
if(smooth)
queue_smooth(src)
icon_state = ""
/turf/closed/indestructible/riveted/uranium
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
smooth = SMOOTH_TRUE
/turf/closed/indestructible/abductor
icon_state = "alien1"
/turf/closed/indestructible/opshuttle
icon_state = "wall3"
/turf/closed/indestructible/fakeglass
name = "window"
icon_state = "fakewindows"
opacity = 0
/turf/closed/indestructible/fakedoor
name = "Centcom Access"
icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
icon_state = "fake_door"
/turf/closed/indestructible/rock
name = "dense rock"
desc = "An extremely densely-packed rock, most mining tools or explosives would never get through this."
icon = 'icons/turf/mining.dmi'
icon_state = "rock"
/turf/closed/indestructible/rock/snow
name = "mountainside"
desc = "An extremely densely-packed rock, sheeted over with centuries worth of ice and snow."
icon = 'icons/turf/walls.dmi'
icon_state = "snowrock"
/turf/closed/indestructible/rock/snow/ice
name = "iced rock"
desc = "Extremely densely-packed sheets of ice and rock, forged over the years of the harsh cold."
icon = 'icons/turf/walls.dmi'
icon_state = "icerock"
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/turf/open
var/slowdown = 0 //negative for faster, positive for slower
var/wet = 0
var/wet_time = 0 // Time in seconds that this floor will be wet for.
var/image/wet_overlay = null
/turf/open/indestructible
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "floor"
/turf/open/indestructible/sound
name = "squeeky floor"
var/sound
/turf/open/indestructible/sound/Entered(var/mob/AM)
if(istype(AM))
playsound(src,sound,50,1)
/turf/open/Initalize_Atmos(times_fired)
excited = 0
update_visuals()
current_cycle = times_fired
//cache some vars
var/datum/gas_mixture/air = src.air
var/list/atmos_adjacent_turfs = src.atmos_adjacent_turfs
for(var/direction in cardinal)
var/turf/open/enemy_tile = get_step(src, direction)
if(!istype(enemy_tile))
atmos_adjacent_turfs -= enemy_tile
continue
var/datum/gas_mixture/enemy_air = enemy_tile.return_air()
//only check this turf, if it didn't check us when it was initalized
if(enemy_tile.current_cycle < times_fired)
if(CanAtmosPass(enemy_tile))
atmos_adjacent_turfs |= enemy_tile
enemy_tile.atmos_adjacent_turfs |= src
else
atmos_adjacent_turfs -= enemy_tile
enemy_tile.atmos_adjacent_turfs -= src
continue
else
if (!(enemy_tile in atmos_adjacent_turfs))
continue
var/is_active = air.compare(enemy_air)
if(is_active)
//testing("Active turf found. Return value of compare(): [is_active]")
if(!excited) //make sure we aren't already excited
excited = 1
SSair.active_turfs |= src
/turf/open/proc/GetHeatCapacity()
. = air.heat_capacity()
/turf/open/proc/GetTemperature()
. = air.temperature
/turf/open/proc/TakeTemperature(temp)
air.temperature += temp
air_update_turf()
/turf/open/handle_fall(mob/faller, forced)
faller.lying = pick(90, 270)
if(!forced)
return
if(has_gravity(src))
playsound(src, "bodyfall", 50, 1)
/turf/open/handle_slip(mob/living/carbon/C, s_amount, w_amount, obj/O, lube)
if(has_gravity(src))
var/obj/buckled_obj
if(C.buckled)
buckled_obj = C.buckled
if(!(lube&GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
return 0
else
if(C.lying || !(C.status_flags & CANWEAKEN)) // can't slip unbuckled mob if they're lying or can't fall.
return 0
if(C.m_intent=="walk" && (lube&NO_SLIP_WHEN_WALKING))
return 0
C << "<span class='notice'>You slipped[ O ? " on the [O.name]" : ""]!</span>"
C.attack_log += "\[[time_stamp()]\] <font color='orange'>Slipped[O ? " on the [O.name]" : ""][(lube&SLIDE)? " (LUBE)" : ""]!</font>"
playsound(C.loc, 'sound/misc/slip.ogg', 50, 1, -3)
C.accident(C.l_hand)
C.accident(C.r_hand)
var/olddir = C.dir
C.Stun(s_amount)
C.Weaken(w_amount)
C.stop_pulling()
if(buckled_obj)
buckled_obj.unbuckle_mob(C)
step(buckled_obj, olddir)
else if(lube&SLIDE)
for(var/i=1, i<5, i++)
spawn (i)
step(C, olddir)
C.spin(1,1)
return 1
/turf/open/proc/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0) // 1 = Water, 2 = Lube, 3 = Ice, 4 = Permafrost, 5 = Slide
wet_time = max(wet_time+wet_time_to_add, min_wet_time)
if(wet >= wet_setting)
return
wet = wet_setting
if(wet_setting != TURF_DRY)
if(wet_overlay)
overlays -= wet_overlay
wet_overlay = null
var/turf/open/floor/F = src
if(istype(F))
if(wet_setting == TURF_WET_ICE)
wet_overlay = image('icons/turf/overlays.dmi', src, "snowfloor")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
add_overlay(wet_overlay)
HandleWet()
/turf/open/proc/MakeDry(wet_setting = TURF_WET_WATER)
if(wet > wet_setting || !wet)
return
spawn(rand(0,20))
if(wet == TURF_WET_PERMAFROST)
wet = TURF_WET_ICE
else
wet = TURF_DRY
if(wet_overlay)
overlays -= wet_overlay
/turf/open/proc/HandleWet()
if(!wet)
//It's possible for this handler to get called after all the wetness is
//cleared, so bail out if that is the case
return
if(!wet_time && wet < TURF_WET_ICE)
MakeDry(TURF_WET_ICE)
if(wet_time > MAXIMUM_WET_TIME)
wet_time = MAXIMUM_WET_TIME
if(wet == TURF_WET_ICE && air.temperature > T0C)
MakeDry(TURF_WET_ICE)
MakeSlippery(TURF_WET_WATER)
switch(air.temperature)
if(-INFINITY to T0C)
if(wet != TURF_WET_ICE && wet)
MakeDry(TURF_WET_ICE)
MakeSlippery(TURF_WET_ICE)
if(T0C to T20C)
wet_time = max(0, wet_time-1)
if(T20C to T0C + 40)
wet_time = max(0, wet_time-2)
if(T0C + 40 to T0C + 60)
wet_time = max(0, wet_time-3)
if(T0C + 60 to T0C + 80)
wet_time = max(0, wet_time-5)
if(T0C + 80 to T0C + 100)
wet_time = max(0, wet_time-10)
if(T0C + 100 to INFINITY)
wet_time = 0
if(wet && wet < TURF_WET_ICE && !wet_time)
MakeDry(TURF_WET_ICE)
if(!wet && wet_time)
wet_time = 0
if(wet)
addtimer(src, "HandleWet", 15)
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//Janitors! Janitors, janitors, janitors! -Sayu
//Conspicuously not-recent versions of suspicious cleanables
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
bloodiness = 0
/obj/effect/decal/cleanable/blood/old/New()
..()
icon_state += "-old"
blood_DNA["Non-human DNA"] = "A+"
/obj/effect/decal/cleanable/blood/gibs/old
name = "old rotting gibs"
desc = "Space Jesus, why didn't anyone clean this up? It smells terrible."
bloodiness = 0
/obj/effect/decal/cleanable/blood/gibs/old/New()
..()
icon_state += "-old"
setDir(pick(1,2,4,8))
blood_DNA["Non-human DNA"] = "A+"
/obj/effect/decal/cleanable/vomit/old
name = "crusty dried vomit"
desc = "You try not to look at the chunks, and fail."
/obj/effect/decal/cleanable/vomit/old/New()
..()
icon_state += "-old"
/obj/effect/decal/cleanable/robot_debris/old
name = "dusty robot debris"
desc = "Looks like nobody has touched this in a while."
//Making the station dirty, one tile at a time. Called by master controller's setup_objects
/turf/open/floor/proc/MakeDirty()
if(prob(66)) //fastest possible exit 2/3 of the time
return
// These look weird if you make them dirty
if(istype(src, /turf/open/floor/carpet) || istype(src, /turf/open/floor/grass) || istype(src, /turf/open/floor/plating/beach) || istype(src, /turf/open/floor/holofloor)|| istype(src, /turf/open/floor/plating/ironsand))
return
if(locate(/obj/structure/grille) in contents)
return
var/area/A = loc
//zero dirt
if(!istype(A) || istype(A, /area/centcom) || istype(A, /area/holodeck) || istype(A, /area/library) || istype(A, /area/janitor) || istype(A, /area/chapel) || istype(A, /area/mine/explored) || istype(A, /area/mine/unexplored) || istype(A, /area/solar) || istype(A, /area/atmos) || istype(A, /area/medical/virology))
return
//high dirt - 1/3
if(istype(A, /area/toxins/test_area) || istype(A, /area/mine/production) || istype(A, /area/mine/living_quarters) || istype(A, /area/mine/north_outpost) || istype(A, /area/mine/west_outpost) || istype(A, /area/wreck) || istype(A, /area/derelict) || istype(A, /area/djstation))
new /obj/effect/decal/cleanable/dirt(src) //vanilla, but it works
return
if(prob(80)) //mid dirt - 1/15
return
if(istype(A, /area/engine) || istype(A,/area/assembly) || istype(A,/area/maintenance) || istype(A,/area/construction))
//Blood, sweat, and oil. Oh, and dirt.
if(prob(3))
new /obj/effect/decal/cleanable/blood/old(src)
else
if(prob(35))
if(prob(4))
new /obj/effect/decal/cleanable/robot_debris/old(src)
else
new /obj/effect/decal/cleanable/oil(src)
else
new /obj/effect/decal/cleanable/dirt(src)
return
if(istype(A, /area/crew_quarters/toilet) || istype(A, /area/crew_quarters/locker/locker_toilet))
if(prob(40))
if(prob(90))
new /obj/effect/decal/cleanable/vomit/old(src)
else
new /obj/effect/decal/cleanable/blood/old(src)
return
if(istype(A, /area/quartermaster))
if(prob(25))
new /obj/effect/decal/cleanable/oil(src)
return
if(prob(75)) //low dirt - 1/60
return
if(istype(A, /area/turret_protected) || istype(A, /area/security)) //chance of incident
if(prob(20))
if(prob(5))
new /obj/effect/decal/cleanable/blood/gibs/old(src)
else
new /obj/effect/decal/cleanable/blood/old(src)
return
if(istype(A, /area/crew_quarters/kitchen)) //Kitchen messes
if(prob(60))
if(prob(50))
new /obj/effect/decal/cleanable/egg_smudge(src)
else
new /obj/effect/decal/cleanable/flour(src)
return
if(istype(A, /area/medical)) //Kept clean, but chance of blood
if(prob(66))
if(prob(5))
new /obj/effect/decal/cleanable/blood/gibs/old(src)
else
new /obj/effect/decal/cleanable/blood/old(src)
else
if(prob(30))
if(istype(A, /area/medical/morgue))
new /obj/item/weapon/ectoplasm(src)
else
new /obj/effect/decal/cleanable/vomit/old(src)
return
if(istype(A, /area/toxins))
if(prob(20))
new /obj/effect/decal/cleanable/greenglow(src) //this cleans itself up but it might startle you when you see it.
