Tg patch branch to master (#192)

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Tg modern (#149)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* Mentor system, Tickets, and discord (#151)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* Vore code sync (#157)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* edgy code of the modernization (#164)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* Merge test onto bleeding edgy (#165)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* bleeblin edgy 1/23 (#166)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* Update .travis.yml

* Update .travis.yml

* Update .travis.yml

* Revert "Modern modern"

* Revert "Revert "Modern modern""

* fix it fix it fix it fix it

* fixes title screen - thanks crow

* Riding code reverted

* possible tgui fix?

* who the fuck even knows if this is the problem

* adds moths and sharks (no colors yet, not greyscaled)
adds LOOC back

* "fixes" missing items in some machinery.

* slight tweaks to abductor spawns
borer event enabled (max 1)

* Update .travis.yml

* fixes shuttle purchase from comms

* fixes and QoL

* Polymorphing all is dangerous too

* re-fixes ahelp ticket system again

* metagaming check proving to be spamlicious

* Fixes not being able to see devoured mob poses

* fix for vehicle buckling

* ahelp timer runtime fix (#178)

* controller and game updates 1/29

* Defines, helpers, datums 1/29

* world.dm updates

* modules/admin tweaks

* everything in modules not a mob

* modules/mob fixes and such

No more PAIs ventcrawling

* icons, maps, tools, etc.

* compiler fixes

* round type vote fixed

* hardsuit cargo pack

* reduce ion and electric storm chance

* perms access for travis

* fix helmet to the suit
removes CE from crate

* changelog

* fuck

* perms for travis... again

* Update tgstation.dme

* Update tgstation.dme

* Donation race

* redpanda

* red panda

* size play work

* Size chemical basics

Needs testing/refining

* some fixing ports before I just fucking ported it anyway

* It's been a fucking week.

* commiting moar changes because github

* admins.txt lol

* icons

* defines and such

* globalvars and onclick

* Controllers

* datums

* game folder

* oh look, HoG is back

* modules pt 1

* client things

* more modules

* everything not mob code

* some mob stuff

* more mob things

* silicon mobs

* ayylims and monkeys

* human updates

* huh

* housekeeping is fired.

* last minute fixes

* more last minute things

* human parts double check'd

* more paper

* Icons are fixed

* double check of thermal protection code. (#191)
This commit is contained in:
TalkingCactus
2017-02-03 06:56:14 -05:00
committed by Poojawa
parent 7735dec0ec
commit f7c09077d2
2489 changed files with 830965 additions and 416701 deletions
+115
View File
@@ -0,0 +1,115 @@
//////////////CHASM//////////////////
/turf/open/chasm
name = "chasm"
desc = "Watch your step."
baseturf = /turf/open/chasm
smooth = SMOOTH_TRUE | SMOOTH_BORDER
icon = 'icons/turf/floors/Chasms.dmi'
icon_state = "smooth"
var/drop_x = 1
var/drop_y = 1
var/drop_z = 1
/turf/open/chasm/Entered(atom/movable/AM)
START_PROCESSING(SSobj, src)
drop_stuff(AM)
/turf/open/chasm/process()
if(!drop_stuff())
STOP_PROCESSING(SSobj, src)
/turf/open/chasm/proc/drop_stuff(AM)
. = 0
var/thing_to_check = src
if(AM)
thing_to_check = list(AM)
for(var/thing in thing_to_check)
if(droppable(thing))
. = 1
INVOKE_ASYNC(src, .proc/drop, thing)
/turf/open/chasm/proc/droppable(atom/movable/AM)
if(!isliving(AM) && !isobj(AM))
return 0
if(istype(AM, /obj/singularity) || istype(AM, /obj/item/projectile) || AM.throwing)
return 0
if(istype(AM, /obj/effect/portal))
//Portals aren't affected by gravity. Probably.
return 0
//Flies right over the chasm
if(isliving(AM))
var/mob/MM = AM
if(MM.movement_type & FLYING)
return 0
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(istype(H.belt, /obj/item/device/wormhole_jaunter))
var/obj/item/device/wormhole_jaunter/J = H.belt
//To freak out any bystanders
visible_message("<span class='boldwarning'>[H] falls into [src]!</span>")
J.chasm_react(H)
return 0
return 1
/turf/open/chasm/proc/drop(atom/movable/AM)
//Make sure the item is still there after our sleep
if(!AM || qdeleted(AM))
return
var/turf/T = locate(drop_x, drop_y, drop_z)
if(T)
AM.visible_message("<span class='boldwarning'>[AM] falls into [src]!</span>", "<span class='userdanger'>GAH! Ah... where are you?</span>")
T.visible_message("<span class='boldwarning'>[AM] falls from above!</span>")
AM.forceMove(T)
if(isliving(AM))
var/mob/living/L = AM
L.Weaken(5)
L.adjustBruteLoss(30)
/turf/open/chasm/straight_down/New()
..()
drop_x = x
drop_y = y
if(z+1 <= world.maxz)
drop_z = z+1
/turf/open/chasm/straight_down/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/chasm/straight_down/lava_land_surface
/turf/open/chasm/straight_down/lava_land_surface/drop(atom/movable/AM)
//Make sure the item is still there after our sleep
if(!AM || qdeleted(AM))
return
AM.visible_message("<span class='boldwarning'>[AM] falls into [src]!</span>", "<span class='userdanger'>You stumble and stare into an abyss before you. It stares back, and you fall \
into the enveloping dark.</span>")
if(isliving(AM))
var/mob/living/L = AM
L.notransform = TRUE
L.Stun(10)
L.resting = TRUE
animate(AM, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
for(var/i in 1 to 5)
//Make sure the item is still there after our sleep
if(!AM || qdeleted(AM))
return
AM.pixel_y--
sleep(2)
//Make sure the item is still there after our sleep
if(!AM || qdeleted(AM))
return
if(iscyborg(AM))
var/mob/living/silicon/robot/S = AM
qdel(S.mmi)
qdel(AM)
/turf/open/chasm/straight_down/lava_land_surface/normal_air
initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
+17 -15
View File
@@ -3,6 +3,8 @@
//Conspicuously not-recent versions of suspicious cleanables
//This file was made not awful by Xhuis on September 13, 2016
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
desc = "Looks like it's been here a while. Eew."
@@ -10,7 +12,7 @@
/obj/effect/decal/cleanable/blood/old/New()
..()
icon_state += "-old"
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
blood_DNA["Non-human DNA"] = "A+"
/obj/effect/decal/cleanable/blood/gibs/old
@@ -20,8 +22,8 @@
/obj/effect/decal/cleanable/blood/gibs/old/New()
..()
icon_state += "-old"
setDir(pick(1,2,4,8))
icon_state += "-old"
blood_DNA["Non-human DNA"] = "A+"
/obj/effect/decal/cleanable/vomit/old
@@ -36,26 +38,25 @@
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))
if(!(flags & CAN_BE_DIRTY))
return
if(locate(/obj/structure/grille) in contents)
return
var/area/A = loc
var/area/A = get_area(src)
//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))
if(A && !(A.flags & CAN_BE_DIRTY))
return
//The code below here isn't exactly optimal, but because of the individual decals that each area uses it's still applicable.
//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
@@ -94,7 +95,7 @@
if(prob(75)) //low dirt - 1/60
return
if(istype(A, /area/turret_protected) || istype(A, /area/security)) //chance of incident
if(istype(A, /area/ai_monitored/turret_protected) || istype(A, /area/security)) //chance of incident
if(prob(20))
if(prob(5))
new /obj/effect/decal/cleanable/blood/gibs/old(src)
@@ -117,15 +118,16 @@
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)
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
return TRUE
+32 -36
View File
@@ -19,7 +19,6 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
//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'
@@ -31,24 +30,19 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
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()
var/list/broken_states
var/list/burnt_states
/turf/open/floor/New()
if (!broken_states)
broken_states = list("damaged1", "damaged2", "damaged3", "damaged4", "damaged5")
if (!burnt_states)
burnt_states = list()
..()
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()
@@ -58,8 +52,7 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
if(target == src)
src.ChangeTurf(src.baseturf)
if(target != null)
ex_act(3)
return
severity = 3
switch(severity)
if(1)
@@ -88,7 +81,7 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
if(A.level == 3)
return 1
/turf/open/floor/blob_act(obj/effect/blob/B)
/turf/open/floor/blob_act(obj/structure/blob/B)
return
/turf/open/floor/proc/update_icon()
@@ -123,10 +116,10 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
/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))
/turf/open/floor/ChangeTurf(new_path)
if(!isfloorturf(src))
return ..() //fucking turfs switch the fucking src of the fucking running procs
if(!ispath(T,/turf/open/floor))
if(!ispath(new_path, /turf/open/floor))
return ..()
var/old_icon = icon_regular_floor
var/old_dir = dir
@@ -147,34 +140,32 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
burnt = 0
user << "<span class='danger'>You remove the broken plating.</span>"
else
if (user.a_intent != "harm")
if(istype(src, /turf/open/floor/wood))
user << "<span class='danger'>You forcefully pry off [src.name], destroying it in the process.</span>"
else
user << "<span class='danger'>You remove [src.name].</span>"
builtin_tile.loc = src
if(istype(src, /turf/open/floor/wood))
user << "<span class='danger'>You forcefully pry off the planks, destroying them in the process.</span>"
else
return
user << "<span class='danger'>You remove the floor tile.</span>"
if(floor_tile)
new floor_tile(src)
make_plating()
playsound(src, 'sound/items/Crowbar.ogg', 80, 1)
playsound(src, C.usesound, 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
if(floor_tile)
new floor_tile(src)
make_plating()
else if(current_size == STAGE_FOUR)
if(prob(50))
if(builtin_tile)
builtin_tile.loc = src
if(floor_tile)
new floor_tile(src)
make_plating()
else if(current_size >= STAGE_FIVE)
if(builtin_tile)
if(floor_tile)
if(prob(70))
builtin_tile.loc = src
new floor_tile(src)
make_plating()
else if(prob(50))
ReplaceWithLattice()
@@ -183,10 +174,15 @@ var/list/icons_to_ignore_at_floor_init = list("damaged1","damaged2","damaged3","
if(prob(20))
ChangeTurf(/turf/open/floor/engine/cult)
/turf/open/floor/ratvar_act()
if(prob(20))
/turf/open/floor/ratvar_act(force, ignore_mobs)
. = ..()
if(.)
ChangeTurf(/turf/open/floor/clockwork)
/turf/open/floor/initialize()
/turf/open/floor/Initialize(mapload)
..()
MakeDirty()
if(mapload)
MakeDirty()
/turf/open/floor/acid_melt()
ChangeTurf(baseturf)
+52 -16
View File
@@ -24,11 +24,17 @@
/turf/open/floor/wood/cold
temperature = 255.37
/turf/open/floor/wood/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/grass
name = "Grass patch"
name = "grass patch"
desc = "You can't tell if this is real grass or just cheap plastic imitation."
icon_state = "grass"
floor_tile = /obj/item/stack/tile/grass
broken_states = list("sand")
flags = NONE
var/ore_type = /obj/item/weapon/ore/glass
/turf/open/floor/grass/New()
..()
@@ -36,22 +42,59 @@
update_icon()
/turf/open/floor/grass/attackby(obj/item/C, mob/user, params)
if(istype(C, /obj/item/weapon/shovel) && params)
new ore_type(src)
new ore_type(src) //Make some sand if you shovel grass
user.visible_message("<span class='notice'>[user] digs up [src].</span>", "<span class='notice'>You uproot [src].</span>")
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1)
make_plating()
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/grass/snow
name = "snow"
icon = 'icons/turf/snow.dmi'
desc = "Looks cold."
icon_state = "snow"
ore_type = /obj/item/stack/sheet/mineral/snow
planetary_atmos = TRUE
floor_tile = null
initial_gas_mix = "o2=22;n2=82;TEMP=180"
slowdown = 2
/turf/open/floor/grass/snow/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/crowbar))//You need to dig this turf out instead of crowbarring it
return
..()
/turf/open/floor/grass/snow/basalt //By your powers combined, I am captain planet
name = "volcanic floor"
icon = 'icons/turf/floors.dmi'
icon_state = "basalt"
ore_type = /obj/item/weapon/ore/glass/basalt
initial_gas_mix = "o2=14;n2=23;TEMP=300"
slowdown = 0
/turf/open/floor/grass/snow/basalt/New()
..()
if(prob(15))
icon_state = "basalt[rand(0, 12)]"
switch(icon_state)
if("basalt1", "basalt2", "basalt3")
SetLuminosity(1, 1)
/turf/open/floor/carpet
name = "Carpet"
name = "carpet"
desc = "Soft velvet carpeting. Feels good between your toes."
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
flags = NONE
/turf/open/floor/carpet/New()
..()
@@ -80,21 +123,14 @@
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")
plane = PLANE_SPACE
/turf/open/floor/fakespace/New()
..()
icon_state = "[rand(0,25)]"
icon_state = "[rand(0,25)]"
+33 -13
View File
@@ -1,21 +1,19 @@
/turf/open/floor/light
name = "Light floor"
name = "light floor"