return
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//This is so damaged or burnt tiles or platings don't get remembered as the default tile
var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","damaged4",
"damaged5","panelscorched","floorscorched1","floorscorched2","platingdmg1","platingdmg2",
"platingdmg3","plating","light_on","light_on_flicker1","light_on_flicker2",
"light_on_clicker3","light_on_clicker4","light_on_clicker5","light_broken",
"light_on_broken","light_off","wall_thermite","grass", "sand",
"asteroid","asteroid_dug",
"asteroid0","asteroid1","asteroid2","asteroid3","asteroid4",
"asteroid5","asteroid6","asteroid7","asteroid8","asteroid9","asteroid10","asteroid11","asteroid12",
"basalt","basalt_dug",
"basalt0","basalt1","basalt2","basalt3","basalt4",
"basalt5","basalt6","basalt7","basalt8","basalt9","basalt10","basalt11","basalt12",
"oldburning","light-on-r","light-on-y","light-on-g","light-on-b", "wood", "wood-broken",
"carpetcorner", "carpetside", "carpet", "ironsand1", "ironsand2", "ironsand3", "ironsand4", "ironsand5",
"ironsand6", "ironsand7", "ironsand8", "ironsand9", "ironsand10", "ironsand11",
"ironsand12", "ironsand13", "ironsand14", "ironsand15")
/turf/open/floor
//NOTE: Floor code has been refactored, many procs were removed and refactored
//- you should use istype() if you want to find out whether a floor has a certain type
//- floor_tile is now a path, and not a tile obj
//- builtin_tile should be dropped if needed for performance reasons (eg singularity_act())
name = "floor"
icon = 'icons/turf/floors.dmi'
var/icon_regular_floor = "floor" //used to remember what icon the tile should have by default
var/icon_plating = "plating"
thermal_conductivity = 0.040
heat_capacity = 10000
intact = 1
var/broken = 0
var/burnt = 0
var/floor_tile = null //tile that this floor drops
var/obj/item/stack/tile/builtin_tile = null //needed for performance reasons when the singularity rips off floor tiles
var/list/broken_states = list("damaged1", "damaged2", "damaged3", "damaged4", "damaged5")
var/list/burnt_states = list()
/turf/open/floor/New()
..()
if(icon_state in icons_to_ignore_at_floor_init) //so damaged/burned tiles or plating icons aren't saved as the default
icon_regular_floor = "floor"
else
icon_regular_floor = icon_state
if(floor_tile)
builtin_tile = new floor_tile
/turf/open/floor/Destroy()
if(builtin_tile)
qdel(builtin_tile)
builtin_tile = null
return ..()
/turf/open/floor/ex_act(severity, target)
var/shielded = is_shielded()
..()
if(severity != 1 && shielded && target != src)
return
if(target == src)
src.ChangeTurf(src.baseturf)
if(target != null)
ex_act(3)
return
switch(severity)
if(1)
src.ChangeTurf(src.baseturf)
if(2)
switch(pick(1,2;75,3))
if(1)
src.ReplaceWithLattice()
if(prob(33)) new /obj/item/stack/sheet/metal(src)
if(2)
src.ChangeTurf(src.baseturf)
if(3)
if(prob(80))
src.break_tile_to_plating()
else
src.break_tile()
src.hotspot_expose(1000,CELL_VOLUME)
if(prob(33)) new /obj/item/stack/sheet/metal(src)
if(3)
if (prob(50))
src.break_tile()
src.hotspot_expose(1000,CELL_VOLUME)
/turf/open/floor/is_shielded()
for(var/obj/structure/A in contents)
if(A.level == 3)
return 1
/turf/open/floor/blob_act(obj/effect/blob/B)
return
/turf/open/floor/proc/update_icon()
update_visuals()
return 1
/turf/open/floor/attack_paw(mob/user)
return src.attack_hand(user)
/turf/open/floor/proc/gets_drilled()
return
/turf/open/floor/proc/break_tile_to_plating()
var/turf/open/floor/plating/T = make_plating()
T.break_tile()
/turf/open/floor/proc/break_tile()
if(broken)
return
icon_state = pick(broken_states)
broken = 1
/turf/open/floor/burn_tile()
if(broken || burnt)
return
if(burnt_states.len)
icon_state = pick(burnt_states)
else
icon_state = pick(broken_states)
burnt = 1
/turf/open/floor/proc/make_plating()
return ChangeTurf(/turf/open/floor/plating)
/turf/open/floor/ChangeTurf(turf/open/floor/T)
if(!istype(src,/turf/open/floor))
return ..() //fucking turfs switch the fucking src of the fucking running procs
if(!ispath(T,/turf/open/floor))
return ..()
var/old_icon = icon_regular_floor
var/old_dir = dir
var/turf/open/floor/W = ..()
W.icon_regular_floor = old_icon
W.setDir(old_dir)
W.update_icon()
return W
/turf/open/floor/attackby(obj/item/C, mob/user, params)
if(!C || !user)
return 1
if(..())
return 1
if(intact && istype(C, /obj/item/weapon/crowbar))
if(broken || burnt)
broken = 0
burnt = 0
user << "<span class='danger'>You remove the broken plating.</span>"
else
if(istype(src, /turf/open/floor/wood))
user << "<span class='danger'>You forcefully pry off the planks, destroying them in the process.</span>"
else
user << "<span class='danger'>You remove the floor tile.</span>"
builtin_tile.loc = src
make_plating()
playsound(src, 'sound/items/Crowbar.ogg', 80, 1)
return 1
return 0
/turf/open/floor/singularity_pull(S, current_size)
if(current_size == STAGE_THREE)
if(prob(30))
if(builtin_tile)
builtin_tile.loc = src
make_plating()
else if(current_size == STAGE_FOUR)
if(prob(50))
if(builtin_tile)
builtin_tile.loc = src
make_plating()
else if(current_size >= STAGE_FIVE)
if(builtin_tile)
if(prob(70))
builtin_tile.loc = src
make_plating()
else if(prob(50))
ReplaceWithLattice()
/turf/open/floor/narsie_act()
if(prob(20))
ChangeTurf(/turf/open/floor/engine/cult)
/turf/open/floor/ratvar_act()
if(prob(20))
ChangeTurf(/turf/open/floor/clockwork)
/turf/open/floor/initialize()
..()
MakeDirty()
@@ -0,0 +1,100 @@
/* In this file:
* Wood floor
* Grass floor
* Carpet floor
*/
/turf/open/floor/wood
icon_state = "wood"
floor_tile = /obj/item/stack/tile/wood
broken_states = list("wood-broken", "wood-broken2", "wood-broken3", "wood-broken4", "wood-broken5", "wood-broken6", "wood-broken7")
/turf/open/floor/wood/attackby(obj/item/C, mob/user, params)
if(..())
return
if(istype(C, /obj/item/weapon/screwdriver))
if(broken || burnt)
return
user << "<span class='danger'>You unscrew the planks.</span>"
new floor_tile(src)
make_plating()
playsound(src, 'sound/items/Screwdriver.ogg', 80, 1)
return
/turf/open/floor/wood/cold
temperature = 255.37
/turf/open/floor/grass
name = "Grass patch"
icon_state = "grass"
floor_tile = /obj/item/stack/tile/grass
broken_states = list("sand")
/turf/open/floor/grass/New()
..()
spawn(1)
update_icon()
/turf/open/floor/grass/attackby(obj/item/C, mob/user, params)
if(..())
return
if(istype(C, /obj/item/weapon/shovel))
new /obj/item/weapon/ore/glass(src)
new /obj/item/weapon/ore/glass(src) //Make some sand if you shovel grass
user << "<span class='notice'>You shovel the grass.</span>"
make_plating()
/turf/open/floor/carpet
name = "Carpet"
icon = 'icons/turf/floors/carpet.dmi'
icon_state = "carpet"
floor_tile = /obj/item/stack/tile/carpet
broken_states = list("damaged")
smooth = SMOOTH_TRUE
canSmoothWith = null
/turf/open/floor/carpet/New()
..()
spawn(1)
update_icon()
/turf/open/floor/carpet/update_icon()
if(!..())
return 0
if(!broken && !burnt)
if(smooth)
queue_smooth(src)
else
make_plating()
if(smooth)
queue_smooth_neighbors(src)
/turf/open/floor/carpet/narsie_act()
return
/turf/open/floor/carpet/break_tile()
broken = 1
update_icon()
/turf/open/floor/carpet/burn_tile()
burnt = 1
update_icon()
/turf/open/floor/carpet/carpetsymbol
icon_state = "carpetsymbol"
smooth = SMOOTH_FALSE
/turf/open/floor/carpet/carpetsymbol2
icon_state = "carpetstar"
smooth = SMOOTH_FALSE
/turf/open/floor/fakespace
icon = 'icons/turf/space.dmi'
icon_state = "0"
floor_tile = /obj/item/stack/tile/fakespace
broken_states = list("damaged")
/turf/open/floor/fakespace/New()
..()
icon_state = "[rand(0,25)]"
@@ -0,0 +1,72 @@
/turf/open/floor/light
name = "Light floor"
luminosity = 5
icon_state = "light_on"
floor_tile = /obj/item/stack/tile/light
broken_states = list("light_broken")
var/on = 1
var/state //0 = fine, 1 = flickering, 2 = breaking, 3 = broken
var/list/coloredlights = list("g", "r", "y", "b", "p", "w", "s","o","g")
var/currentcolor = 1
/turf/open/floor/light/New()
..()
spawn(5) //needed because when placing a light floor tile it will take a short while before setting state
if(istype(builtin_tile, /obj/item/stack/tile/light))
var/obj/item/stack/tile/light/L = builtin_tile
L.state = state
update_icon()
/turf/open/floor/light/update_icon()
..()
if(on)
switch(state)
if(0)
icon_state = "light_on-[coloredlights[currentcolor]]"
SetLuminosity(1)
if(1)
var/num = pick("1","2","3","4")
icon_state = "light_on_flicker[num]"
SetLuminosity(1)
if(2)
icon_state = "light_on_broken"
SetLuminosity(1)
if(3)
icon_state = "light_off"
SetLuminosity(0)
else
SetLuminosity(0)
icon_state = "light_off"
/turf/open/floor/light/ChangeTurf(turf/T)
SetLuminosity(0)
..()
/turf/open/floor/light/attack_hand(mob/user)
if(!on)
on = 1
currentcolor = 1
return
else
currentcolor++
if(currentcolor > coloredlights.len)
on = 0
update_icon()
..() //I am not sure what the parent procs have for attack_hand, best to check later.
/turf/open/floor/light/attack_ai(mob/user)
attack_hand(user)
/turf/open/floor/light/attackby(obj/item/C, mob/user, params)
if(..())
return
if(istype(C,/obj/item/weapon/light/bulb)) //only for light tiles
if(state && user.drop_item())
qdel(C)
state = 0 //fixing it by bashing it with a light bulb, fun eh?
update_icon()
user << "<span class='notice'>You replace the light bulb.</span>"
else
user << "<span class='notice'>The lightbulb seems fine, no need to replace it.</span>"
@@ -0,0 +1,200 @@
/* In this file:
*
* Plasma floor
* Gold floor
* Silver floor
* Bananium floor
* Diamond floor
* Uranium floor
*/
/turf/open/floor/mineral
name = "mineral floor"
icon_state = ""
var/list/icons = list()
/turf/open/floor/mineral/New()
..()
broken_states = list("[initial(icon_state)]_dam")
/turf/open/floor/mineral/update_icon()
if(!..())
return 0
if(!broken && !burnt)
if( !(icon_state in icons) )
icon_state = initial(icon_state)
//PLASMA
/turf/open/floor/mineral/plasma
name = "plasma floor"
icon_state = "plasma"
floor_tile = /obj/item/stack/tile/mineral/plasma
icons = list("plasma","plasma_dam")
/turf/open/floor/mineral/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
PlasmaBurn()
/turf/open/floor/mineral/plasma/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(W.is_hot() > 300)//If the temperature of the object is over 300, then ignite
message_admins("Plasma flooring was ignited by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma flooring was ignited by [key_name(user)] in ([x],[y],[z])")
ignite(W.is_hot())
return
..()
/turf/open/floor/mineral/plasma/proc/PlasmaBurn()
make_plating()
atmos_spawn_air("plasma=20;TEMP=1000")
/turf/open/floor/mineral/plasma/proc/ignite(exposed_temperature)
if(exposed_temperature > 300)
PlasmaBurn()
//GOLD
/turf/open/floor/mineral/gold
name = "gold floor"
icon_state = "gold"
floor_tile = /obj/item/stack/tile/mineral/gold
icons = list("gold","gold_dam")
//SILVER
/turf/open/floor/mineral/silver
name = "silver floor"
icon_state = "silver"
floor_tile = /obj/item/stack/tile/mineral/silver
icons = list("silver","silver_dam")
//BANANIUM
/turf/open/floor/mineral/bananium
name = "bananium floor"
icon_state = "bananium"
floor_tile = /obj/item/stack/tile/mineral/bananium
icons = list("bananium","bananium_dam")
var/spam_flag = 0
/turf/open/floor/mineral/bananium/Entered(var/mob/AM)
.=..()
if(!.)
if(istype(AM))
squeek()
/turf/open/floor/mineral/bananium/attackby(obj/item/weapon/W, mob/user, params)
.=..()
if(!.)
honk()
/turf/open/floor/mineral/bananium/attack_hand(mob/user)
.=..()
if(!.)
honk()
/turf/open/floor/mineral/bananium/attack_paw(mob/user)
.=..()
if(!.)
honk()
/turf/open/floor/mineral/bananium/proc/honk()
if(!spam_flag)
spam_flag = 1
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
spawn(20)
spam_flag = 0
/turf/open/floor/mineral/bananium/proc/squeek()
if(!spam_flag)
spam_flag = 1
playsound(src, "clownstep", 50, 1)
spawn(10)
spam_flag = 0
/turf/open/floor/mineral/bananium/airless
initial_gas_mix = "TEMP=2.7"
//DIAMOND
/turf/open/floor/mineral/diamond
name = "diamond floor"
icon_state = "diamond"
floor_tile = /obj/item/stack/tile/mineral/diamond
icons = list("diamond","diamond_dam")
//URANIUM
/turf/open/floor/mineral/uranium
name = "uranium floor"
icon_state = "uranium"
floor_tile = /obj/item/stack/tile/mineral/uranium
icons = list("uranium","uranium_dam")
var/last_event = 0
var/active = null
/turf/open/floor/mineral/uranium/Entered(var/mob/AM)
.=..()
if(!.)
if(istype(AM))
radiate()
/turf/open/floor/mineral/uranium/attackby(obj/item/weapon/W, mob/user, params)
.=..()
if(!.)
radiate()
/turf/open/floor/mineral/uranium/attack_hand(mob/user)
.=..()
if(!.)
radiate()
/turf/open/floor/mineral/uranium/attack_paw(mob/user)
.=..()
if(!.)
radiate()
/turf/open/floor/mineral/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(get_turf(src), 3, 3, 1, 0)
for(var/turf/open/floor/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
active = 0
return
// ALIEN ALLOY
/turf/open/floor/mineral/abductor
name = "alien floor"
icon_state = "alienpod1"
floor_tile = /obj/item/stack/tile/mineral/abductor
icons = list("alienpod1", "alienpod2", "alienpod3", "alienpod4", "alienpod5", "alienpod6", "alienpod7", "alienpod8", "alienpod9")
/turf/open/floor/mineral/abductor/New()
..()
icon_state = "alienpod[rand(1,9)]"
/turf/open/floor/mineral/abductor/break_tile()
return //unbreakable
/turf/open/floor/mineral/abductor/burn_tile()
return //unburnable
/turf/open/floor/mineral/abductor/make_plating()
return ChangeTurf(/turf/open/floor/plating/abductor2)
/turf/open/floor/plating/abductor2
name = "alien plating"
icon_state = "alienplating"
/turf/open/floor/plating/abductor2/break_tile()
return //unbreakable
/turf/open/floor/plating/abductor2/burn_tile()
return //unburnable
@@ -0,0 +1,178 @@
/turf/open/floor/goonplaque
name = "Commemorative Plaque"
icon_state = "plaque"
desc = "\"This is a plaque in honour of our comrades on the G4407 Stations. Hopefully TG4407 model can live up to your fame and fortune.\" Scratched in beneath that is a crude image of a meteor and a spaceman. The spaceman is laughing. The meteor is exploding."
floor_tile = /obj/item/stack/tile/plasteel
/turf/open/floor/vault
icon_state = "rockvault"
floor_tile = /obj/item/stack/tile/plasteel
/turf/open/floor/bluegrid
icon = 'icons/turf/floors.dmi'
icon_state = "bcircuit"
floor_tile = /obj/item/stack/tile/plasteel
/turf/open/floor/bluegrid/New()
..()
nuke_tiles += src
/turf/open/floor/bluegrid/Destroy()
nuke_tiles -= src
return ..()
/turf/open/floor/greengrid
icon = 'icons/turf/floors.dmi'
icon_state = "gcircuit"
floor_tile = /obj/item/stack/tile/plasteel
/turf/open/floor/plating/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'
/turf/open/floor/plating/beach/ex_act(severity, target)
contents_explosion(severity, target)
/turf/open/floor/plating/beach/sand
name = "Sand"
icon_state = "sand"
baseturf = /turf/open/floor/plating/beach/sand
/turf/open/floor/plating/beach/coastline_t
name = "Coastline"
icon_state = "sandwater_t"
baseturf = /turf/open/floor/plating/beach/coastline_t
/turf/open/floor/plating/beach/coastline_b
name = "Coastline"
icon_state = "sandwater_b"
baseturf = /turf/open/floor/plating/beach/coastline_b
/turf/open/floor/plating/beach/water
name = "Water"
icon_state = "water"
baseturf = /turf/open/floor/plating/beach/water
/turf/open/floor/plating/ironsand/New()
..()
name = "Iron Sand"
icon_state = "ironsand[rand(1,15)]"
/turf/open/floor/plating/ironsand/burn_tile()
return
/turf/open/floor/plating/ice
name = "ice sheet"
desc = "A sheet of solid ice. Looks slippery."
icon = 'icons/turf/snow.dmi'
icon_state = "ice"
temperature = 180
baseturf = /turf/open/floor/plating/ice
slowdown = 1
wet = TURF_WET_PERMAFROST
/turf/open/floor/plating/ice/colder
temperature = 140
/turf/open/floor/plating/ice/temperate
temperature = 255.37
/turf/open/floor/plating/ice/break_tile()
return
/turf/open/floor/plating/ice/burn_tile()
return
/turf/open/floor/plating/snowed
name = "snowed-over plating"
desc = "A section of plating covered in a light layer of snow."
icon = 'icons/turf/snow.dmi'
icon_state = "snowplating"
temperature = 180
/turf/open/floor/plating/snowed/colder
temperature = 140
/turf/open/floor/plating/snowed/temperatre
temperature = 255.37
/turf/open/floor/noslip
name = "high-traction floor"
icon_state = "noslip"
floor_tile = /obj/item/stack/tile/noslip
broken_states = list("noslip-damaged1","noslip-damaged2","noslip-damaged3")
burnt_states = list("noslip-scorched1","noslip-scorched2")
slowdown = -0.3
/turf/open/floor/noslip/MakeSlippery()
return
/turf/open/floor/oldshuttle
icon = 'icons/turf/shuttleold.dmi'
icon_state = "floor"
floor_tile = /obj/item/stack/tile/plasteel
//Clockwork floor: Slowly heals toxin damage on nearby servants.
/turf/open/floor/clockwork
name = "clockwork floor"
desc = "Tightly-pressed brass tiles. They emit minute vibration."
icon = 'icons/turf/floors.dmi'
icon_state = "clockwork_floor"
/turf/open/floor/clockwork/New()
..()
PoolOrNew(/obj/effect/overlay/temp/ratvar/floor, src)
PoolOrNew(/obj/effect/overlay/temp/ratvar/beam, src)
clockwork_construction_value++
/turf/open/floor/clockwork/Destroy()
STOP_PROCESSING(SSobj, src)
clockwork_construction_value--
return ..()
/turf/open/floor/clockwork/Entered(atom/movable/AM)
..()
START_PROCESSING(SSobj, src)
/turf/open/floor/clockwork/process()
if(!healservants())
STOP_PROCESSING(SSobj, src)
/turf/open/floor/clockwork/proc/healservants()
for(var/mob/living/L in src)
if(L.stat == DEAD || !is_servant_of_ratvar(L))
continue
var/swapdamage = FALSE
if(L.has_dna()) //if has_dna() is true they're at least carbon
var/mob/living/carbon/C = L
if(TOXINLOVER in C.dna.species.specflags)
swapdamage = TRUE
if(isanimal(L))
var/mob/living/simple_animal/A = L
if(A.damage_coeff[TOX] < 0)
swapdamage = TRUE
if(swapdamage) //they'd take damage, we need to swap it
L.adjustToxLoss(3)
else
L.adjustToxLoss(-3)
. = 1
/turf/open/floor/clockwork/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/weapon/crowbar))
user.visible_message("<span class='notice'>[user] begins slowly prying up [src]...</span>", "<span class='notice'>You begin painstakingly prying up [src]...</span>")
if(!do_after(user, 70 / I.toolspeed, target = src))
return 0
user.visible_message("<span class='notice'>[user] pries up [src]!</span>", "<span class='notice'>You pry up [src], destroying it!</span>")
make_plating()
return 1
return ..()
/turf/open/floor/clockwork/ratvar_act()
return 0
/turf/open/floor/clockwork/narsie_act()
..()
if(istype(src, /turf/open/floor/clockwork)) //if we haven't changed type
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
@@ -0,0 +1,436 @@
/turf/open/floor/plasteel
icon_state = "floor"
floor_tile = /obj/item/stack/tile/plasteel
broken_states = list("damaged1", "damaged2", "damaged3", "damaged4", "damaged5")
burnt_states = list("floorscorched1", "floorscorched2")
/turf/open/floor/plasteel/update_icon()
if(!..())
return 0
if(!broken && !burnt)
icon_state = icon_regular_floor
/turf/open/floor/plasteel/black
icon_state = "dark"
/turf/open/floor/plasteel/airless/black
icon_state = "dark"
/turf/open/floor/plasteel/black/side
icon_state = "black" //NOTICE ME SEMPAI: floors.dmi contains two sprites named black, remove the incorrect one
/turf/open/floor/plasteel/black/corner
icon_state = "blackcorner"
/turf/open/floor/plasteel/white
icon_state = "white"
/turf/open/floor/plasteel/airless/white
icon_state = "white"
/turf/open/floor/plasteel/white/side
icon_state = "whitehall"
/turf/open/floor/plasteel/white/corner
icon_state = "whitecorner"
/turf/open/floor/plasteel/brown
icon_state = "brown"
/turf/open/floor/plasteel/brown/corner
icon_state = "browncorner"
/turf/open/floor/plasteel/darkbrown
icon_state = "darkbrownfull"
/turf/open/floor/plasteel/darkbrown/side
icon_state = "darkbrown"
/turf/open/floor/plasteel/darkbrown/corner
icon_state = "darkbrowncorners"
/turf/open/floor/plasteel/green
icon_state = "greenfull"
/turf/open/floor/plasteel/green/side
icon_state = "green"
/turf/open/floor/plasteel/green/corner
icon_state = "greencorner"
/turf/open/floor/plasteel/darkgreen
icon_state = "darkgreenfull"
/turf/open/floor/plasteel/darkgreen/side
icon_state = "darkgreen"
/turf/open/floor/plasteel/darkgreen/corner
icon_state = "darkgreencorners"
/turf/open/floor/plasteel/whitegreen
icon_state = "whitegreenfull"
/turf/open/floor/plasteel/whitegreen/side
icon_state = "whitegreen"
/turf/open/floor/plasteel/whitegreen/corner
icon_state = "whitegreencorner"
/turf/open/floor/plasteel/red
icon_state = "redfull"
/turf/open/floor/plasteel/red/side
icon_state = "red"
/turf/open/floor/plasteel/red/corner
icon_state = "redcorner"
/turf/open/floor/plasteel/darkred
icon_state = "darkredfull"
/turf/open/floor/plasteel/darkred/side
icon_state = "darkred"
/turf/open/floor/plasteel/darkred/corner
icon_state = "darkredcorners"
/turf/open/floor/plasteel/whitered