desc = "A wired glass tile embedded into the 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/state = 0//0 = fine, 1 = flickering, 2 = breaking, 3 = broken
var/list/coloredlights = list("g", "r", "y", "b", "p", "w", "s","o","g")
var/currentcolor = 1
var/can_modify_colour = TRUE
/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()
@@ -24,27 +22,29 @@
switch(state)
if(0)
icon_state = "light_on-[coloredlights[currentcolor]]"
set_light(1)
SetLuminosity(1)
if(1)
var/num = pick("1","2","3","4")
icon_state = "light_on_flicker[num]"
set_light(1)
SetLuminosity(1)
if(2)
icon_state = "light_on_broken"
set_light(1)
SetLuminosity(1)
if(3)
icon_state = "light_off"
set_light(0)
SetLuminosity(0)
else
set_light(0)
SetLuminosity(0)
icon_state = "light_off"
/turf/open/floor/light/ChangeTurf(turf/T)
set_light(0)
..()
SetLuminosity(0)
return ..()
/turf/open/floor/light/attack_hand(mob/user)
if(!can_modify_colour)
return
if(!on)
on = 1
currentcolor = 1
@@ -70,3 +70,23 @@
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>"
//Cycles through all of the colours
/turf/open/floor/light/colour_cycle
coloredlights = list("cycle_all")
can_modify_colour = FALSE
//Two different "dancefloor" types so that you can have a checkered pattern
// (also has a longer delay than colour_cycle between cycling colours)
/turf/open/floor/light/colour_cycle/dancefloor_a
name = "dancefloor"
desc = "Funky floor."
coloredlights = list("dancefloor_A")
/turf/open/floor/light/colour_cycle/dancefloor_b
name = "dancefloor"
desc = "Funky floor."
coloredlights = list("dancefloor_B")
@@ -6,18 +6,22 @@
* Bananium floor
* Diamond floor
* Uranium floor
* Shuttle floor (Titanium)
*/
/turf/open/floor/mineral
name = "mineral floor"
icon_state = ""
var/list/icons = list()
var/list/icons
/turf/open/floor/mineral/New()
..()
broken_states = list("[initial(icon_state)]_dam")
..()
if (!icons)
icons = list()
/turf/open/floor/mineral/update_icon()
if(!..())
@@ -71,6 +75,48 @@
floor_tile = /obj/item/stack/tile/mineral/silver
icons = list("silver","silver_dam")
//TITANIUM (shuttle)
/turf/open/floor/mineral/titanium/blue
icon_state = "shuttlefloor"
icons = list("shuttlefloor","shuttlefloor_dam")
/turf/open/floor/mineral/titanium/blue/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/mineral/titanium/yellow
icon_state = "shuttlefloor2"
icons = list("shuttlefloor2","shuttlefloor2_dam")
/turf/open/floor/mineral/titanium/yellow/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/mineral/titanium
name = "shuttle floor"
icon_state = "shuttlefloor3"
floor_tile = /obj/item/stack/tile/mineral/titanium
icons = list("shuttlefloor3","shuttlefloor3_dam")
/turf/open/floor/mineral/titanium/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/mineral/titanium/purple
icon_state = "shuttlefloor5"
icons = list("shuttlefloor5","shuttlefloor5_dam")
/turf/open/floor/mineral/titanium/purple/airless
initial_gas_mix = "TEMP=2.7"
//PLASTITANIUM (syndieshuttle)
/turf/open/floor/mineral/plastitanium
name = "shuttle floor"
icon_state = "shuttlefloor4"
floor_tile = /obj/item/stack/tile/mineral/plastitanium
icons = list("shuttlefloor4","shuttlefloor4_dam")
/turf/open/floor/mineral/plastitanium/brig
name = "Brig floor"
//BANANIUM
/turf/open/floor/mineral/bananium
@@ -187,14 +233,3 @@
/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
+118 -92
View File
@@ -1,5 +1,5 @@
/turf/open/floor/goonplaque
name = "Commemorative Plaque"
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
@@ -15,10 +15,10 @@
/turf/open/floor/bluegrid/New()
..()
nuke_tiles += src
SSmapping.nuke_tiles += src
/turf/open/floor/bluegrid/Destroy()
nuke_tiles -= src
SSmapping.nuke_tiles -= src
return ..()
/turf/open/floor/greengrid
@@ -26,75 +26,23 @@
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/pod
name = "pod floor"
icon_state = "podfloor"
icon_regular_floor = "podfloor"
floor_tile = /obj/item/stack/tile/pod
/turf/open/floor/plating/beach/sand
name = "Sand"
icon_state = "sand"
baseturf = /turf/open/floor/plating/beach/sand
/turf/open/floor/pod/light
icon_state = "podfloor_light"
icon_regular_floor = "podfloor_light"
floor_tile = /obj/item/stack/tile/pod/light
/turf/open/floor/plating/beach/coastline_t
name = "Coastline"
icon_state = "sandwater_t"
baseturf = /turf/open/floor/plating/beach/coastline_t
/turf/open/floor/pod/dark
icon_state = "podfloor_dark"
icon_regular_floor = "podfloor_dark"
floor_tile = /obj/item/stack/tile/pod/dark
/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"
@@ -116,20 +64,30 @@
/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"
icon_state = "plating"
var/obj/effect/clockwork/overlay/floor/realappearence
/turf/open/floor/clockwork/New()
..()
PoolOrNew(/obj/effect/overlay/temp/ratvar/floor, src)
PoolOrNew(/obj/effect/overlay/temp/ratvar/beam, src)
clockwork_construction_value++
new /obj/effect/overlay/temp/ratvar/floor(src)
new /obj/effect/overlay/temp/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/floor(src)
realappearence.linked = src
change_construction_value(1)
/turf/open/floor/clockwork/Destroy()
STOP_PROCESSING(SSobj, src)
clockwork_construction_value--
change_construction_value(-1)
if(realappearence)
qdel(realappearence)
realappearence = null
return ..()
/turf/open/floor/clockwork/ReplaceWithLattice()
..()
for(var/obj/structure/lattice/L in src)
L.ratvar_act()
/turf/open/floor/clockwork/Entered(atom/movable/AM)
..()
START_PROCESSING(SSobj, src)
@@ -140,35 +98,39 @@
/turf/open/floor/clockwork/proc/healservants()
for(var/mob/living/L in src)
if(L.stat == DEAD || !is_servant_of_ratvar(L))
if(L.stat == DEAD)
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
if(!is_servant_of_ratvar(L) || !L.toxloss)
continue
var/image/I = new('icons/effects/effects.dmi', src, "heal", ABOVE_MOB_LAYER) //fake a healing glow for servants
I.appearance_flags = RESET_COLOR
I.color = "#5A6068"
I.pixel_x = rand(-12, 12)
I.pixel_y = rand(-9, 0)
var/list/viewing = list()
for(var/mob/M in viewers(src))
if(M.client && (is_servant_of_ratvar(M) || isobserver(M) || M.stat == DEAD))
viewing += M.client
flick_overlay(I, viewing, 8)
L.adjustToxLoss(-3, TRUE, TRUE)
/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))
playsound(src, I.usesound, 20, 1)
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>")
user.visible_message("<span class='notice'>[user] pries up [src]!</span>", "<span class='notice'>You pry up [src]!</span>")
playsound(src, I.usesound, 80, 1)
make_plating()
return 1
return ..()
/turf/open/floor/clockwork/ratvar_act()
return 0
/turf/open/floor/clockwork/make_plating()
new /obj/item/stack/tile/brass(src)
return ..()
/turf/open/floor/clockwork/narsie_act()
..()
@@ -176,3 +138,67 @@
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/turf/open/floor/bluespace
slowdown = -1
icon_state = "bluespace"
desc = "Through a series of micro-teleports these tiles let people move at incredible speeds"
floor_tile = /obj/item/stack/tile/bluespace
/turf/open/floor/sepia
slowdown = 2
icon_state = "sepia"
desc = "Time seems to flow very slowly around these tiles"
floor_tile = /obj/item/stack/tile/sepia
// VINE FLOOR
/turf/open/floor/vines
color = "#aa77aa"
icon_state = "vinefloor"
broken_states = list()
//All of this shit is useless for vines
/turf/open/floor/vines/attackby()
return
/turf/open/floor/vines/burn_tile()
return
/turf/open/floor/vines/break_tile()
return
/turf/open/floor/vines/make_plating()
return
/turf/open/floor/vines/break_tile_to_plating()
return
/turf/open/floor/vines/ex_act(severity, target)
..()
if(severity < 3 || target == src)
ChangeTurf(src.baseturf)
/turf/open/floor/vines/narsie_act()
if(prob(20))
ChangeTurf(src.baseturf) //nar sie eats this shit
/turf/open/floor/vines/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(prob(50))
ChangeTurf(src.baseturf)
/turf/open/floor/vines/ChangeTurf(turf/open/floor/T)
. = ..()
//Do this *after* the turf has changed as qdel in spacevines will call changeturf again if it hasn't
for(var/obj/structure/spacevine/SV in src)
if(!qdestroying(SV))//Helps avoid recursive loops
qdel(SV)
UpdateAffectingLights()
@@ -11,6 +11,9 @@
icon_state = icon_regular_floor
/turf/open/floor/plasteel/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plasteel/black
icon_state = "dark"
@@ -182,18 +185,15 @@
/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/escape
icon_state = "escape"
/turf/open/floor/plasteel/escape/corner
icon_state = "escapecorner"
/turf/open/floor/plasteel/whitebot
icon_state = "whitebot"
@@ -290,9 +290,11 @@
/turf/open/floor/plasteel/shuttle
icon_state = "shuttlefloor"
floor_tile = /obj/item/stack/tile/mineral/titanium //old shuttle floors so i don't have to change the map paths in this pr
/turf/open/floor/plasteel/shuttle/red
name = "Brig floor"
icon_state = "shuttlefloor4"
floor_tile = /obj/item/stack/tile/mineral/plastitanium
/turf/open/floor/plasteel/shuttle/yellow
icon_state = "shuttlefloor2"
/turf/open/floor/plasteel/shuttle/white
@@ -300,6 +302,18 @@
/turf/open/floor/plasteel/shuttle/purple
icon_state = "shuttlefloor5"
/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/plasteel/asteroid
icon_state = "asteroidfloor"
@@ -349,12 +363,18 @@
/turf/open/floor/plasteel/bar
icon_state = "bar"
/turf/open/floor/plasteel/airless/bar
icon_state = "bar"
/turf/open/floor/plasteel/grimy
icon_state = "grimy"
/turf/open/floor/plasteel/cafeteria
icon_state = "cafeteria"
/turf/open/floor/plasteel/airless/cafeteria
icon_state = "cafeteria"
/turf/open/floor/plasteel/vault
icon_state = "vault"
@@ -362,6 +382,9 @@
icon_state = "cult"
name = "engraved floor"
/turf/open/floor/plasteel/vaporwave
icon_state = "pinkblack"
/turf/open/floor/plasteel/goonplaque
icon_state = "plaque"
name = "Commemorative Plaque"
@@ -430,7 +453,9 @@
/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"
icon_state = "warningsandeffectcorners"
+5 -243
View File
@@ -12,10 +12,12 @@
name = "plating"
icon_state = "plating"
intact = 0
broken_states = list("platingdmg1", "platingdmg2", "platingdmg3")
burnt_states = list("panelscorched")
/turf/open/floor/plating/New()
if (!broken_states)
broken_states = list("platingdmg1", "platingdmg2", "platingdmg3")
if (!burnt_states)
burnt_states = list("panelscorched")
..()
icon_plating = icon_state
@@ -63,247 +65,7 @@
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)
playsound(src, welder.usesound, 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
light_range = 2
light_power = 0.75
light_color = "#c48a18"
/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"
@@ -0,0 +1,327 @@
/**********************Asteroid**************************/
/turf/open/floor/plating/asteroid //floor piece
name = "asteroid sand"
baseturf = /turf/open/floor/plating/asteroid
icon = 'icons/turf/floors.dmi'
icon_state = "asteroid"
icon_plating = "asteroid"
var/environment_type = "asteroid"
var/turf_type = /turf/open/floor/plating/asteroid //Because caves do whacky shit to revert to normal
var/dug = 0 //0 = has not yet been dug, 1 = has already been dug
var/sand_type = /obj/item/weapon/ore/glass
var/floor_variance = 20 //probability floor has a different icon state
/turf/open/floor/plating/asteroid/New()
var/proper_name = name
..()
name = proper_name
if(prob(floor_variance))
icon_state = "[environment_type][rand(0,12)]"
/turf/open/floor/plating/asteroid/burn_tile()
return
/turf/open/floor/plating/asteroid/ex_act(severity, target)
contents_explosion(severity, target)
switch(severity)
if(3)
return
if(2)
if(prob(20))
src.gets_dug()
if(1)
src.gets_dug()
/turf/open/floor/plating/asteroid/attackby(obj/item/weapon/W, mob/user, params)
//note that this proc does not call ..()
if(!W || !user)
return 0
var/digging_speed = 0
if (istype(W, /obj/item/weapon/shovel))
var/obj/item/weapon/shovel/S = W
digging_speed = S.digspeed
else if (istype(W, /obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/P = W
digging_speed = P.digspeed
if (digging_speed)
var/turf/T = user.loc
if(!isturf(T))
return
if (dug)
user << "<span class='warning'>This area has already been dug!</span>"
return
user << "<span class='notice'>You start digging...</span>"
playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1)
if(do_after(user, digging_speed, target = src))
if(istype(src, /turf/open/floor/plating/asteroid))
user << "<span class='notice'>You dig a hole.</span>"
gets_dug()
feedback_add_details("pick_used_mining","[W.type]")
if(istype(W,/obj/item/weapon/storage/bag/ore))
var/obj/item/weapon/storage/bag/ore/S = W
if(S.collection_mode == 1)
for(var/obj/item/weapon/ore/O in src.contents)
O.attackby(W,user)
return
if(istype(W, /obj/item/stack/tile))
var/obj/item/stack/tile/Z = W
if(!Z.use(1))
return
var/turf/open/floor/T = ChangeTurf(Z.turf_type)
if(istype(Z,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
var/obj/item/stack/tile/light/L = Z
var/turf/open/floor/light/F = T
F.state = L.state
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
/turf/open/floor/plating/asteroid/proc/gets_dug()
if(dug)
return
for(var/i in 1 to 5)
new sand_type(src)
dug = 1
icon_plating = "[environment_type]_dug"
icon_state = "[environment_type]_dug"
slowdown = 0
return
/turf/open/floor/plating/asteroid/singularity_act()
return
/turf/open/floor/plating/asteroid/singularity_pull(S, current_size)
return
/turf/open/floor/plating/asteroid/basalt
name = "volcanic floor"
baseturf = /turf/open/floor/plating/asteroid/basalt
icon = 'icons/turf/floors.dmi'
icon_state = "basalt"
icon_plating = "basalt"
environment_type = "basalt"
sand_type = /obj/item/weapon/ore/glass/basalt
floor_variance = 15
/turf/open/floor/plating/asteroid/basalt/lava //lava underneath
baseturf = /turf/open/floor/plating/lava/smooth
/turf/open/floor/plating/asteroid/basalt/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/asteroid/basalt/New()
..()
switch(icon_state)
if("basalt1", "basalt2", "basalt3") //5 and 9 are too dark to glow and make the amount of glows in tunnels too high
SetLuminosity(1, 1) //this is basically a 3.75% chance that a basalt floor glows
/turf/open/floor/plating/asteroid/basalt/gets_dug()
if(!dug)
SetLuminosity(0)
..()
///////Surface. The surface is warm, but survivable without a suit. Internals are required. The floors break to chasms, which drop you into the underground.
/turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
/turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
turf_type = /turf/open/floor/plating/asteroid/airless
#define SPAWN_MEGAFAUNA "bluh bluh huge boss"
#define SPAWN_BUBBLEGUM 6
/turf/open/floor/plating/asteroid/airless/cave
var/length = 100
var/list/mob_spawn_list
var/list/megafauna_spawn_list
var/list/flora_spawn_list
var/sanity = 1
var/forward_cave_dir = 1
var/backward_cave_dir = 2
var/going_backwards = TRUE
var/has_data = FALSE
var/data_having_type = /turf/open/floor/plating/asteroid/airless/cave/has_data
turf_type = /turf/open/floor/plating/asteroid/airless
/turf/open/floor/plating/asteroid/airless/cave/has_data //subtype for producing a tunnel with given data
has_data = TRUE
/turf/open/floor/plating/asteroid/airless/cave/volcanic
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goliath/beast = 50, /mob/living/simple_animal/hostile/spawner/lavaland/goliath = 3, \
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher = 40, /mob/living/simple_animal/hostile/spawner/lavaland = 2, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion = 30, /mob/living/simple_animal/hostile/spawner/lavaland/legion = 3, \
SPAWN_MEGAFAUNA = 6, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
data_having_type = /turf/open/floor/plating/asteroid/airless/cave/volcanic/has_data
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
/turf/open/floor/plating/asteroid/airless/cave/volcanic/has_data //subtype for producing a tunnel with given data
has_data = TRUE
/turf/open/floor/plating/asteroid/airless/cave/New(loc)
if (!mob_spawn_list)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
if (!megafauna_spawn_list)
megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/dragon = 4, /mob/living/simple_animal/hostile/megafauna/colossus = 2, /mob/living/simple_animal/hostile/megafauna/bubblegum = SPAWN_BUBBLEGUM)
if (!flora_spawn_list)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
if(!has_data)
produce_tunnel_from_data()
..()
/turf/open/floor/plating/asteroid/airless/cave/proc/get_cave_data(set_length, exclude_dir = -1)
// If set_length (arg1) isn't defined, get a random length; otherwise assign our length to the length arg.
if(!set_length)
length = rand(25, 50)
else
length = set_length
// Get our directiosn
forward_cave_dir = pick(alldirs - exclude_dir)
// Get the opposite direction of our facing direction
backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180)
/turf/open/floor/plating/asteroid/airless/cave/proc/produce_tunnel_from_data(tunnel_length, excluded_dir = -1)
get_cave_data(tunnel_length, excluded_dir)
// Make our tunnels
make_tunnel(forward_cave_dir)
if(going_backwards)
make_tunnel(backward_cave_dir)
// Kill ourselves by replacing ourselves with a normal floor.
SpawnFloor(src)
/turf/open/floor/plating/asteroid/airless/cave/proc/make_tunnel(dir)
var/turf/closed/mineral/tunnel = src
var/next_angle = pick(45, -45)
for(var/i = 0; i < length; i++)
if(!sanity)
break
var/list/L = list(45)
if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels.
L += -45
// Expand the edges of our tunnel
for(var/edge_angle in L)
var/turf/closed/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle))
if(istype(edge))
SpawnFloor(edge)
if(!sanity)
break
// Move our tunnel forward
tunnel = get_step(tunnel, dir)
if(istype(tunnel))
// Small chance to have forks in our tunnel; otherwise dig our tunnel.
if(i > 3 && prob(20))
var/turf/open/floor/plating/asteroid/airless/cave/C = tunnel.ChangeTurf(data_having_type,FALSE,TRUE)
C.going_backwards = FALSE
C.produce_tunnel_from_data(rand(10, 15), dir)
else
SpawnFloor(tunnel)
else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel.
break
// Chance to change our direction left or right.
if(i > 2 && prob(33))
// We can't go a full loop though
next_angle = -next_angle
setDir(angle2dir(dir2angle(dir) )+ next_angle)
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFloor(turf/T)
for(var/S in RANGE_TURFS(1, src))
var/turf/NT = S
if(!NT || isspaceturf(NT) || istype(NT.loc, /area/mine/explored) || istype(NT.loc, /area/lavaland/surface/outdoors/explored))
sanity = 0
break
if(!sanity)
return
SpawnFlora(T)
SpawnMonster(T)
T.ChangeTurf(turf_type,FALSE,TRUE)
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T)
if(prob(30))
if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
return
var/randumb = pickweight(mob_spawn_list)
while(randumb == SPAWN_MEGAFAUNA)
var/maybe_boss = pickweight(megafauna_spawn_list)
if(megafauna_spawn_list[maybe_boss])
randumb = maybe_boss
if(ispath(maybe_boss, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
megafauna_spawn_list[maybe_boss] = 0
for(var/mob/living/simple_animal/hostile/H in urange(12,T)) //prevents mob clumps
if((ispath(randumb, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(src, H) <= 7)
return //if there's a megafauna within standard view don't spawn anything at all
if(ispath(randumb, /mob/living/simple_animal/hostile/asteroid) || istype(H, /mob/living/simple_animal/hostile/asteroid))
return //if the random is a standard mob, avoid spawning if there's another one within 12 tiles
if((ispath(randumb, /mob/living/simple_animal/hostile/spawner/lavaland) || istype(H, /mob/living/simple_animal/hostile/spawner/lavaland)) && get_dist(src, H) <= 2)
return //prevents tendrils spawning in each other's collapse range
new randumb(T)
return
#undef SPAWN_MEGAFAUNA
#undef SPAWN_BUBBLEGUM
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFlora(turf/T)
if(prob(12))
if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
return
var/randumb = pickweight(flora_spawn_list)
for(var/obj/structure/flora/ash/F in range(4, T)) //Allows for growing patches, but not ridiculous stacks of flora
if(!istype(F, randumb))
return
new randumb(T)
/turf/open/floor/plating/asteroid/snow
name = "snow"
desc = "Looks cold."
icon = 'icons/turf/snow.dmi'
baseturf = /turf/open/floor/plating/asteroid/snow
icon_state = "snow"
icon_plating = "snow"
initial_gas_mix = "TEMP=180"
slowdown = 2
environment_type = "snow"
sand_type = /obj/item/stack/sheet/mineral/snow
/turf/open/floor/plating/asteroid/snow/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/asteroid/snow/temperatre
initial_gas_mix = "TEMP=255.37"
/turf/open/floor/plating/asteroid/snow/atmosphere
initial_gas_mix = "o2=22;n2=82;TEMP=180"
@@ -0,0 +1,130 @@