icon_state = "whiteredfull"
/turf/open/floor/plasteel/whitered/side
icon_state = "whitered"
/turf/open/floor/plasteel/whitered/corner
icon_state = "whiteredcorner"
/turf/open/floor/plasteel/blue
icon_state = "bluefull"
/turf/open/floor/plasteel/blue/side
icon_state = "blue"
/turf/open/floor/plasteel/blue/corner
icon_state = "bluecorner"
/turf/open/floor/plasteel/darkblue
icon_state = "darkbluefull"
/turf/open/floor/plasteel/darkblue/side
icon_state = "darkblue"
/turf/open/floor/plasteel/darkblue/corner
icon_state = "darkbluecorners"
/turf/open/floor/plasteel/whiteblue
icon_state = "whitebluefull"
/turf/open/floor/plasteel/whiteblue/side
icon_state = "whiteblue"
/turf/open/floor/plasteel/whiteblue/corner
icon_state = "whitebluecorner"
/turf/open/floor/plasteel/yellow
icon_state = "yellowfull"
/turf/open/floor/plasteel/yellow/side
icon_state = "yellow"
/turf/open/floor/plasteel/yellow/corner
icon_state = "yellowcorner"
/turf/open/floor/plasteel/darkyellow
icon_state = "darkyellowfull"
/turf/open/floor/plasteel/darkyellow/side
icon_state = "darkyellow"
/turf/open/floor/plasteel/darkyellow/corner
icon_state = "darkyellowcorners"
/turf/open/floor/plasteel/whiteyellow
icon_state = "whiteyellowfull"
/turf/open/floor/plasteel/whiteyellow/side
icon_state = "whiteyellow"
/turf/open/floor/plasteel/whiteyellow/corner
icon_state = "whiteyellowcorner"
/turf/open/floor/plasteel/purple
icon_state = "purplefull"
/turf/open/floor/plasteel/purple/side
icon_state = "purple"
/turf/open/floor/plasteel/purple/corner
icon_state = "purplecorner"
/turf/open/floor/plasteel/darkpurple
icon_state = "darkpurplefull"
/turf/open/floor/plasteel/darkpurple/side
icon_state = "darkpurple"
/turf/open/floor/plasteel/darkpurple/corner
icon_state = "darkpurplecorners"
/turf/open/floor/plasteel/whitepurple
icon_state = "whitepurplefull"
/turf/open/floor/plasteel/whitepurple/side
icon_state = "whitepurple"
/turf/open/floor/plasteel/whitepurple/corner
icon_state = "whitepurplecorner"
/turf/open/floor/plasteel/orange
icon_state = "orangefull"
/turf/open/floor/plasteel/orange/side
icon_state = "orange"
/turf/open/floor/plasteel/orange/corner
icon_state = "orangecorner"
/turf/open/floor/plasteel/neutral
icon_state = "neutralfull"
/turf/open/floor/plasteel/neutral/side
icon_state = "neutral"
/turf/open/floor/plasteel/neutral/corner
icon_state = "neutralcorner"
/turf/open/floor/plasteel/arrival
icon_state = "arrival"
/turf/open/floor/plasteel/arrival/corner
icon_state = "arrivalcorner"
/turf/open/floor/plasteel/escape
icon_state = "escape"
/turf/open/floor/plasteel/escape/corner
icon_state = "escapecorner"
/turf/open/floor/plasteel/caution
icon_state = "caution"
/turf/open/floor/plasteel/caution/corner
icon_state = "cautioncorner"
/turf/open/floor/plasteel/whitebot
icon_state = "whitebot"
/turf/open/floor/plasteel/whitebot/delivery
icon_state = "whitedelivery"
/turf/open/floor/plasteel/redyellow
icon_state = "redyellowfull"
/turf/open/floor/plasteel/redyellow/side
icon_state = "redyellow"
/turf/open/floor/plasteel/redblue
icon_state = "redbluefull"
/turf/open/floor/plasteel/redblue/blueside
icon_state = "bluered"
/turf/open/floor/plasteel/redblue/redside
icon_state = "redblue"
/turf/open/floor/plasteel/redgreen
icon_state = "redgreenfull"
/turf/open/floor/plasteel/redgreen/side
icon_state = "redgreen"
/turf/open/floor/plasteel/greenyellow
icon_state = "greenyellowfull"
/turf/open/floor/plasteel/greenyellow/side
icon_state = "greenyellow"
/turf/open/floor/plasteel/greenblue
icon_state = "greenbluefull"
/turf/open/floor/plasteel/greenblue/side
icon_state = "greenblue"
/turf/open/floor/plasteel/blueyellow
icon_state = "blueyellowfull"
/turf/open/floor/plasteel/blueyellow/side
icon_state = "blueyellow"
/turf/open/floor/plasteel/warningline
icon_state = "warningline"
/turf/open/floor/plasteel/warningline/corner
icon_state = "warninglinecorners"
/turf/open/floor/plasteel/yellowsiding
icon_state = "yellowsiding"
/turf/open/floor/plasteel/yellowsiding/corner
icon_state = "yellowcornersiding"
/turf/open/floor/plasteel/podhatch
icon_state = "podhatch"
/turf/open/floor/plasteel/podhatch/corner
icon_state = "podhatchcorner"
/turf/open/floor/plasteel/circuit
icon_state = "bcircuit"
/turf/open/floor/plasteel/airless/circuit
icon_state = "bcircuit"
/turf/open/floor/plasteel/circuit/off
icon_state = "bcircuitoff"
/turf/open/floor/plasteel/circuit/gcircuit
icon_state = "gcircuit"
/turf/open/floor/plasteel/airless/circuit/gcircuit
icon_state = "gcircuit"
/turf/open/floor/plasteel/circuit/gcircuit/off
icon_state = "gcircuitoff"
/turf/open/floor/plasteel/circuit/gcircuit/animated
icon_state = "gcircuitanim"
/turf/open/floor/plasteel/circuit/rcircuit
icon_state = "rcircuit"
/turf/open/floor/plasteel/circuit/rcircuit/animated
icon_state = "rcircuitanim"
/turf/open/floor/plasteel/loadingarea
icon_state = "loadingarea"
/turf/open/floor/plasteel/loadingarea/dirty
icon_state = "loadingareadirty1"
/turf/open/floor/plasteel/loadingarea/dirtydirty
icon_state = "loadingareadirty2"
/turf/open/floor/plasteel/shuttle
icon_state = "shuttlefloor"
/turf/open/floor/plasteel/shuttle/red
name = "Brig floor"
icon_state = "shuttlefloor4"
/turf/open/floor/plasteel/shuttle/yellow
icon_state = "shuttlefloor2"
/turf/open/floor/plasteel/shuttle/white
icon_state = "shuttlefloor3"
/turf/open/floor/plasteel/shuttle/purple
icon_state = "shuttlefloor5"
/turf/open/floor/plasteel/asteroid
icon_state = "asteroidfloor"
/turf/open/floor/plasteel/airless/asteroid
icon_state = "asteroidfloor"
/turf/open/floor/plasteel/recharge_floor
icon_state = "recharge_floor"
/turf/open/floor/plasteel/recharge_floor/asteroid
icon_state = "recharge_floor_asteroid"
/turf/open/floor/plasteel/chapel
icon_state = "chapel"
/turf/open/floor/plasteel/showroomfloor
icon_state = "showroomfloor"
/turf/open/floor/plasteel/floorgrime
icon_state = "floorgrime"
/turf/open/floor/plasteel/airless/floorgrime
icon_state = "floorgrime"
/turf/open/floor/plasteel/solarpanel
icon_state = "solarpanel"
/turf/open/floor/plasteel/airless/solarpanel
icon_state = "solarpanel"
/turf/open/floor/plasteel/cmo
icon_state = "cmo"
/turf/open/floor/plasteel/barber
icon_state = "barber"
/turf/open/floor/plasteel/hydrofloor
icon_state = "hydrofloor"
/turf/open/floor/plasteel/delivery
icon_state = "delivery"
/turf/open/floor/plasteel/bot
icon_state = "bot"
/turf/open/floor/plasteel/freezer
icon_state = "freezerfloor"
/turf/open/floor/plasteel/bar
icon_state = "bar"
/turf/open/floor/plasteel/grimy
icon_state = "grimy"
/turf/open/floor/plasteel/cafeteria
icon_state = "cafeteria"
/turf/open/floor/plasteel/vault
icon_state = "vault"
/turf/open/floor/plasteel/cult
icon_state = "cult"
name = "engraved floor"
/turf/open/floor/plasteel/goonplaque
icon_state = "plaque"
name = "Commemorative Plaque"
desc = "\"This is a plaque in honour of our comrades on the G4407 Stations. Hopefully TG4407 model can live up to your fame and fortune.\" Scratched in beneath that is a crude image of a meteor and a spaceman. The spaceman is laughing. The meteor is exploding."
/turf/open/floor/plasteel/cult/narsie_act()
return
/turf/open/floor/plasteel/cult/airless
initial_gas_mix = "TEMP=2.7"
//
//unused? remove?
//
/turf/open/floor/plasteel/stage_bottom
icon_state = "stage_bottom"
/turf/open/floor/plasteel/stage_left
icon_state = "stage_left"
/turf/open/floor/plasteel/stage_bleft
icon_state = "stage_bleft"
/turf/open/floor/plasteel/stairs
icon_state = "stairs"
/turf/open/floor/plasteel/stairs/left
icon_state = "stairs-l"
/turf/open/floor/plasteel/stairs/medium
icon_state = "stairs-m"
/turf/open/floor/plasteel/stairs/right
icon_state = "stairs-r"
/turf/open/floor/plasteel/stairs/old
icon_state = "stairs-old"
/turf/open/floor/plasteel/brownold
icon_state = "brownold"
/turf/open/floor/plasteel/brownold/corner
icon_state = "browncornerold"
/turf/open/floor/plasteel/rockvault
icon_state = "rockvault"
/turf/open/floor/plasteel/rockvault/alien
icon_state = "alienvault"
/turf/open/floor/plasteel/rockvault/sandstone
icon_state = "sandstonevault"
/turf/open/floor/plasteel/elevatorshaft
icon_state = "elevatorshaft"
/turf/open/floor/plasteel/bluespace
icon_state = "bluespace"
/turf/open/floor/plasteel/sepia
icon_state = "sepia"
/turf/open/floor/plasteel/sandy
icon_state = "sandy"
baseturf = /turf/open/floor/plating/beach/sand
/turf/open/floor/plasteel/sandeffect
icon_state = "sandeffect"
/turf/open/floor/plasteel/sandeffect/warning
icon_state = "warningsandeffect"
/turf/open/floor/plasteel/sandeffect/warning/corner
icon_state = "warningsandeffectcorners"
+307
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/* In this file:
*
* Plating
* Airless
* Airless plating
* Engine floor
*/
// note that plating and engine floor do not call their parent attackby, unlike other flooring
// this is done in order to avoid inheriting the crowbar attackby
/turf/open/floor/plating
name = "plating"
icon_state = "plating"
intact = 0
broken_states = list("platingdmg1", "platingdmg2", "platingdmg3")
burnt_states = list("panelscorched")
/turf/open/floor/plating/New()
..()
icon_plating = icon_state
/turf/open/floor/plating/update_icon()
if(!..())
return
if(!broken && !burnt)
icon_state = icon_plating //Because asteroids are 'platings' too.