///LAVA
/turf/open/floor/plating/lava
name = "lava"
icon_state = "lava"
gender = PLURAL //"That's some lava."
baseturf = /turf/open/floor/plating/lava //lava all the way down
slowdown = 2
luminosity = 1
var/static/list/safeties_typecache = list(/obj/structure/lattice/catwalk)
//if anything matching this typecache is found in the lava, we don't burn things
/turf/open/floor/plating/lava/New()
..()
safeties_typecache = typecacheof(safeties_typecache)
/turf/open/floor/plating/lava/ex_act()
return
/turf/open/floor/plating/lava/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/lava/Entered(atom/movable/AM)
if(burn_stuff(AM))
START_PROCESSING(SSobj, src)
/turf/open/floor/plating/lava/hitby(atom/movable/AM)
if(burn_stuff(AM))
START_PROCESSING(SSobj, src)
/turf/open/floor/plating/lava/process()
if(!burn_stuff())
STOP_PROCESSING(SSobj, src)
/turf/open/floor/plating/lava/singularity_act()
return
/turf/open/floor/plating/lava/singularity_pull(S, current_size)
return
/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/is_safe()
var/list/found_safeties = typecache_filter_list(contents, safeties_typecache)
return LAZYLEN(found_safeties)
/turf/open/floor/plating/lava/proc/burn_stuff(AM)
. = 0
if(is_safe())
return FALSE
var/thing_to_check = src
if (AM)
thing_to_check = list(AM)
for(var/thing in thing_to_check)
if(isobj(thing))
var/obj/O = thing
if((O.resistance_flags & (LAVA_PROOF|INDESTRUCTIBLE)) || O.throwing)
continue
. = 1
if((O.resistance_flags & (ON_FIRE)))
continue
if(!(O.resistance_flags & FLAMMABLE))
O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
if(O.resistance_flags & FIRE_PROOF)
O.resistance_flags &= ~FIRE_PROOF
if(O.armor["fire"] > 50) //obj with 100% fire armor still get slowly burned away.
O.armor["fire"] = 50
O.fire_act(10000, 1000)
else if (isliving(thing))
. = 1
var/mob/living/L = thing
if(L.movement_type & FLYING)
continue //YOU'RE FLYING OVER IT
if("lava" in L.weather_immunities)
continue
if(L.buckled)
if(isobj(L.buckled))
var/obj/O = L.buckled
if(O.resistance_flags & 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/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/open/floor/plating/lava/smooth)
/turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
baseturf = /turf/open/chasm/straight_down/lava_land_surface
/turf/open/floor/plating/lava/smooth/airless
initial_gas_mix = "TEMP=2.7"
@@ -0,0 +1,160 @@
/turf/open/floor/plating/airless
icon_state = "plating"
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/plating/abductor
name = "alien floor"
icon_state = "alienpod1"
/turf/open/floor/plating/abductor/New()
..()
icon_state = "alienpod[rand(1,9)]"
/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
/turf/open/floor/plating/astplate
icon_state = "asteroidplating"
/turf/open/floor/plating/airless/astplate
icon_state = "asteroidplating"
/turf/open/floor/plating/ashplanet
icon = 'icons/turf/mining.dmi'
name = "ash"
icon_state = "ash"
smooth = SMOOTH_MORE|SMOOTH_BORDER
var/smooth_icon = 'icons/turf/floors/ash.dmi'
desc = "The ground is covered in volcanic ash."
baseturf = /turf/open/floor/plating/ashplanet/wateryrock //I assume this will be a chasm eventually, once this becomes an actual surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
planetary_atmos = TRUE
/turf/open/floor/plating/ashplanet/New()
if(smooth)
pixel_y = -4
pixel_x = -4
icon = smooth_icon
..()
/turf/open/floor/plating/ashplanet/break_tile()
return
/turf/open/floor/plating/ashplanet/burn_tile()
return
/turf/open/floor/plating/ashplanet/ash
canSmoothWith = list(/turf/open/floor/plating/ashplanet/ash, /turf/closed)
layer = HIGH_TURF_LAYER
slowdown = 1
/turf/open/floor/plating/ashplanet/rocky
name = "rocky ground"
icon_state = "rockyash"
smooth_icon = 'icons/turf/floors/rocky_ash.dmi'
layer = MID_TURF_LAYER
canSmoothWith = list(/turf/open/floor/plating/ashplanet/rocky, /turf/closed)
/turf/open/floor/plating/ashplanet/wateryrock
name = "wet rocky ground"
smooth = null
icon_state = "wateryrock"
slowdown = 2
/turf/open/floor/plating/ashplanet/wateryrock/New()
icon_state = "[icon_state][rand(1, 9)]"
..()
/turf/open/floor/plating/beach
name = "beach"
icon = 'icons/misc/beach.dmi'
flags = NONE
/turf/open/floor/plating/beach/ex_act(severity, target)
contents_explosion(severity, target)
/turf/open/floor/plating/beach/sand
name = "sand"
desc = "Surf's up."
icon_state = "sand"
baseturf = /turf/open/floor/plating/beach/sand
/turf/open/floor/plating/beach/coastline_t
name = "coastline"
desc = "Tide's high tonight. Charge your batons."
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"
desc = "You get the feeling that nobody's bothered to actually make this water functional..."
icon_state = "water"
baseturf = /turf/open/floor/plating/beach/water
/turf/open/floor/plating/ironsand
name = "iron sand"
desc = "Like sand, but more <i>metal</i>."
/turf/open/floor/plating/ironsand/New()
..()
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
@@ -0,0 +1,144 @@
/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, C.usesound, 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/acid_act(acidpwr, acid_volume)
acidpwr = min(acidpwr, 50) //we reduce the power so reinf floor never get melted.
. = ..()
/turf/open/floor/engine/ex_act(severity,target)
var/shielded = is_shielded()
contents_explosion(severity, target)
if(severity != 1 && shielded && target != src)
return
if(target == src)
src.ChangeTurf(src.baseturf)
return
switch(severity)
if(1)
if(prob(80))
ReplaceWithLattice()
else if(prob(50))
ChangeTurf(src.baseturf)
else
make_plating(1)
if(2)
if(prob(50))
make_plating(1)
/turf/open/floor/engine/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(floor_tile)
if(prob(30))
new floor_tile(src)
make_plating()
else if(prob(30))
ReplaceWithLattice()
/turf/open/floor/engine/attack_paw(mob/user)
return src.attack_hand(user)
/turf/open/floor/engine/attack_hand(mob/user)
user.Move_Pulled(src)
//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 = "plating"
var/obj/effect/clockwork/overlay/floor/bloodcult/realappearence
/turf/open/floor/engine/cult/New()
..()
new /obj/effect/overlay/temp/cult/turf/floor(src)
realappearence = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
realappearence.linked = src
/turf/open/floor/engine/cult/Destroy()
be_removed()
return ..()
/turf/open/floor/engine/cult/ChangeTurf(path, defer_change = FALSE)
if(path != type)
be_removed()
return ..()
/turf/open/floor/engine/cult/proc/be_removed()
qdel(realappearence)
realappearence = null
/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)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/turf/open/floor/engine/cult/airless
initial_gas_mix = "TEMP=2.7"
/turf/open/floor/engine/vacuum
name = "vacuum floor"
initial_gas_mix = "TEMP=2.7"
-127
View File
@@ -1,127 +0,0 @@
//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"
+476
View File
@@ -0,0 +1,476 @@
/**********************Mineral deposits**************************/
/turf/closed/mineral //wall piece
name = "rock"
icon = 'icons/turf/mining.dmi'
icon_state = "rock"
var/smooth_icon = 'icons/turf/smoothrocks.dmi'
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith
baseturf = /turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
opacity = 1
density = 1
blocks_air = 1
layer = EDGED_TURF_LAYER
temperature = TCMB
var/environment_type = "asteroid"
var/turf/open/floor/plating/turf_type = /turf/open/floor/plating/asteroid/airless
var/mineralType = null
var/mineralAmt = 3
var/spread = 0 //will the seam spread?
var/spreadChance = 0 //the percentual chance of an ore spreading to the neighbouring tiles
var/last_act = 0
var/scan_state = null //Holder for the image we display when we're pinged by a mining scanner
var/defer_change = 0
/turf/closed/mineral/New()
if (!canSmoothWith)
canSmoothWith = list(/turf/closed)
pixel_y = -4
pixel_x = -4
icon = smooth_icon
..()
if (mineralType && mineralAmt && spread && spreadChance)
for(var/dir in cardinal)
if(prob(spreadChance))
var/turf/T = get_step(src, dir)
if(istype(T, /turf/closed/mineral/random))
Spread(T)
/turf/closed/mineral/shuttleRotate(rotation)
setDir(angle2dir(rotation+dir2angle(dir)))
queue_smooth(src)
/turf/closed/mineral/attackby(obj/item/weapon/pickaxe/P, mob/user, params)
if (!user.IsAdvancedToolUser())
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return
if (istype(P, /obj/item/weapon/pickaxe))
var/turf/T = user.loc
if (!isturf(T))
return
if(last_act+P.digspeed > world.time)//prevents message spam
return
last_act = world.time
user << "<span class='notice'>You start picking...</span>"
P.playDigSound()
if(do_after(user,P.digspeed, target = src))
if(ismineralturf(src))
user << "<span class='notice'>You finish cutting into the rock.</span>"
gets_drilled(user)
feedback_add_details("pick_used_mining","[P.type]")
else
return attack_hand(user)
return
/turf/closed/mineral/proc/gets_drilled()
if (mineralType && (src.mineralAmt > 0) && (src.mineralAmt < 11))
var/i
for (i=0;i<mineralAmt;i++)
new mineralType(src)
feedback_add_details("ore_mined","[mineralType]|[mineralAmt]")
ChangeTurf(turf_type, defer_change)
addtimer(CALLBACK(src, .proc/AfterChange), 1, TIMER_UNIQUE)
playsound(src, 'sound/effects/break_stone.ogg', 50, 1) //beautiful destruction
return
/turf/closed/mineral/attack_animal(mob/living/simple_animal/user)
if(user.environment_smash >= 2)
gets_drilled()
..()
/turf/closed/mineral/attack_alien(mob/living/carbon/alien/M)
M << "<span class='notice'>You start digging into the rock...</span>"
playsound(src, 'sound/effects/break_stone.ogg', 50, 1)
if(do_after(M,40, target = src))
M << "<span class='notice'>You tunnel into the rock.</span>"
gets_drilled(M)
/turf/closed/mineral/Bumped(AM as mob|obj)
..()
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
var/obj/item/I = H.is_holding_item_of_type(/obj/item/weapon/pickaxe)
if(I)
attackby(I,H)
return
else if(iscyborg(AM))
var/mob/living/silicon/robot/R = AM
if(istype(R.module_active,/obj/item/weapon/pickaxe))
src.attackby(R.module_active,R)
return
/* else if(istype(AM,/obj/mecha))
var/obj/mecha/M = AM
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/drill))
src.attackby(M.selected,M)
return*/
//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
else
return
/turf/closed/mineral/acid_melt()
ChangeTurf(baseturf)
/turf/closed/mineral/ex_act(severity, target)
..()
switch(severity)
if(3)
if (prob(75))
src.gets_drilled(null, 1)
if(2)
if (prob(90))
src.gets_drilled(null, 1)
if(1)
src.gets_drilled(null, 1)
return
/turf/closed/mineral/Spread(turf/T)
T.ChangeTurf(type)
/turf/closed/mineral/random
var/mineralSpawnChanceList
//Currently, Adamantine won't spawn as it has no uses. -Durandan
var/mineralChance = 13
var/display_icon_state = "rock"
/turf/closed/mineral/random/New()
if (!mineralSpawnChanceList)
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 5, /turf/closed/mineral/diamond = 1, /turf/closed/mineral/gold = 10,
/turf/closed/mineral/silver = 12, /turf/closed/mineral/plasma = 20, /turf/closed/mineral/iron = 40, /turf/closed/mineral/titanium = 11,
/turf/closed/mineral/gibtonite = 4, /turf/open/floor/plating/asteroid/airless/cave = 2, /turf/closed/mineral/bscrystal = 1)
if (display_icon_state)
icon_state = display_icon_state
..()
if (prob(mineralChance))
var/path = pickweight(mineralSpawnChanceList)
var/turf/T = ChangeTurf(path,FALSE,TRUE)
if(T && ismineralturf(T))
var/turf/closed/mineral/M = T
M.mineralAmt = rand(1, 5)
M.environment_type = src.environment_type
M.turf_type = src.turf_type
M.baseturf = src.baseturf
src = M
M.levelupdate()
/turf/closed/mineral/random/high_chance
icon_state = "rock_highchance"
mineralChance = 25
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 35, /turf/closed/mineral/diamond = 30, /turf/closed/mineral/gold = 45, /turf/closed/mineral/titanium = 45,
/turf/closed/mineral/silver = 50, /turf/closed/mineral/plasma = 50, /turf/closed/mineral/bscrystal = 20)
/turf/closed/mineral/random/high_chance/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 35, /turf/closed/mineral/diamond/volcanic = 30, /turf/closed/mineral/gold/volcanic = 45, /turf/closed/mineral/titanium/volcanic = 45,
/turf/closed/mineral/silver/volcanic = 50, /turf/closed/mineral/plasma/volcanic = 50, /turf/closed/mineral/bscrystal/volcanic = 20)
/turf/closed/mineral/random/low_chance
icon_state = "rock_lowchance"
mineralChance = 6
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 2, /turf/closed/mineral/diamond = 1, /turf/closed/mineral/gold = 4, /turf/closed/mineral/titanium = 4,
/turf/closed/mineral/silver = 6, /turf/closed/mineral/plasma = 15, /turf/closed/mineral/iron = 40,
/turf/closed/mineral/gibtonite = 2, /turf/closed/mineral/bscrystal = 1)
/turf/closed/mineral/random/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
mineralChance = 10
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 5, /turf/closed/mineral/diamond/volcanic = 1, /turf/closed/mineral/gold/volcanic = 10, /turf/closed/mineral/titanium/volcanic = 11,
/turf/closed/mineral/silver/volcanic = 12, /turf/closed/mineral/plasma/volcanic = 20, /turf/closed/mineral/iron/volcanic = 40,
/turf/closed/mineral/gibtonite/volcanic = 4, /turf/open/floor/plating/asteroid/airless/cave/volcanic = 1, /turf/closed/mineral/bscrystal/volcanic = 1)
/turf/closed/mineral/random/labormineral
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium = 2, /turf/closed/mineral/diamond = 1, /turf/closed/mineral/gold = 3, /turf/closed/mineral/titanium = 4,
/turf/closed/mineral/silver = 6, /turf/closed/mineral/plasma = 15, /turf/closed/mineral/iron = 80,
/turf/closed/mineral/gibtonite = 3)
icon_state = "rock_labor"
/turf/closed/mineral/random/labormineral/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
mineralSpawnChanceList = list(
/turf/closed/mineral/uranium/volcanic = 2, /turf/closed/mineral/diamond/volcanic = 1, /turf/closed/mineral/gold/volcanic = 3, /turf/closed/mineral/titanium/volcanic = 4,
/turf/closed/mineral/silver/volcanic = 6, /turf/closed/mineral/plasma/volcanic = 15, /turf/closed/mineral/iron/volcanic = 80,
/turf/closed/mineral/gibtonite/volcanic = 3)
/turf/closed/mineral/iron
mineralType = /obj/item/weapon/ore/iron
spreadChance = 20
spread = 1
scan_state = "rock_Iron"
/turf/closed/mineral/iron/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/uranium
mineralType = /obj/item/weapon/ore/uranium
spreadChance = 5
spread = 1
scan_state = "rock_Uranium"
/turf/closed/mineral/uranium/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/diamond
mineralType = /obj/item/weapon/ore/diamond
spreadChance = 0
spread = 1
scan_state = "rock_Diamond"
/turf/closed/mineral/diamond/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/gold
mineralType = /obj/item/weapon/ore/gold
spreadChance = 5
spread = 1
scan_state = "rock_Gold"
/turf/closed/mineral/gold/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/silver
mineralType = /obj/item/weapon/ore/silver
spreadChance = 5
spread = 1
scan_state = "rock_Silver"
/turf/closed/mineral/silver/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/titanium
mineralType = /obj/item/weapon/ore/titanium
spreadChance = 5
spread = 1
scan_state = "rock_Titanium"
/turf/closed/mineral/titanium/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/plasma
mineralType = /obj/item/weapon/ore/plasma
spreadChance = 8
spread = 1
scan_state = "rock_Plasma"
/turf/closed/mineral/plasma/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/clown
mineralType = /obj/item/weapon/ore/bananium
mineralAmt = 3
spreadChance = 0
spread = 0
scan_state = "rock_Clown"
/turf/closed/mineral/bscrystal
mineralType = /obj/item/weapon/ore/bluespace_crystal
mineralAmt = 1
spreadChance = 0
spread = 0
scan_state = "rock_BScrystal"
/turf/closed/mineral/bscrystal/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
/turf/closed/mineral/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt
baseturf = /turf/open/floor/plating/asteroid/basalt
initial_gas_mix = "o2=14;n2=23;TEMP=300"
/turf/closed/mineral/volcanic/lava_land_surface
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface
defer_change = 1
/turf/closed/mineral/ash_rock //wall piece
name = "rock"
icon = 'icons/turf/mining.dmi'
smooth_icon = 'icons/turf/walls/rock_wall.dmi'
icon_state = "rock2"
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed)
baseturf = /turf/open/floor/plating/ashplanet/wateryrock
initial_gas_mix = "o2=14;n2=23;TEMP=300"
environment_type = "waste"
turf_type = /turf/open/floor/plating/ashplanet/rocky
defer_change = 1
//GIBTONITE
/turf/closed/mineral/gibtonite
mineralAmt = 1
spreadChance = 0
spread = 0
scan_state = "rock_Gibtonite"
var/det_time = 8 //Countdown till explosion, but also rewards the player for how close you were to detonation when you defuse it
var/stage = 0 //How far into the lifecycle of gibtonite we are, 0 is untouched, 1 is active and attempting to detonate, 2 is benign and ready for extraction
var/activated_ckey = null //These are to track who triggered the gibtonite deposit for logging purposes
var/activated_name = null
var/activated_image = null
/turf/closed/mineral/gibtonite/New()
det_time = rand(8,10) //So you don't know exactly when the hot potato will explode
..()
/turf/closed/mineral/gibtonite/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/mining_scanner) || istype(I, /obj/item/device/t_scanner/adv_mining_scanner) && stage == 1)
user.visible_message("<span class='notice'>[user] holds [I] to [src]...</span>", "<span class='notice'>You use [I] to locate where to cut off the chain reaction and attempt to stop it...</span>")
defuse()
..()
/turf/closed/mineral/gibtonite/proc/explosive_reaction(mob/user = null, triggered_by_explosion = 0)
if(stage == 0)
var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_active", layer = ON_EDGED_TURF_LAYER)
add_overlay(I)
activated_image = I
name = "gibtonite deposit"
desc = "An active gibtonite reserve. Run!"
stage = 1
visible_message("<span class='danger'>There was gibtonite inside! It's going to explode!</span>")
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/notify_admins = 0
if(z != 5)
notify_admins = 1
if(!triggered_by_explosion)
message_admins("[key_name_admin(user)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) has triggered a gibtonite deposit reaction at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
else
message_admins("An explosion has triggered a gibtonite deposit reaction at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
if(!triggered_by_explosion)
log_game("[key_name(user)] has triggered a gibtonite deposit reaction at [A.name] ([A.x], [A.y], [A.z]).")
else
log_game("An explosion has triggered a gibtonite deposit reaction at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
countdown(notify_admins)
/turf/closed/mineral/gibtonite/proc/countdown(notify_admins = 0)
set waitfor = 0
while(istype(src, /turf/closed/mineral/gibtonite) && stage == 1 && det_time > 0 && mineralAmt >= 1)
det_time--
sleep(5)
if(istype(src, /turf/closed/mineral/gibtonite))
if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
var/turf/bombturf = get_turf(src)
mineralAmt = 0
stage = 3
explosion(bombturf,1,3,5, adminlog = notify_admins)
/turf/closed/mineral/gibtonite/proc/defuse()
if(stage == 1)
overlays -= activated_image
var/image/I = image('icons/turf/smoothrocks.dmi', loc = src, icon_state = "rock_Gibtonite_inactive", layer = ON_EDGED_TURF_LAYER)
add_overlay(I)
desc = "An inactive gibtonite reserve. The ore can be extracted."
stage = 2
if(det_time < 0)
det_time = 0
visible_message("<span class='notice'>The chain reaction was stopped! The gibtonite had [src.det_time] reactions left till the explosion!</span>")
/turf/closed/mineral/gibtonite/gets_drilled(mob/user, triggered_by_explosion = 0)
if(stage == 0 && mineralAmt >= 1) //Gibtonite deposit is activated
playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
explosive_reaction(user, triggered_by_explosion)
return
if(stage == 1 && mineralAmt >= 1) //Gibtonite deposit goes kaboom
var/turf/bombturf = get_turf(src)
mineralAmt = 0
stage = 3
explosion(bombturf,1,2,5, adminlog = 0)
if(stage == 2) //Gibtonite deposit is now benign and extractable. Depending on how close you were to it blowing up before defusing, you get better quality ore.
var/obj/item/weapon/twohanded/required/gibtonite/G = new /obj/item/weapon/twohanded/required/gibtonite/(src)
if(det_time <= 0)
G.quality = 3
G.icon_state = "Gibtonite ore 3"
if(det_time >= 1 && det_time <= 2)
G.quality = 2
G.icon_state = "Gibtonite ore 2"
ChangeTurf(turf_type, defer_change)
addtimer(CALLBACK(src, .proc/AfterChange), 1, TIMER_UNIQUE)