/turf/open/floor/plating/attackby(obj/item/C, mob/user, params)
if(..())
return
if(istype(C, /obj/item/stack/rods))
if(broken || burnt)
user << "<span class='warning'>Repair the plating first!</span>"
return
var/obj/item/stack/rods/R = C
if (R.get_amount() < 2)
user << "<span class='warning'>You need two rods to make a reinforced floor!</span>"
return
else
user << "<span class='notice'>You begin reinforcing the floor...</span>"
if(do_after(user, 30, target = src))
if (R.get_amount() >= 2 && !istype(src, /turf/open/floor/engine))
ChangeTurf(/turf/open/floor/engine)
playsound(src, 'sound/items/Deconstruct.ogg', 80, 1)
R.use(2)
user << "<span class='notice'>You reinforce the floor.</span>"
return
else if(istype(C, /obj/item/stack/tile))
if(!broken && !burnt)
var/obj/item/stack/tile/W = C
if(!W.use(1))
return
var/turf/open/floor/T = ChangeTurf(W.turf_type)
if(istype(W,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
var/obj/item/stack/tile/light/L = W
var/turf/open/floor/light/F = T
F.state = L.state
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
else
user << "<span class='warning'>This section is too damaged to support a tile! Use a welder to fix the damage.</span>"
else if(istype(C, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/welder = C
if( welder.isOn() && (broken || burnt) )
if(welder.remove_fuel(0,user))
user << "<span class='danger'>You fix some dents on the broken plating.</span>"
playsound(src, 'sound/items/Welder.ogg', 80, 1)
icon_state = icon_plating
burnt = 0
broken = 0
/turf/open/floor/plating/airless
icon_state = "plating"
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/engine
name = "reinforced floor"
icon_state = "engine"
thermal_conductivity = 0.025
heat_capacity = INFINITY
floor_tile = /obj/item/stack/rods
/turf/open/floor/engine/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/engine/break_tile()
return //unbreakable
/turf/open/floor/engine/burn_tile()
return //unburnable
/turf/open/floor/engine/make_plating(force = 0)
if(force)
..()
return //unplateable
/turf/open/floor/engine/attackby(obj/item/weapon/C, mob/user, params)
if(!C || !user)
return
if(istype(C, /obj/item/weapon/wrench))
user << "<span class='notice'>You begin removing rods...</span>"
playsound(src, 'sound/items/Ratchet.ogg', 80, 1)
if(do_after(user, 30/C.toolspeed, target = src))
if(!istype(src, /turf/open/floor/engine))
return
new /obj/item/stack/rods(src, 2)
ChangeTurf(/turf/open/floor/plating)
return
/turf/open/floor/engine/ex_act(severity,target)
switch(severity)
if(1)
if(prob(80))
ReplaceWithLattice()
else if(prob(50))
qdel(src)
else
make_plating(1)
if(2)
if(prob(50))
make_plating(1)
//air filled floors; used in atmos pressure chambers
/turf/open/floor/engine/n2o
name = "n2o floor"
initial_gas_mix = "n2o=6000;TEMP=293.15"
/turf/open/floor/engine/co2
name = "co2 floor"
initial_gas_mix = "co2=50000;TEMP=293.15"
/turf/open/floor/engine/plasma
name = "plasma floor"
initial_gas_mix = "plasma=70000;TEMP=293.15"
/turf/open/floor/engine/o2
name = "o2 floor"
initial_gas_mix = "o2=100000;TEMP=293.15"
/turf/open/floor/engine/n2
name = "n2 floor"
initial_gas_mix = "n2=100000;TEMP=293.15"
/turf/open/floor/engine/air
name = "air floor"
initial_gas_mix = "o2=2644;n2=10580;TEMP=293.15"
/turf/open/floor/engine/cult
name = "engraved floor"
icon_state = "cult"
/turf/open/floor/engine/cult/New()
PoolOrNew(/obj/effect/overlay/temp/cult/turf/open/floor, src)
..()
/turf/open/floor/engine/cult/narsie_act()
return
/turf/open/floor/engine/cult/ratvar_act()
..()
if(istype(src, /turf/open/floor/engine/cult)) //if we haven't changed type
var/previouscolor = color
color = "#FAE48C"
animate(src, color = previouscolor, time = 8)
/turf/open/floor/engine/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(builtin_tile)
if(prob(30))
builtin_tile.loc = src
make_plating()
else if(prob(30))
ReplaceWithLattice()
/turf/open/floor/engine/cult/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/engine/vacuum
name = "vacuum floor"
icon_state = "engine"
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plasteel/airless
initial_gas_mix = "TEMP=2.7"
// ONE DAY WE WILL HAVE SUBTYPES
/turf/open/floor/plasteel/airless/shuttle
icon_state = "shuttlefloor"
/turf/open/floor/plasteel/airless/shuttle/red
name = "Brig floor"
icon_state = "shuttlefloor4"
/turf/open/floor/plasteel/airless/shuttle/yellow
icon_state = "shuttlefloor2"
/turf/open/floor/plasteel/airless/shuttle/white
icon_state = "shuttlefloor3"
/turf/open/floor/plasteel/airless/shuttle/purple
icon_state = "shuttlefloor5"
/turf/open/floor/plating/abductor
name = "alien floor"
icon_state = "alienpod1"
/turf/open/floor/plating/abductor/New()
..()
icon_state = "alienpod[rand(1,9)]"
///LAVA
/turf/open/floor/plating/lava
name = "lava"
icon_state = "lava"
baseturf = /turf/open/floor/plating/lava //lava all the way down
slowdown = 2
var/processing = 0
luminosity = 1
/turf/open/floor/plating/lava/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/lava/Entered(atom/movable/AM)
burn_stuff()
if(!processing)
processing = 1
START_PROCESSING(SSobj, src)
/turf/open/floor/plating/lava/process()
if(!burn_stuff())
processing = 0
STOP_PROCESSING(SSobj, src)
/turf/open/floor/plating/lava/make_plating()
return
/turf/open/floor/plating/lava/GetHeatCapacity()
. = 700000
/turf/open/floor/plating/lava/GetTemperature()
. = 5000
/turf/open/floor/plating/lava/TakeTemperature(temp)
/turf/open/floor/plating/lava/proc/burn_stuff()
. = 0
for(var/thing in contents)
if(istype(thing, /obj))
var/obj/O = thing
if(istype(O, /obj/effect/decal/cleanable/ash)) //So we don't get stuck burning the same ash pile forever
qdel(O)
continue
. = 1
if(O.burn_state == FIRE_PROOF)
O.burn_state = FLAMMABLE //Even fireproof things burn up in lava
O.fire_act()
else if (istype(thing, /mob/living))
. = 1
var/mob/living/L = thing
if("lava" in L.weather_immunities)
continue
if(L.buckled)
if(isobj(L.buckled))
var/obj/O = L.buckled
if(O.burn_state == LAVA_PROOF)
continue
if(isliving(L.buckled)) //Goliath riding
var/mob/living/live = L.buckled
if("lava" in live.weather_immunities)
continue
L.adjustFireLoss(20)
if(L) //mobs turning into object corpses could get deleted here.
L.adjust_fire_stacks(20)
L.IgniteMob()
/turf/open/floor/plating/lava/attackby(obj/item/C, mob/user, params) //Lava isn't a good foundation to build on
return
/turf/open/floor/plating/lava/break_tile()
return
/turf/open/floor/plating/lava/burn_tile()
return
/turf/open/floor/plating/lava/attackby(obj/item/C, mob/user, params) //Lava isn't a good foundation to build on
return
/turf/open/floor/plating/lava/smooth
name = "lava"
baseturf = /turf/open/floor/plating/lava/smooth
icon = 'icons/turf/floors/lava.dmi'
icon_state = "unsmooth"
smooth = SMOOTH_MORE | SMOOTH_BORDER
canSmoothWith = list(/turf/closed/mineral, /turf/open/floor/plating/lava/smooth)
/turf/open/floor/plating/lava/smooth/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/astplate
icon_state = "asteroidplating"
/turf/open/floor/plating/airless/astplate
icon_state = "asteroidplating"
+127
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//ASTEROID FLOORS
/turf/open/floor/plasteel/asteroid/warning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "asteroid_warn"
/turf/open/floor/plasteel/asteroid/warning/side
icon_state = "asteroid_warn_side"
/turf/open/floor/plasteel/asteroid/warning/corner
icon_state = "asteroid_warn_corner"
/turf/open/floor/plasteel/asteroid/warning/end
icon_state = "asteroid_warn_end"
/turf/open/floor/plasteel/airless/asteroid/warning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "asteroid_warn"
/turf/open/floor/plasteel/airless/asteroid/warning/side
icon_state = "asteroid_warn_side"
/turf/open/floor/plasteel/airless/asteroid/warning/corner
icon_state = "asteroid_warn_corner"
/turf/open/floor/plasteel/airless/asteroid/warning/end
icon_state = "asteroid_warn_end"
/turf/open/floor/plating/astplate/warning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "astplate_warn"
/turf/open/floor/plating/astplate/warning/corner
icon_state = "astplate_warn_corner"
/turf/open/floor/plating/astplate/warning/side
icon_state = "astplate_warn_side"
/turf/open/floor/plating/astplate/warning/end
icon_state = "astplate_warn_end"
/turf/open/floor/plating/airless/astplate/warning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "astplate_warn"
/turf/open/floor/plating/airless/astplate/warning/corner
icon_state = "astplate_warn_corner"
/turf/open/floor/plating/airless/astplate/warning/side
icon_state = "astplate_warn_side"
/turf/open/floor/plating/airless/astplate/warning/end
icon_state = "astplate_warn_end"
//PLASTEEL
/turf/open/floor/plasteel/warning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "plasteel_warn"
/turf/open/floor/plasteel/warning/corner
icon_state = "plasteel_warn_corner"
/turf/open/floor/plasteel/warning/side
icon_state = "plasteel_warn_side"
/turf/open/floor/plasteel/warning/end
icon_state = "plasteel_warn_end"
/turf/open/floor/plasteel/airless/warning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "plasteel_warn"
/turf/open/floor/plasteel/airless/warning/corner
icon_state = "plasteel_warn_corner"
/turf/open/floor/plasteel/airless/warning/side
icon_state = "plasteel_warn_side"
/turf/open/floor/plasteel/airless/warning/end
icon_state = "plasteel_warn_end"
//PLASTEEL WHITE
/turf/open/floor/plasteel/warnwhite
icon = 'icons/turf/floors/warning.dmi'
icon_state = "white_warn"
/turf/open/floor/plasteel/warnwhite/corner
icon_state = "white_warn_corner"
/turf/open/floor/plasteel/warnwhite/side
icon_state = "white_warn_side"
/turf/open/floor/plasteel/warnwhite/end
icon_state = "white_warn_end"
/turf/open/floor/plasteel/airless/warnwhite
icon = 'icons/turf/floors/warning.dmi'
icon_state = "white_warn"
/turf/open/floor/plasteel/airless/warnwhite/corner
icon_state = "white_warn_corner"
/turf/open/floor/plasteel/airless/warnwhite/side
icon_state = "white_warn_side"
/turf/open/floor/plasteel/airless/warnwhite/end
icon_state = "white_warn_end"
//PLASTEEL BLACK
/turf/open/floor/plasteel/darkwarning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "black_warn"
/turf/open/floor/plasteel/darkwarning/corner
icon_state = "black_warn_corner"
/turf/open/floor/plasteel/darkwarning/side
icon_state = "black_warn_side"
/turf/open/floor/plasteel/darkwarning/end
icon_state = "black_warn_end"
/turf/open/floor/plasteel/airless/darkwarning
icon = 'icons/turf/floors/warning.dmi'
icon_state = "black_warn"
/turf/open/floor/plasteel/airless/darkwarning/corner
icon_state = "black_warn_corner"
/turf/open/floor/plasteel/airless/darkwarning/side
icon_state = "black_warn_side"
/turf/open/floor/plasteel/airless/darkwarning/end
icon_state = "black_warn_end"
//PLATING
/turf/open/floor/plating/warnplate
icon = 'icons/turf/floors/warning.dmi'
icon_state = "plating_warn"
/turf/open/floor/plating/warnplate/corner
icon_state = "plating_warn_corner"
/turf/open/floor/plating/warnplate/side
icon_state = "plating_warn_side"
/turf/open/floor/plating/warnplate/end
icon_state = "plating_warn_end"
/turf/open/floor/plating/airless/warnplate
icon = 'icons/turf/floors/warning.dmi'
icon_state = "plating_warn"
/turf/open/floor/plating/airless/warnplate/corner
icon_state = "plating_warn_corner"
/turf/open/floor/plating/airless/warnplate/side
icon_state = "plating_warn_side"
/turf/open/floor/plating/airless/warnplate/end
icon_state = "plating_warn_end"
+81
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#define RANDOM_UPPER_X 200
#define RANDOM_UPPER_Y 200
#define RANDOM_LOWER_X 50
#define RANDOM_LOWER_Y 50
/proc/spawn_rivers(target_z = 5, nodes = 4, turf_type = /turf/open/floor/plating/lava/smooth/lava_land_surface, whitelist_area = /area/lavaland/surface/outdoors, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y)
var/list/river_nodes = list()
var/num_spawned = 0
while(num_spawned < nodes)
var/turf/F = locate(rand(min_x, max_x), rand(min_y, max_y), target_z)
river_nodes += new /obj/effect/landmark/river_waypoint(F)
num_spawned++
//make some randomly pathing rivers
for(var/A in river_nodes)
var/obj/effect/landmark/river_waypoint/W = A
if (W.z != target_z || W.connected)
continue
W.connected = 1
var/turf/cur_turf = new turf_type(get_turf(W))
//cur_turf.ChangeTurf(turf_type)
var/turf/target_turf = get_turf(pick(river_nodes - W))
if(!target_turf)
break
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
while(cur_turf != target_turf)
if(detouring) //randomly snake around a bit
if(prob(20))
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
else if(prob(20))
detouring = 1
if(prob(50))
cur_dir = turn(cur_dir, 45)
else
cur_dir = turn(cur_dir, -45)
else
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
var/area/new_area = get_area(cur_turf)
if(!istype(new_area, whitelist_area)) //Rivers will skip ruins
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
else
var/turf/open/river_turf = new turf_type(cur_turf)
river_turf.Spread(30, 25)
for(var/WP in river_nodes)
qdel(WP)
/obj/effect/landmark/river_waypoint
name = "river waypoint"
var/connected = 0
invisibility = INVISIBILITY_ABSTRACT
/turf/proc/Spread(probability = 30, prob_loss = 25)
if(probability <= 0)
return
for(var/turf/F in orange(1, src))
if(!F.density || istype(F, /turf/closed/mineral))
var/turf/L = new src.type(F)
if(L && prob(probability))
L.Spread(probability - prob_loss)
#undef RANDOM_UPPER_X
#undef RANDOM_UPPER_Y
#undef RANDOM_LOWER_X
#undef RANDOM_LOWER_Y
+263
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/turf/closed/wall
name = "wall"
desc = "A huge chunk of metal used to separate rooms."
icon = 'icons/turf/walls/wall.dmi'
icon_state = "wall"
var/mineral = "metal"
explosion_block = 1
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
var/walltype = "metal"
var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
var/slicing_duration = 100 //default time taken to slice the wall
var/sheet_type = /obj/item/stack/sheet/metal
var/obj/item/stack/sheet/builtin_sheet = null
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust)
smooth = SMOOTH_TRUE
/turf/closed/wall/New()
..()
builtin_sheet = new sheet_type
/turf/closed/wall/attack_tk()
return
/turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0)
if(devastated)
devastate_wall()
else
playsound(src, 'sound/items/Welder.ogg', 100, 1)
var/newgirder = break_wall()
if(newgirder) //maybe we don't /want/ a girder!