/turf/closed/mineral/gibtonite/volcanic
environment_type = "basalt"
turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
baseturf = /turf/open/floor/plating/asteroid/basalt/lava_land_surface
initial_gas_mix = "o2=14;n2=23;TEMP=300"
defer_change = 1
+33 -10
View File
@@ -19,8 +19,8 @@
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/cur_turf = get_turf(W)
cur_turf.ChangeTurf(turf_type,FALSE,TRUE)
var/turf/target_turf = get_turf(pick(river_nodes - W))
if(!target_turf)
break
@@ -49,8 +49,8 @@
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)
var/turf/river_turf = cur_turf.ChangeTurf(turf_type,FALSE,TRUE)
river_turf.Spread(25, 11, whitelist_area)
for(var/WP in river_nodes)
qdel(WP)
@@ -62,16 +62,39 @@
invisibility = INVISIBILITY_ABSTRACT
/turf/proc/Spread(probability = 30, prob_loss = 25)
/turf/proc/Spread(probability = 30, prob_loss = 25, whitelisted_area)
if(probability <= 0)
return
var/list/cardinal_turfs = list()
var/list/diagonal_turfs = list()
var/logged_turf_type
for(var/F in RANGE_TURFS(1, src) - src)
var/turf/T = F
var/area/new_area = get_area(T)
if(!T || (T.density && !ismineralturf(T)) || istype(T, /turf/open/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)))
continue
for(var/turf/F in orange(1, src))
if(!F.density || istype(F, /turf/closed/mineral))
var/turf/L = new src.type(F)
if(!logged_turf_type && ismineralturf(T))
var/turf/closed/mineral/M = T
logged_turf_type = M.turf_type
if(L && prob(probability))
L.Spread(probability - prob_loss)
if(get_dir(src, F) in cardinal)
cardinal_turfs += F
else
diagonal_turfs += F
for(var/F in cardinal_turfs) //cardinal turfs are always changed but don't always spread
var/turf/T = F
if(!istype(T, logged_turf_type) && T.ChangeTurf(type,FALSE,TRUE) && prob(probability))
T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
for(var/F in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
var/turf/T = F
if(!istype(T, logged_turf_type) && prob(probability) && T.ChangeTurf(type,FALSE,TRUE))
T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
else if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.ChangeTurf(M.turf_type,FALSE,TRUE)
#undef RANDOM_UPPER_X
@@ -12,8 +12,6 @@
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
@@ -25,8 +23,6 @@
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
@@ -37,8 +33,6 @@
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
@@ -52,8 +46,6 @@
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)
@@ -62,8 +54,6 @@
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)
@@ -73,8 +63,6 @@
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)
@@ -107,8 +95,6 @@
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)
@@ -122,7 +108,7 @@
..()
/turf/closed/wall/mineral/plasma/proc/PlasmaBurn(temperature)
new /obj/structure/girder(src)
new girder_type(src)
src.ChangeTurf(/turf/open/floor/plasteel)
var/turf/open/T = src
T.atmos_spawn_air("plasma=400;TEMP=1000")
@@ -148,8 +134,6 @@
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
@@ -160,8 +144,6 @@
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)
@@ -170,8 +152,6 @@
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
@@ -181,9 +161,83 @@
desc = "A wall with alien alloy plating."
icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor"
walltype = "abductor"
mineral = "abductor"
smooth = SMOOTH_TRUE|SMOOTH_DIAGONAL
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)
/turf/closed/wall/mineral/titanium //has to use this path due to how building walls works
name = "wall"
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "map-shuttle"
sheet_type = /obj/item/stack/sheet/mineral/titanium
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock/, /turf/closed/wall/shuttle, /obj/structure/window/shuttle, /obj/structure/shuttle/engine, /obj/structure/shuttle/engine/heater, )
/turf/closed/wall/mineral/titanium/nodiagonal
smooth = SMOOTH_MORE
icon_state = "map-shuttle_nd"
/turf/closed/wall/mineral/titanium/nosmooth
icon = 'icons/turf/shuttle.dmi'
icon_state = "wall"
smooth = SMOOTH_FALSE
/turf/closed/wall/mineral/titanium/overspace
icon_state = "map-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/mineral/titanium/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(color)
T.atom_colours = atom_colours.Copy()
T.update_atom_colour()
if(T.dir != dir)
T.dir = dir
T.transform = transform
return T
/turf/closed/wall/mineral/titanium/copyTurf(turf/T)
. = ..()
T.transform = transform
/turf/closed/wall/mineral/plastitanium
name = "wall"
desc = "An evil wall of plasma and titanium."
icon = 'icons/turf/shuttle.dmi'
icon_state = "wall3"
sheet_type = /obj/item/stack/sheet/mineral/plastitanium
smooth = SMOOTH_FALSE
//have to copypaste this code
/turf/closed/wall/mineral/plastitanium/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(color)
T.atom_colours = atom_colours.Copy()
T.update_atom_colour()
if(T.dir != dir)
T.dir = dir
T.transform = transform
return T
/turf/closed/wall/mineral/plastitanium/copyTurf(turf/T)
. = ..()
T.transform = transform
@@ -0,0 +1,138 @@
/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"
canSmoothWith = null
sheet_type = /obj/item/stack/sheet/runed_metal
sheet_amount = 1
girder_type = /obj/structure/girder/cult
/turf/closed/wall/mineral/cult/New()
new /obj/effect/overlay/temp/cult/turf(src)
..()
/turf/closed/wall/mineral/cult/devastate_wall()
new sheet_type(get_turf(src), sheet_amount)
/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)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 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()
new /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()
new /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."
explosion_block = 2
hardness = 10
slicing_duration = 120
sheet_type = /obj/item/stack/tile/brass
sheet_amount = 1
girder_type = /obj/structure/destructible/clockwork/wall_gear
var/obj/effect/clockwork/overlay/wall/realappearence
var/obj/structure/destructible/clockwork/cache/linkedcache
/turf/closed/wall/clockwork/New()
..()
new /obj/effect/overlay/temp/ratvar/wall(src)
new /obj/effect/overlay/temp/ratvar/beam(src)
realappearence = new /obj/effect/clockwork/overlay/wall(src)
realappearence.linked = src
change_construction_value(5)
/turf/closed/wall/clockwork/examine(mob/user)
..()
if((is_servant_of_ratvar(user) || isobserver(user)) && linkedcache)
user << "<span class='brass'>It is linked to a Tinkerer's Cache, generating components!</span>"
/turf/closed/wall/clockwork/Destroy()
if(linkedcache)
linkedcache.linkedwall = null
linkedcache = null
change_construction_value(-5)
if(realappearence)
qdel(realappearence)
realappearence = null
return ..()
/turf/closed/wall/clockwork/ReplaceWithLattice()
..()
for(var/obj/structure/lattice/L in src)
L.ratvar_act()
/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)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 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/devastate_wall()
for(var/i in 1 to 2)
new/obj/item/clockwork/alloy_shards/large(src)
for(var/i in 1 to 2)
new/obj/item/clockwork/alloy_shards/medium(src)
for(var/i in 1 to 3)
new/obj/item/clockwork/alloy_shards/small(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."
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'
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'
hardness = 15
@@ -0,0 +1,250 @@
/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
var/d_state = INTACT
hardness = 10
sheet_type = /obj/item/stack/sheet/plasteel
sheet_amount = 1
girder_type = /obj/structure/girder/reinforced
explosion_block = 2
/turf/closed/wall/r_wall/examine(mob/user)
..()
switch(d_state)
if(INTACT)
user << "<span class='notice'>The outer <b>grille</b> is fully intact.</span>"
if(SUPPORT_LINES)
user << "<span class='notice'>The outer <i>grille</i> has been cut, and the support lines are <b>screwed</b> securely to the outer cover.</span>"
if(COVER)
user << "<span class='notice'>The support lines have been <i>unscrewed</i>, and the metal cover is <b>welded</b> firmly in place.</span>"
if(CUT_COVER)
user << "<span class='notice'>The metal cover has been <i>sliced through</i>, and is <b>connected loosely</b> to the girder.</span>"
if(BOLTS)
user << "<span class='notice'>The outer cover has been <i>pried away</i>, and the bolts anchoring the support rods are <b>wrenched</b> in place.</span>"
if(SUPPORT_RODS)
user << "<span class='notice'>The bolts anchoring the support rods have been <i>loosened</i>, but are still <b>welded</b> firmly to the girder.</span>"
if(SHEATH)
user << "<span class='notice'>The support rods have been <i>sliced through</i>, and the outer sheath is <b>connected loosely</b> to the girder.</span>"
/turf/closed/wall/r_wall/devastate_wall()
new sheet_type(src, sheet_amount)
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)
else
playsound(src, 'sound/effects/bang.ogg', 50, 1)
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) || !W)
return 1
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
return 0
/turf/closed/wall/r_wall/try_decon(obj/item/weapon/W, mob/user, turf/T)
//DECONSTRUCTION
switch(d_state)
if(INTACT)
if(istype(W, /obj/item/weapon/wirecutters))
playsound(src, W.usesound, 100, 1)
d_state = SUPPORT_LINES
update_icon()
user << "<span class='notice'>You cut the outer grille.</span>"
return 1
if(SUPPORT_LINES)
if(istype(W, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin unsecuring the support lines...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != SUPPORT_LINES)
return 1
d_state = COVER
update_icon()
user << "<span class='notice'>You unsecure the support lines.</span>"
return 1
else if(istype(W, /obj/item/weapon/wirecutters))
playsound(src, W.usesound, 100, 1)
d_state = INTACT
update_icon()
user << "<span class='notice'>You repair the outer grille.</span>"
return 1
if(COVER)
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, W.usesound, 100, 1)
if(do_after(user, 60*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !WT || !WT.isOn() || d_state != COVER)
return 1
d_state = CUT_COVER
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*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != COVER)
return 1
d_state = CUT_COVER
update_icon()
user << "<span class='notice'>You press firmly on the cover, dislodging it.</span>"
return 1