transfer_fingerprints_to(newgirder)
for(var/obj/O in src.contents) //Eject contents!
if(istype(O,/obj/structure/sign/poster))
var/obj/structure/sign/poster/P = O
P.roll_and_drop(src)
else
O.loc = src
ChangeTurf(/turf/open/floor/plating)
/turf/closed/wall/proc/break_wall()
builtin_sheet.amount = 2
builtin_sheet.loc = src
return (new /obj/structure/girder(src))
/turf/closed/wall/proc/devastate_wall()
builtin_sheet.amount = 2
builtin_sheet.loc = src
new /obj/item/stack/sheet/metal(src)
/turf/closed/wall/ex_act(severity, target)
if(target == src)
dismantle_wall(1,1)
return
switch(severity)
if(1)
//SN src = null
src.ChangeTurf(src.baseturf)
return
if(2)
if (prob(50))
dismantle_wall(0,1)
else
dismantle_wall(1,1)
if(3)
if (prob(hardness))
dismantle_wall(0,1)
else
if(!density)
..()
return
/turf/closed/wall/blob_act(obj/effect/blob/B)
if(prob(50))
dismantle_wall()
/turf/closed/wall/mech_melee_attack(obj/mecha/M)
M.do_attack_animation(src)
if(M.damtype == "brute")
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
visible_message("<span class='danger'>[M.name] has hit [src]!</span>")
if(prob(hardness + M.force) && M.force > 20)
dismantle_wall(1)
visible_message("<span class='warning'>[M.name] smashes through the wall!</span>")
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
/turf/closed/wall/attack_paw(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
return src.attack_hand(user)
/turf/closed/wall/attack_animal(mob/living/simple_animal/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
if(M.environment_smash >= 2)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
M << "<span class='notice'>You smash through the wall.</span>"
dismantle_wall(1)
return
/turf/closed/wall/attack_hulk(mob/user)
..(user, 1)
if(prob(hardness))
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
user << text("<span class='notice'>You smash through the wall.</span>")
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
dismantle_wall(1)
else
playsound(src, 'sound/effects/bang.ogg', 50, 1)
user << text("<span class='notice'>You punch the wall.</span>")
return 1
/turf/closed/wall/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user << "<span class='notice'>You push the wall but nothing happens!</span>"
playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
..()
return
/turf/closed/wall/attackby(obj/item/weapon/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if (!user.IsAdvancedToolUser())
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
//get the user's location
if( !istype(user.loc, /turf) )
return //can't do this stuff whilst inside objects and such
add_fingerprint(user)
//THERMITE related stuff. Calls src.thermitemelt() which handles melting simulated walls and the relevant effects
if( thermite )
if(W.is_hot())
thermitemelt(user)
return
var/turf/T = user.loc //get user's location for delay checks
//the istype cascade has been spread among various procs for easy overriding
if(try_wallmount(W,user,T) || try_decon(W,user,T) || try_destroy(W,user,T))
return
return
/turf/closed/wall/proc/try_wallmount(obj/item/weapon/W, mob/user, turf/T)
//check for wall mounted frames
if(istype(W,/obj/item/wallframe))
var/obj/item/wallframe/F = W
if(F.try_build(src))
F.attach(src)
return 1
//Poster stuff
else if(istype(W,/obj/item/weapon/poster))
place_poster(W,user)
return 1
return 0
/turf/closed/wall/proc/try_decon(obj/item/weapon/W, mob/user, turf/T)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the outer plating...</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, slicing_duration/W.toolspeed, target = src))
if( !istype(src, /turf/closed/wall) || !user || !WT || !WT.isOn() || !T )
return 1
if( user.loc == T && user.get_active_hand() == WT )
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
return 1
else if( istype(W, /obj/item/weapon/gun/energy/plasmacutter) )
user << "<span class='notice'>You begin slicing through the outer plating...</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, slicing_duration*0.6, target = src)) // plasma cutter is faster than welding tool
if( !istype(src, /turf/closed/wall) || !user || !W || !T )
return 1
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>You remove the outer plating.</span>"
dismantle_wall()
visible_message("The wall was sliced apart by [user]!", "<span class='italics'>You hear metal being sliced apart.</span>")
return 1
return 0
/turf/closed/wall/proc/try_destroy(obj/item/weapon/W, mob/user, turf/T)
if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
if( !istype(src, /turf/closed/wall) || !user || !W || !T )
return 1
if( user.loc == T && user.get_active_hand() == W )
D.playDigSound()
dismantle_wall()
visible_message("<span class='warning'>[user] smashes through the [name] with the [W.name]!</span>", "<span class='italics'>You hear the grinding of metal.</span>")
return 1
return 0
/turf/closed/wall/proc/thermitemelt(mob/user)
overlays = list()
var/obj/effect/overlay/O = new/obj/effect/overlay( src )
O.name = "thermite"
O.desc = "Looks hot."
O.icon = 'icons/effects/fire.dmi'
O.icon_state = "2"
O.anchored = 1
O.opacity = 1
O.density = 1
O.layer = FLY_LAYER
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(thermite >= 50)
var/burning_time = max(100,300 - thermite)
var/turf/open/floor/F = ChangeTurf(/turf/open/floor/plating)
F.burn_tile()
F.icon_state = "wall_thermite"
F.add_hiddenprint(user)
spawn(burning_time)
if(O)
qdel(O)
else
thermite = 0
spawn(50)
if(O)
qdel(O)
return
/turf/closed/wall/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(prob(50))
dismantle_wall()
return
if(current_size == STAGE_FOUR)
if(prob(30))
dismantle_wall()
/turf/closed/wall/narsie_act()
if(prob(20))
ChangeTurf(/turf/closed/wall/mineral/cult)
/turf/closed/wall/ratvar_act()
if(prob(20))
ChangeTurf(/turf/closed/wall/clockwork)
/turf/closed/wall/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
return 0
+189
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@@ -0,0 +1,189 @@
/turf/closed/wall/mineral
name = "mineral wall"
desc = "This shouldn't exist"
icon_state = ""
var/last_event = 0
var/active = null
canSmoothWith = null
smooth = SMOOTH_TRUE
/turf/closed/wall/mineral/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold"
walltype = "gold"
mineral = "gold"
sheet_type = /obj/item/stack/sheet/mineral/gold
//var/electro = 1
//var/shocked = null
explosion_block = 0 //gold is a soft metal you dingus.
canSmoothWith = list(/turf/closed/wall/mineral/gold, /obj/structure/falsewall/gold)
/turf/closed/wall/mineral/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny!"
icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver"
walltype = "silver"
mineral = "silver"
sheet_type = /obj/item/stack/sheet/mineral/silver
//var/electro = 0.75
//var/shocked = null
canSmoothWith = list(/turf/closed/wall/mineral/silver, /obj/structure/falsewall/silver)
/turf/closed/wall/mineral/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond"
walltype = "diamond"
mineral = "diamond"
sheet_type = /obj/item/stack/sheet/mineral/diamond
slicing_duration = 200 //diamond wall takes twice as much time to slice
explosion_block = 3
canSmoothWith = list(/turf/closed/wall/mineral/diamond, /obj/structure/falsewall/diamond)
/turf/closed/wall/mineral/diamond/thermitemelt(mob/user)
return
/turf/closed/wall/mineral/clown
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium"
walltype = "bananium"
mineral = "bananium"
sheet_type = /obj/item/stack/sheet/mineral/bananium
canSmoothWith = list(/turf/closed/wall/mineral/clown, /obj/structure/falsewall/clown)
/turf/closed/wall/mineral/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating. Rough."
icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone"
walltype = "sandstone"
mineral = "sandstone"
sheet_type = /obj/item/stack/sheet/mineral/sandstone
explosion_block = 0
canSmoothWith = list(/turf/closed/wall/mineral/sandstone, /obj/structure/falsewall/sandstone)
/turf/closed/wall/mineral/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium"
walltype = "uranium"
mineral = "uranium"
sheet_type = /obj/item/stack/sheet/mineral/uranium
canSmoothWith = list(/turf/closed/wall/mineral/uranium, /obj/structure/falsewall/uranium)
/turf/closed/wall/mineral/uranium/proc/radiate()
if(!active)
if(world.time > last_event+15)
active = 1
radiation_pulse(get_turf(src), 3, 3, 4, 0)
for(var/turf/closed/wall/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
active = null
return
return
/turf/closed/wall/mineral/uranium/attack_hand(mob/user)
radiate()
..()
/turf/closed/wall/mineral/uranium/attackby(obj/item/weapon/W, mob/user, params)
radiate()
..()
/turf/closed/wall/mineral/uranium/Bumped(AM as mob|obj)
radiate()
..()
/turf/closed/wall/mineral/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definitely a bad idea."
icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma"
walltype = "plasma"
mineral = "plasma"
sheet_type = /obj/item/stack/sheet/mineral/plasma
thermal_conductivity = 0.04
canSmoothWith = list(/turf/closed/wall/mineral/plasma, /obj/structure/falsewall/plasma)
/turf/closed/wall/mineral/plasma/attackby(obj/item/weapon/W, mob/user, params)
if(W.is_hot() > 300)//If the temperature of the object is over 300, then ignite
message_admins("Plasma wall ignited by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("Plasma wall ignited by [key_name(user)] in ([x],[y],[z])")
ignite(W.is_hot())
return
..()
/turf/closed/wall/mineral/plasma/proc/PlasmaBurn(temperature)
new /obj/structure/girder(src)
src.ChangeTurf(/turf/open/floor/plasteel)
var/turf/open/T = src
T.atmos_spawn_air("plasma=400;TEMP=1000")
/turf/closed/wall/mineral/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :(
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/turf/closed/wall/mineral/plasma/proc/ignite(exposed_temperature)
if(exposed_temperature > 300)
PlasmaBurn(exposed_temperature)
/turf/closed/wall/mineral/plasma/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj,/obj/item/projectile/beam))
PlasmaBurn(2500)
else if(istype(Proj,/obj/item/projectile/ion))
PlasmaBurn(500)
..()
/turf/closed/wall/mineral/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood"
walltype = "wood"
mineral = "wood"
sheet_type = /obj/item/stack/sheet/mineral/wood
hardness = 70
explosion_block = 0
canSmoothWith = list(/turf/closed/wall/mineral/wood, /obj/structure/falsewall/wood)
/turf/closed/wall/mineral/iron
name = "rough metal wall"
desc = "A wall with rough metal plating."
icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron"
walltype = "iron"
mineral = "rods"
sheet_type = /obj/item/stack/rods
canSmoothWith = list(/turf/closed/wall/mineral/iron, /obj/structure/falsewall/iron)
/turf/closed/wall/mineral/snow
name = "packed snow wall"
desc = "A wall made of densely packed snow blocks."
icon = 'icons/turf/walls/snow_wall.dmi'
icon_state = "snow"
walltype = "snow"
mineral = "snow"
hardness = 80
sheet_type = /obj/item/stack/sheet/mineral/snow
canSmoothWith = null
/turf/closed/wall/mineral/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor"
walltype = "abductor"
mineral = "abductor"
sheet_type = /obj/item/stack/sheet/mineral/abductor
slicing_duration = 200 //alien wall takes twice as much time to slice
explosion_block = 3
canSmoothWith = list(/turf/closed/wall/mineral/abductor, /obj/structure/falsewall/abductor)
+193
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@@ -0,0 +1,193 @@
/turf/closed/wall/mineral/cult
name = "runed metal wall"
desc = "A cold metal wall engraved with indecipherable symbols. Studying them causes your head to pound."
icon = 'icons/turf/walls/cult_wall.dmi'
icon_state = "cult"
walltype = "cult"
builtin_sheet = null
canSmoothWith = null
/turf/closed/wall/mineral/cult/New()
PoolOrNew(/obj/effect/overlay/temp/cult/turf, src)
..()
/turf/closed/wall/mineral/cult/break_wall()
new/obj/item/stack/sheet/runed_metal(get_turf(src), 1)
return (new /obj/structure/girder/cult(src))
/turf/closed/wall/mineral/cult/devastate_wall()
new/obj/item/stack/sheet/runed_metal(get_turf(src), 1)
/turf/closed/wall/mineral/cult/narsie_act()
return
/turf/closed/wall/mineral/cult/ratvar_act()
..()
if(istype(src, /turf/closed/wall/mineral/cult)) //if we haven't changed type
var/previouscolor = color
color = "#FAE48C"
animate(src, color = previouscolor, time = 8)
/turf/closed/wall/mineral/cult/artificer
name = "runed stone wall"
desc = "A cold stone wall engraved with indecipherable symbols. Studying them causes your head to pound."
/turf/closed/wall/mineral/cult/artificer/break_wall()
PoolOrNew(/obj/effect/overlay/temp/cult/turf, get_turf(src))
return null //excuse me we want no runed metal here
/turf/closed/wall/mineral/cult/artificer/devastate_wall()
PoolOrNew(/obj/effect/overlay/temp/cult/turf, get_turf(src))
//Clockwork wall: Causes nearby tinkerer's caches to generate components.
/turf/closed/wall/clockwork
name = "clockwork wall"
desc = "A huge chunk of warm metal. The clanging of machinery emanates from within."
icon = 'icons/turf/walls/clockwork_wall.dmi'
icon_state = "clockwork_wall"
canSmoothWith = list(/turf/closed/wall/clockwork)
smooth = SMOOTH_MORE
explosion_block = 2
/turf/closed/wall/clockwork/New()
..()
PoolOrNew(/obj/effect/overlay/temp/ratvar/wall, src)
PoolOrNew(/obj/effect/overlay/temp/ratvar/beam, src)
clockwork_construction_value += 5
/turf/closed/wall/clockwork/Destroy()
clockwork_construction_value -= 5
..()
/turf/closed/wall/clockwork/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if(!WT.isOn())
return 0
user.visible_message("<span class='notice'>[user] begins slowly breaking down [src]...</span>", "<span class='notice'>You begin painstakingly destroying [src]...</span>")
if(!do_after(user, 120 / WT.toolspeed, target = src))
return 0
if(!WT.remove_fuel(1, user))
return 0
user.visible_message("<span class='notice'>[user] breaks apart [src]!</span>", "<span class='notice'>You break apart [src]!</span>")
dismantle_wall()
return 1
return ..()
/turf/closed/wall/clockwork/ratvar_act()
return 0
/turf/closed/wall/clockwork/narsie_act()
..()
if(istype(src, /turf/closed/wall/clockwork)) //if we haven't changed type
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
/turf/closed/wall/clockwork/dismantle_wall(devastated=0, explode=0)
if(devastated)
devastate_wall()
ChangeTurf(/turf/open/floor/plating)
else
playsound(src, 'sound/items/Welder.ogg', 100, 1)
var/newgirder = break_wall()
if(newgirder) //maybe we want a gear!
transfer_fingerprints_to(newgirder)
ChangeTurf(/turf/open/floor/clockwork)
for(var/obj/O in src) //Eject contents!
if(istype(O,/obj/structure/sign/poster))
var/obj/structure/sign/poster/P = O
P.roll_and_drop(src)
else
O.loc = src
/turf/closed/wall/clockwork/break_wall()
return new/obj/structure/clockwork/wall_gear(src)
/turf/closed/wall/clockwork/devastate_wall()
new/obj/item/clockwork/alloy_shards(src)
/turf/closed/wall/vault
icon = 'icons/turf/walls.dmi'
icon_state = "rockvault"
/turf/closed/wall/ice
icon = 'icons/turf/walls/icedmetal_wall.dmi'
icon_state = "iced"
desc = "A wall covered in a thick sheet of ice."
walltype = "iced"
canSmoothWith = null
hardness = 35
slicing_duration = 150 //welding through the ice+metal
/turf/closed/wall/rust
name = "rusted wall"
desc = "A rusted metal wall."
icon = 'icons/turf/walls/rusty_wall.dmi'
icon_state = "arust"
walltype = "arust"
hardness = 45
/turf/closed/wall/r_wall/rust
name = "rusted reinforced wall"
desc = "A huge chunk of rusted reinforced metal."
icon = 'icons/turf/walls/rusty_reinforced_wall.dmi'
icon_state = "rrust"
walltype = "rrust"
hardness = 15
/turf/closed/wall/shuttle
name = "wall"
icon = 'icons/turf/shuttle.dmi'
icon_state = "wall"
walltype = "shuttle"
smooth = SMOOTH_FALSE
/turf/closed/wall/shuttle/smooth
name = "wall"
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle"
walltype = "shuttle"
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/shuttle/smooth, /obj/structure/window/shuttle, /obj/structure/shuttle/engine)
/turf/closed/wall/shuttle/smooth/nodiagonal
smooth = SMOOTH_MORE
icon_state = "shuttle_nd"
/turf/closed/wall/shuttle/smooth/overspace
icon_state = "overspace"
fixed_underlay = list("space"=1)
//sub-type to be used for interior shuttle walls
//won't get an underlay of the destination turf on shuttle move
/turf/closed/wall/shuttle/interior/copyTurf(turf/T)
if(T.type != type)
T.ChangeTurf(type)
if(underlays.len)
T.underlays = underlays
if(T.icon_state != icon_state)
T.icon_state = icon_state
if(T.icon != icon)
T.icon = icon
if(T.color != color)
T.color = color
if(T.dir != dir)
T.setDir(dir)
T.transform = transform
return T
/turf/closed/wall/shuttle/copyTurf(turf/T)
. = ..()
T.transform = transform
//why don't shuttle walls habe smoothwall? now i gotta do rotation the dirty way <- DOUBLE GOOFBALL FOR NOT CALLING PARENT
/turf/closed/wall/shuttle/shuttleRotate(rotation)
if(smooth)
return ..()
var/matrix/M = transform
M.Turn(rotation)
transform = M
@@ -0,0 +1,228 @@
/turf/closed/wall/r_wall
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to separate rooms."
icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "r_wall"
opacity = 1
density = 1
walltype = "rwall"
var/d_state = 0
hardness = 10
sheet_type = /obj/item/stack/sheet/plasteel
explosion_block = 2
/turf/closed/wall/r_wall/break_wall()
builtin_sheet.loc = src
return (new /obj/structure/girder/reinforced(src))
/turf/closed/wall/r_wall/devastate_wall()
builtin_sheet.loc = src
new /obj/item/stack/sheet/metal(src, 2)
/turf/closed/wall/r_wall/attack_animal(mob/living/simple_animal/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
if(M.environment_smash == 3)
dismantle_wall(1)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
M << "<span class='notice'>You smash through the wall.</span>"
else
M << "<span class='warning'>This wall is far too strong for you to destroy.</span>"
/turf/closed/wall/r_wall/try_destroy(obj/item/weapon/W, mob/user, turf/T)
if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
user << "<span class='notice'>You begin to smash though the [name]...</span>"
if(do_after(user, 50, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( user.loc == T && user.get_active_hand() == W )
D.playDigSound()
visible_message("<span class='warning'>[user] smashes through the [name] with the [D.name]!</span>", "<span class='italics'>You hear the grinding of metal.</span>")
dismantle_wall()
return 1
else if(istype(W, /obj/item/stack/sheet/metal) && d_state)
var/obj/item/stack/sheet/metal/MS = W
if (MS.get_amount() < 1)
user << "<span class='warning'>You need one sheet of metal to repair the wall!</span>"
return 1
user << "<span class='notice'>You begin patching-up the wall with \a [MS]...</span>"
if (do_after(user, max(20*d_state,100), target = src))//time taken to repair is proportional to the damage! (max 10 seconds)
if(loc == null || MS.get_amount() < 1)
return 1
MS.use(1)
src.d_state = 0
src.icon_state = "r_wall"
queue_smooth_neighbors(src)
user << "<span class='notice'>You repair the last of the damage.</span>"
return 1
return 0
/turf/closed/wall/r_wall/try_decon(obj/item/weapon/W, mob/user, turf/T)
//DECONSTRUCTION
switch(d_state)
if(0)
if (istype(W, /obj/item/weapon/wirecutters))
playsound(src, 'sound/items/Wirecutter.ogg', 100, 1)
src.d_state = 1
update_icon()
user << "<span class='notice'>You cut the outer grille.</span>"
return 1
if(1)
if (istype(W, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin removing the support lines...</span>"
playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
if(do_after(user, 40, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( d_state == 1 && user.loc == T && user.get_active_hand() == W )
src.d_state = 2
update_icon()
user << "<span class='notice'>You remove the support lines.</span>"
return 1
//REPAIRING (replacing the outer grille for cosmetic damage)
else if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/O = W
if (O.use(1))
src.d_state = 0
update_icon()
src.icon_state = "r_wall"
user << "<span class='notice'>You replace the outer grille.</span>"
else
user << "<span class='warning'>Report this to a coder: metal stack had less than one sheet in it when trying to repair wall</span>"
return 1
return 1
if(2)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the metal cover...</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 60, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !WT || !WT.isOn() || !T )
return 0
if( d_state == 2 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 3
update_icon()
user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
return 1
if( istype(W, /obj/item/weapon/gun/energy/plasmacutter) )
user << "<span class='notice'>You begin slicing through the metal cover...</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 60, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( d_state == 2 && user.loc == T && user.get_active_hand() == W )
src.d_state = 3
update_icon()
user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
return 1
if(3)
if (istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You struggle to pry off the cover...</span>"
playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
if(do_after(user, 100, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( d_state == 3 && user.loc == T && user.get_active_hand() == W )
src.d_state = 4
update_icon()
user << "<span class='notice'>You pry off the cover.</span>"
return 1
if(4)
if (istype(W, /obj/item/weapon/wrench))
user << "<span class='notice'>You start loosening the anchoring bolts which secure the support rods to their frame...</span>"
playsound(src, 'sound/items/Ratchet.ogg', 100, 1)
if(do_after(user, 40, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( d_state == 4 && user.loc == T && user.get_active_hand() == W )
src.d_state = 5
update_icon()
user << "<span class='notice'>You remove the bolts anchoring the support rods.</span>"
return 1
if(5)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the support rods...</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 100, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !WT || !WT.isOn() || !T )
return 1
if( d_state == 5 && user.loc == T && user.get_active_hand() == WT )
src.d_state = 6
update_icon()
user << "<span class='notice'>You slice through the support rods.</span>"
return 1
if( istype(W, /obj/item/weapon/gun/energy/plasmacutter) )
user << "<span class='notice'>You begin slicing through the support rods...</span>"
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 70, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( d_state == 5 && user.loc == T && user.get_active_hand() == W )
src.d_state = 6
update_icon()
user << "<span class='notice'>You slice through the support rods.</span>"
return 1
if(6)
if( istype(W, /obj/item/weapon/crowbar) )
user << "<span class='notice'>You struggle to pry off the outer sheath...</span>"
playsound(src, 'sound/items/Crowbar.ogg', 100, 1)
if(do_after(user, 100, target = src))
if( !istype(src, /turf/closed/wall/r_wall) || !user || !W || !T )
return 1
if( user.loc == T && user.get_active_hand() == W )
user << "<span class='notice'>You pry off the outer sheath.</span>"
dismantle_wall()
return 1
return 0
/turf/closed/wall/r_wall/proc/update_icon()
if(d_state)
icon_state = "r_wall-[d_state]"
smooth = SMOOTH_FALSE
clear_smooth_overlays()
else
smooth = SMOOTH_TRUE
icon_state = ""
/turf/closed/wall/r_wall/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(prob(30))
dismantle_wall()
+169
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/turf/open/space
icon = 'icons/turf/space.dmi'
icon_state = "0"
name = "\proper space"
intact = 0
temperature = TCMB
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 700000
var/destination_z
var/destination_x
var/destination_y
var/global/datum/gas_mixture/space/space_gas = new
/turf/open/space/New()
update_icon()
air = space_gas
/turf/open/space/Destroy(force)
if(force)
. = ..()
else
return QDEL_HINT_LETMELIVE
/turf/open/space/attack_ghost(mob/dead/observer/user)
if(destination_z)
var/turf/T = locate(destination_x, destination_y, destination_z)
user.forceMove(T)
/turf/open/space/Initalize_Atmos(times_fired)
return
/turf/open/space/ChangeTurf(path)
. = ..()
/turf/open/space/TakeTemperature(temp)
/turf/open/space/AfterChange()
..()
atmos_overlay_types.Cut()
/turf/open/space/Assimilate_Air()
return
/turf/open/space/proc/update_starlight()
if(config.starlight)
for(var/t in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm
if(istype(t, /turf/open/space))
//let's NOT update this that much pls
continue
SetLuminosity(4,1)
return
SetLuminosity(0)
/turf/open/space/attack_paw(mob/user)
return src.attack_hand(user)
/turf/open/space/attackby(obj/item/C, mob/user, params)
..()
if(istype(C, /obj/item/stack/rods))
var/obj/item/stack/rods/R = C
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
var/obj/structure/lattice/catwalk/W = locate(/obj/structure/lattice/catwalk, src)
if(W)
user << "<span class='warning'>There is already a catwalk here!</span>"
return
if(L)
if(R.use(1))
user << "<span class='notice'>You begin constructing catwalk...</span>"
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
qdel(L)
ReplaceWithCatwalk()
else
user << "<span class='warning'>You need two rods to build a catwalk!</span>"
return
if(R.use(1))
user << "<span class='notice'>Constructing support lattice...</span>"
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
else
user << "<span class='warning'>You need one rod to build a lattice.</span>"
return
if(istype(C, /obj/item/stack/tile/plasteel))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
var/obj/item/stack/tile/plasteel/S = C
if(S.use(1))
qdel(L)
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
user << "<span class='notice'>You build a floor.</span>"
ChangeTurf(/turf/open/floor/plating)
else
user << "<span class='warning'>You need one floor tile to build a floor!</span>"
else
user << "<span class='warning'>The plating is going to need some support! Place metal rods first.</span>"
/turf/open/space/Entered(atom/movable/A)
..()
if ((!(A) || src != A.loc))
return
if(destination_z)
A.x = destination_x
A.y = destination_y
A.z = destination_z
if(isliving(A))
var/mob/living/L = A
if(L.pulling)
var/turf/T = get_step(L.loc,turn(A.dir, 180))
L.pulling.loc = T
//now we're on the new z_level, proceed the space drifting
stoplag()//Let a diagonal move finish, if necessary
A.newtonian_move(A.inertia_dir)
/turf/open/space/proc/Sandbox_Spacemove(atom/movable/A)
var/cur_x
var/cur_y
var/next_x = src.x
var/next_y = src.y
var/target_z
var/list/y_arr
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos)
return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
if(src.x <= 1)
next_x = (--cur_x||global_map.len)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
next_x = world.maxx - 2
else if (src.x >= world.maxx)
next_x = (++cur_x > global_map.len ? 1 : cur_x)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
next_x = 3
else if (src.y <= 1)
y_arr = global_map[cur_x]
next_y = (--cur_y||y_arr.len)
target_z = y_arr[next_y]
next_y = world.maxy - 2
else if (src.y >= world.maxy)
y_arr = global_map[cur_x]
next_y = (++cur_y > y_arr.len ? 1 : cur_y)
target_z = y_arr[next_y]
next_y = 3
var/turf/T = locate(next_x, next_y, target_z)
A.Move(T)
/turf/open/space/handle_slip()
return
/turf/open/space/singularity_act()
return
/turf/open/space/can_have_cabling()
if(locate(/obj/structure/lattice/catwalk, src))
return 1
return 0
/turf/open/space/proc/update_icon()
icon_state = SPACE_ICON_STATE
+77
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/turf/open/space/transit
icon_state = "black"
dir = SOUTH
baseturf = /turf/open/space/transit
/turf/open/space/transit/horizontal
dir = WEST
/turf/open/space/transit/Entered(atom/movable/AM, atom/OldLoc)
if(!AM)
return
var/max = world.maxx-TRANSITIONEDGE
var/min = 1+TRANSITIONEDGE
var/list/possible_transtitons = list()
var/k = 1
for(var/a in map_transition_config)
if(map_transition_config[a] == CROSSLINKED) // Only pick z-levels connected to station space
possible_transtitons += k
k++
var/_z = pick(possible_transtitons)
//now select coordinates for a border turf
var/_x
var/_y
switch(dir)
if(SOUTH)
_x = rand(min,max)
_y = max
if(WEST)
_x = max
_y = rand(min,max)
if(EAST)
_x = min
_y = rand(min,max)
else
_x = rand(min,max)
_y = min
var/turf/T = locate(_x, _y, _z)
AM.loc = T
AM.newtonian_move(dir)
//Overwrite because we dont want people building rods in space.