if(istype(W, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You begin securing the support lines...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != COVER)
return 1
d_state = SUPPORT_LINES
update_icon()
user << "<span class='notice'>The support lines have been secured.</span>"
return 1
if(CUT_COVER)
if(istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You struggle to pry off the cover...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, 100*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != CUT_COVER)
return 1
d_state = BOLTS
update_icon()
user << "<span class='notice'>You pry off the cover.</span>"
return 1
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 welding the metal cover back to the frame...</span>"
playsound(src, WT.usesound, 100, 1)
if(do_after(user, 60*WT.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !WT || !WT.isOn() || d_state != CUT_COVER)
return 1
d_state = COVER
update_icon()
user << "<span class='notice'>The metal cover has been welded securely to the frame.</span>"
return 1
if(BOLTS)
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, W.usesound, 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != BOLTS)
return 1
d_state = SUPPORT_RODS
update_icon()
user << "<span class='notice'>You remove the bolts anchoring the support rods.</span>"
return 1
if(istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You start to pry the cover back into place...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, 20*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != BOLTS)
return 1
d_state = CUT_COVER
update_icon()
user << "<span class='notice'>The metal cover has been pried back into place.</span>"
return 1
if(SUPPORT_RODS)
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, W.usesound, 100, 1)
if(do_after(user, 100*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !WT || !WT.isOn() || d_state != SUPPORT_RODS)
return 1
d_state = SHEATH
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, 100*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != SUPPORT_RODS)
return 1
d_state = SHEATH
update_icon()
user << "<span class='notice'>You slice through the support rods.</span>"
return 1
if(istype(W, /obj/item/weapon/wrench))
user << "<span class='notice'>You start tightening the bolts which secure the support rods to their frame...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != SUPPORT_RODS)
return 1
d_state = BOLTS
update_icon()
user << "<span class='notice'>You tighten the bolts anchoring the support rods.</span>"
return 1
if(SHEATH)
if(istype(W, /obj/item/weapon/crowbar))
user << "<span class='notice'>You struggle to pry off the outer sheath...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, 100*W.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !W || d_state != SHEATH)
return 1
user << "<span class='notice'>You pry off the outer sheath.</span>"
dismantle_wall()
return 1
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 welding the support rods back together...</span>"
playsound(src, WT.usesound, 100, 1)
if(do_after(user, 100*WT.toolspeed, target = src))
if(!istype(src, /turf/closed/wall/r_wall) || !WT || !WT.isOn() || d_state != SHEATH)
return 1
d_state = SUPPORT_RODS
update_icon()
user << "<span class='notice'>You weld the support rods back together.</span>"
return 1
return 0
/turf/closed/wall/r_wall/proc/update_icon()
if(d_state != INTACT)
smooth = SMOOTH_FALSE
clear_smooth_overlays()
icon_state = "r_wall-[d_state]"
else
smooth = SMOOTH_TRUE
queue_smooth_neighbors(src)
queue_smooth(src)
icon_state = "r_wall"
/turf/closed/wall/r_wall/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
if(prob(30))
dismantle_wall()
@@ -0,0 +1,67 @@
/turf/closed/wall/shuttle
name = "wall"
icon = 'icons/turf/shuttle.dmi'
icon_state = "wall"
sheet_type = /obj/item/stack/sheet/mineral/titanium
smooth = SMOOTH_FALSE
/turf/closed/wall/shuttle/copyTurf(turf/T)
. = ..()
T.transform = transform
/turf/closed/wall/shuttle/survival
name = "pod wall"
desc = "An easily-compressable wall used for temporary shelter."
icon = 'icons/turf/walls/survival_pod_walls.dmi'
icon_state = "smooth"
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/shuttle/survival, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod, /obj/structure/shuttle/engine)
/turf/closed/wall/shuttle/survival/nodiagonal
smooth = SMOOTH_MORE
/turf/closed/wall/shuttle/survival/pod
canSmoothWith = list(/turf/closed/wall/shuttle/survival, /obj/machinery/door/airlock, /obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/shuttle, /obj/structure/shuttle/engine)
/turf/closed/wall/shuttle/syndie
icon_state = "wall3"
sheet_type = /obj/item/stack/sheet/mineral/plastitanium
/turf/closed/wall/shuttle/smooth
name = "wall"
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle"
sheet_type = /obj/item/stack/sheet/mineral/titanium
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/shuttle/smooth, /obj/structure/window/shuttle, /obj/structure/shuttle, /obj/machinery/door/airlock/glass, /obj/machinery/door/airlock/shuttle)
/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(color)
T.atom_colours = atom_colours.Copy()
T.update_atom_colour()
if(T.dir != dir)
T.setDir(dir)
T.transform = transform
return T
+48 -52
View File
@@ -3,31 +3,28 @@
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
var/sheet_amount = 2
var/girder_type = /obj/structure/girder
canSmoothWith = list(
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/brass,
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust)
/turf/closed/wall/r_wall/rust,
/turf/closed/wall/clockwork)
smooth = SMOOTH_TRUE
/turf/closed/wall/New()
..()
builtin_sheet = new sheet_type
/turf/closed/wall/attack_tk()
return
@@ -44,18 +41,15 @@
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))
new sheet_type(src, sheet_amount)
return new girder_type(src)
/turf/closed/wall/proc/devastate_wall()
builtin_sheet.amount = 2
builtin_sheet.loc = src
new sheet_type(src, sheet_amount)
new /obj/item/stack/sheet/metal(src)
/turf/closed/wall/ex_act(severity, target)
@@ -65,7 +59,8 @@
switch(severity)
if(1)
//SN src = null
src.ChangeTurf(src.baseturf)
var/turf/NT = ChangeTurf(baseturf)
NT.contents_explosion(severity, target)
return
if(2)
if (prob(50))
@@ -75,24 +70,28 @@
if(3)
if (prob(hardness))
dismantle_wall(0,1)
else
if(!density)
..()
return
/turf/closed/wall/blob_act(obj/effect/blob/B)
/turf/closed/wall/blob_act(obj/structure/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)
switch(M.damtype)
if(BRUTE)
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
if(prob(hardness + M.force) && M.force > 20)
dismantle_wall(1)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1)
if(BURN)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(TOX)
playsound(src, 'sound/effects/spray2.ogg', 100, 1)
return 0
/turf/closed/wall/attack_paw(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
@@ -104,18 +103,15 @@
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)
/turf/closed/wall/attack_hulk(mob/user, does_attack_animation = 0)
..(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>")
@@ -127,7 +123,6 @@
playsound(src, 'sound/weapons/Genhit.ogg', 25, 1)
src.add_fingerprint(user)
..()
return
/turf/closed/wall/attackby(obj/item/weapon/W, mob/user, params)
@@ -137,7 +132,7 @@
return
//get the user's location
if( !istype(user.loc, /turf) )
if(!isturf(user.loc))
return //can't do this stuff whilst inside objects and such
add_fingerprint(user)
@@ -154,8 +149,6 @@
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
@@ -178,20 +171,20 @@
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin slicing through the outer plating...</span>"
playsound(src, W.usesound, 100, 1)
if(do_after(user, slicing_duration/W.toolspeed, target = src))
if( !istype(src, /turf/closed/wall) || !user || !WT || !WT.isOn() || !T )
if(do_after(user, slicing_duration*W.toolspeed, target = src))
if(!iswallturf(src) || !user || !WT || !WT.isOn() || !T)
return 1
if( user.loc == T && user.get_active_hand() == WT )
if( user.loc == T && user.get_active_held_item() == 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 )
if(do_after(user, slicing_duration*W.toolspeed, target = src))
if(!iswallturf(src) || !user || !W || !T)
return 1
if( user.loc == T && user.get_active_hand() == W )
if( user.loc == T && user.get_active_held_item() == 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>")
@@ -202,9 +195,9 @@
/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 )
if(!iswallturf(src) || !user || !W || !T)
return 1
if( user.loc == T && user.get_active_hand() == W )
if( user.loc == T && user.get_active_held_item() == 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>")
@@ -230,17 +223,11 @@
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)
QDEL_IN(O, burning_time)
else
thermite = 0
spawn(50)
if(O)
qdel(O)
return
QDEL_IN(O, 50)
/turf/closed/wall/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
@@ -255,9 +242,18 @@
if(prob(20))
ChangeTurf(/turf/closed/wall/mineral/cult)
/turf/closed/wall/ratvar_act()
if(prob(20))
/turf/closed/wall/ratvar_act(force, ignore_mobs)
. = ..()
if(.)
ChangeTurf(/turf/closed/wall/clockwork)
/turf/closed/wall/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
return 0
/turf/closed/wall/acid_act(acidpwr, acid_volume)
if(explosion_block >= 2)
acidpwr = min(acidpwr, 50) //we reduce the power so strong walls never get melted.
. = ..()
/turf/closed/wall/acid_melt()
dismantle_wall(1)
-196
View File
@@ -1,196 +0,0 @@
/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/proc/update_icon()
..()
/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
@@ -1,228 +0,0 @@
/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, W.usesound, 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, W.usesound, 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, W.usesound, 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, W.usesound, 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, W.usesound, 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, W.usesound, 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, W.usesound, 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, W.usesound, 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, W.usesound, 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()