/turf/open/space/transit/attackby()
return
/turf/open/space/transit/New()
update_icon()
..()
/turf/open/space/transit/update_icon()
var/p = 9
var/angle = 0
var/state = 1
switch(dir)
if(NORTH)
angle = 180
state = ((-p*x+y) % 15) + 1
if(state < 1)
state += 15
if(EAST)
angle = 90
state = ((x+p*y) % 15) + 1
if(WEST)
angle = -90
state = ((x-p*y) % 15) + 1
if(state < 1)
state += 15
else
state = ((p*x+y) % 15) + 1
icon_state = "speedspace_ns_[state]"
transform = turn(matrix(), angle)
+322
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@@ -0,0 +1,322 @@
/turf
icon = 'icons/turf/floors.dmi'
level = 1
var/intact = 1
var/baseturf = /turf/open/space
var/temperature = T20C
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/blocks_air = 0
var/PathNode/PNode = null //associated PathNode in the A* algorithm
flags = 0
var/list/proximity_checkers = list()
var/image/obscured //camerachunks
var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
/turf/New()
..()
levelupdate()
if(smooth)
smooth_icon(src)
visibilityChanged()
for(var/atom/movable/AM in src)
Entered(AM)
/turf/proc/Initalize_Atmos(times_fired)
CalculateAdjacentTurfs()
/turf/Destroy()
visibilityChanged()
..()
return QDEL_HINT_HARDDEL_NOW
/turf/attack_hand(mob/user)
user.Move_Pulled(src)
/turf/attackby(obj/item/C, mob/user, params)
if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = C
for(var/obj/structure/cable/LC in src)
if((LC.d1==0)||(LC.d2==0))
LC.attackby(C,user)
return
coil.place_turf(src, user)
return 1
return 0
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
if (!mover)
return 1
// First, make sure it can leave its square
if(isturf(mover.loc))
// Nothing but border objects stop you from leaving a tile, only one loop is needed
for(var/obj/obstacle in mover.loc)
if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
mover.Bump(obstacle, 1)
return 0
var/list/large_dense = list()
//Next, check objects to block entry that are on the border
for(var/atom/movable/border_obstacle in src)
if(border_obstacle.flags&ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
return 0
else
large_dense += border_obstacle
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
return 0
//Finally, check objects/mobs to block entry that are not on the border
for(var/atom/movable/obstacle in large_dense)
if(!obstacle.CanPass(mover, mover.loc, 1) && (forget != obstacle))
mover.Bump(obstacle, 1)
return 0
return 1 //Nothing found to block so return success!
/turf/Entered(atom/movable/AM)
for(var/A in proximity_checkers)
var/atom/B = A
B.HasProximity(AM)
/turf/open/Entered(atom/movable/AM)
..()
//slipping
if (istype(AM,/mob/living/carbon))
var/mob/living/carbon/M = AM
switch(wet)
if(TURF_WET_WATER)
if(!M.slip(0, 3, null, NO_SLIP_WHEN_WALKING))
M.inertia_dir = 0
if(TURF_WET_LUBE)
if(M.slip(0, 4, null, (SLIDE|GALOSHES_DONT_HELP)))
M.confused = max(M.confused, 8)
if(TURF_WET_ICE)
M.slip(0, 6, null, (SLIDE|GALOSHES_DONT_HELP))
if(TURF_WET_ICE || TURF_WET_PERMAFROST)
M.slip(0, 4, null, (SLIDE|NO_SLIP_WHEN_WALKING))
if(TURF_WET_SLIDE)
M.slip(0, 4, null, (SLIDE|GALOSHES_DONT_HELP))
/turf/proc/is_plasteel_floor()
return 0
/turf/proc/levelupdate()
for(var/obj/O in src)
if(O.level == 1)
O.hide(src.intact)
// override for space turfs, since they should never hide anything
/turf/open/space/levelupdate()
for(var/obj/O in src)
if(O.level == 1)
O.hide(0)
// Removes all signs of lattice on the pos of the turf -Donkieyo
/turf/proc/RemoveLattice()
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
qdel(L)
//Creates a new turf
/turf/proc/ChangeTurf(path, defer_change = FALSE)
if(!path)
return
if(!use_preloader && path == type) // Don't no-op if the map loader requires it to be reconstructed
return src
var/old_blueprint_data = blueprint_data
SSair.remove_from_active(src)
var/turf/W = new path(src)
if(!defer_change)
W.AfterChange()
W.blueprint_data = old_blueprint_data
return W
/turf/proc/AfterChange() //called after a turf has been replaced in ChangeTurf()
levelupdate()
CalculateAdjacentTurfs()
if(!can_have_cabling())
for(var/obj/structure/cable/C in contents)
C.Deconstruct()
queue_smooth_neighbors(src)
/turf/open/AfterChange(ignore_air)
..()
RemoveLattice()
if(!ignore_air)
Assimilate_Air()
//////Assimilate Air//////
/turf/open/proc/Assimilate_Air()
if(blocks_air)
return
var/datum/gas_mixture/total = new//Holders to assimilate air from nearby turfs
var/list/total_gases = total.gases
var/turf_count = atmos_adjacent_turfs.len
for(var/T in atmos_adjacent_turfs)
var/turf/open/S = T
var/list/S_gases = S.air.gases
for(var/id in S_gases)
total.assert_gas(id)
total_gases[id][MOLES] += S_gases[id][MOLES]
total.temperature += S.air.temperature
air.copy_from(total)
if(!turf_count) //if there weren't any open turfs, no need to update.
return
var/list/air_gases = air.gases
for(var/id in air_gases)
air_gases[id][MOLES] /= turf_count //Averages contents of the turfs, ignoring walls and the like
air.temperature /= turf_count
SSair.add_to_active(src)
/turf/proc/ReplaceWithLattice()
ChangeTurf(baseturf)
new /obj/structure/lattice(locate(x, y, z))
/turf/proc/ReplaceWithCatwalk()
ChangeTurf(baseturf)
new /obj/structure/lattice/catwalk(locate(x, y, z))
/turf/proc/phase_damage_creatures(damage,mob/U = null)//>Ninja Code. Hurts and knocks out creatures on this turf //NINJACODE
for(var/mob/living/M in src)
if(M==U)
continue//Will not harm U. Since null != M, can be excluded to kill everyone.
M.adjustBruteLoss(damage)
M.Paralyse(damage/5)
for(var/obj/mecha/M in src)
M.take_damage(damage*2, "brute")
/turf/proc/Bless()
flags |= NOJAUNT
/turf/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
if(src_object.contents.len)
usr << "<span class='notice'>You start dumping out the contents...</span>"
if(!do_after(usr,20,target=src_object))
return 0
for(var/obj/item/I in src_object)
if(user.s_active != src_object)
if(I.on_found(user))
return
src_object.remove_from_storage(I, src) //No check needed, put everything inside
return 1
//////////////////////////////
//Distance procs
//////////////////////////////
//Distance associates with all directions movement
/turf/proc/Distance(var/turf/T)
return get_dist(src,T)
// This Distance proc assumes that only cardinal movement is
// possible. It results in more efficient (CPU-wise) pathing
// for bots and anything else that only moves in cardinal dirs.
/turf/proc/Distance_cardinal(turf/T)
if(!src || !T) return 0
return abs(x - T.x) + abs(y - T.y)
////////////////////////////////////////////////////
/turf/singularity_act()
if(intact)
for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
if(O.level != 1)
continue
if(O.invisibility == INVISIBILITY_MAXIMUM)
O.singularity_act()
ChangeTurf(src.baseturf)
return(2)
/turf/proc/can_have_cabling()
return 1
/turf/proc/can_lay_cable()
return can_have_cabling() & !intact
/turf/proc/visibilityChanged()
if(ticker)
cameranet.updateVisibility(src)
/turf/proc/burn_tile()
/turf/proc/is_shielded()
/turf/contents_explosion(severity, target)
var/affecting_level
if(severity == 1)
affecting_level = 1
else if(is_shielded())
affecting_level = 3
else if(intact)
affecting_level = 2
else
affecting_level = 1
for(var/V in contents)
var/atom/A = V
if(A.level >= affecting_level)
A.ex_act(severity, target)
/turf/proc/add_blueprints(atom/movable/AM)
var/image/I = new
I.appearance = AM.appearance
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
I.loc = src
I.setDir(AM.dir)
I.alpha = 128
if(!blueprint_data)
blueprint_data = list()
blueprint_data += I
/turf/proc/add_blueprints_preround(atom/movable/AM)
if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
add_blueprints(AM)
/turf/proc/empty(turf_type=/turf/open/space)
// Remove all atoms except observers, landmarks, docking ports
var/turf/T0 = src
for(var/A in T0.GetAllContents())
if(istype(A, /mob/dead))
continue
if(istype(A, /obj/effect/landmark))
continue
if(istype(A, /obj/docking_port))
continue
qdel(A, force=TRUE)
T0.ChangeTurf(turf_type)
T0.redraw_lighting()
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)