#define MAX_DENT_DECALS 15 /turf/closed/wall name = "wall" desc = "A huge chunk of metal used to separate rooms." icon = 'GainStation13/icons/turf/walls/wall.dmi' //GS13 icon_state = "wall" explosion_block = 1 wave_explosion_block = EXPLOSION_BLOCK_WALL wave_explosion_multiply = EXPLOSION_DAMPEN_WALL flags_1 = DEFAULT_RICOCHET_1 flags_ricochet = RICOCHET_HARD 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 attack_hand_speed = 8 attack_hand_is_action = TRUE baseturfs = /turf/open/floor/plating explosion_flags = EXPLOSION_FLAG_HARD_OBSTACLE /// Explosion power to disintegrate the wall var/explosion_power_to_scrape = EXPLOSION_POWER_WALL_SCRAPE /// Explosion power to dismantle the wall var/explosion_power_to_dismantle = EXPLOSION_POWER_WALL_DISMANTLE /// Explosion power to potentially dismantle the wall var/explosion_power_minimum_chance_dismantle = EXPLOSION_POWER_WALL_MINIMUM_DISMANTLE 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/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/indestructible/riveted, /turf/closed/wall/clockwork, /turf/closed/indestructible/riveted/, /turf/closed/indestructible/riveted/uranium, /obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/reinforced/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma, /obj/machinery/door, /obj/machinery/door/airlock/, /obj/machinery/door/airlock/mining, /obj/machinery/door/airlock/mining/glass, /obj/machinery/door/airlock/medical, /obj/machinery/door/airlock/medical/glass, /obj/machinery/door/airlock/public, /obj/machinery/door/airlock/public/glass, /obj/machinery/door/airlock/research, /obj/machinery/door/airlock/research/glass, /obj/machinery/door/airlock/maintenance, /obj/machinery/door/airlock/maintenance/glass, /obj/machinery/door/airlock/command/, /obj/machinery/door/airlock/command/glass, /obj/machinery/door/airlock/engineering, /obj/machinery/door/airlock/engineering/glass, /obj/machinery/door/airlock/engineering/abandoned, /obj/machinery/door/airlock/security, /obj/machinery/door/airlock/security/glass, /obj/machinery/door/airlock/maintenance/abandoned, /obj/machinery/door/poddoor/shutters/preopen, /obj/machinery/door/poddoor/shutters, /obj/machinery/door/window/eastright, /obj/machinery/door/window/eastleft, /obj/machinery/door/window/northleft, /obj/machinery/door/window/northright, /obj/machinery/door/airlock/external, /obj/machinery/door/airlock, /obj/machinery/door/airlock/hatch, /obj/machinery/door/airlock/engineering/glass/critical, /obj/machinery/door/airlock/atmos, /obj/machinery/door/airlock/highsecurity,) //GS13 - directional wall sprites will smooth with windows/airlocks smooth = SMOOTH_TRUE var/list/dent_decals /turf/closed/wall/examine(mob/user) . = ..() deconstruction_hints(user) /turf/closed/wall/proc/deconstruction_hints(mob/user) return "The outer plating is welded firmly in place." /turf/closed/wall/attack_tk() return /turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0) if(devastated) devastate_wall() else playsound(src, 'sound/items/welder.ogg', 100, 1) var/newgirder = break_wall() if(newgirder) //maybe we don't /want/ a girder! transfer_fingerprints_to(newgirder) for(var/obj/O in src.contents) //Eject contents! if(istype(O, /obj/structure/sign/poster)) var/obj/structure/sign/poster/P = O P.roll_and_drop(src) ScrapeAway() /turf/closed/wall/proc/break_wall() new sheet_type(src, sheet_amount) if(girder_type) return new girder_type(src) /turf/closed/wall/proc/devastate_wall() new sheet_type(src, sheet_amount) if(girder_type) new /obj/item/stack/sheet/metal(src) /turf/closed/wall/ex_act(severity, target, origin) if(target == src) dismantle_wall(1,1) return switch(severity) if(1) //SN src = null var/turf/NT = ScrapeAway() NT.contents_explosion(severity, target, origin) return if(2) if (prob(50)) dismantle_wall(0,1) else dismantle_wall(1,1) if(3) if (prob(hardness)) dismantle_wall(0,1) if(!density) ..() /turf/closed/wall/wave_ex_act(power, datum/wave_explosion/explosion, dir) . = ..() var/resultant_power = power * explosion.wall_destroy_mod if(resultant_power >= explosion_power_to_scrape) ScrapeAway() else if((resultant_power >= explosion_power_to_dismantle) || ((resultant_power >= explosion_power_minimum_chance_dismantle) && prob(((resultant_power - explosion_power_minimum_chance_dismantle) / (explosion_power_to_dismantle - explosion_power_minimum_chance_dismantle)) * 100))) dismantle_wall(prob((resultant_power - explosion_power_to_dismantle)/(explosion_power_to_scrape - explosion_power_to_dismantle)), TRUE) /turf/closed/wall/blob_act(obj/structure/blob/B) if(prob(50)) dismantle_wall() else add_dent(WALL_DENT_HIT) /turf/closed/wall/attack_paw(mob/living/user) return attack_hand(user) /turf/closed/wall/attack_animal(mob/living/simple_animal/M) if(!M.CheckActionCooldown(CLICK_CD_MELEE)) return M.DelayNextAction() M.do_attack_animation(src) if((M.environment_smash & ENVIRONMENT_SMASH_WALLS) || (M.environment_smash & ENVIRONMENT_SMASH_RWALLS)) playsound(src, 'sound/effects/meteorimpact.ogg', 100, 1) dismantle_wall(1) return /turf/closed/wall/attack_hulk(mob/living/carbon/user) ..() var/obj/item/bodypart/arm = user.hand_bodyparts[user.active_hand_index] if(!arm) return if(arm.disabled) return if(prob(hardness)) playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE) user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk") //hulk_recoil(arm, user) // citadel edit - no, hulks are already subject to stamina combat dismantle_wall(1) else playsound(src, 'sound/effects/bang.ogg', 50, TRUE) add_dent(WALL_DENT_HIT) user.visible_message("[user] smashes \the [src]!", \ "You smash \the [src]!", \ "You hear a booming smash!") return TRUE /** *Deals damage back to the hulk's arm. * *When a hulk manages to break a wall using their hulk smash, this deals back damage to the arm used. *This is in its own proc just to be easily overridden by other wall types. Default allows for three *smashed walls per arm. Also, we use CANT_WOUND here because wounds are random. Wounds are applied *by hulk code based on arm damage and checked when we call break_an_arm(). *Arguments: **arg1 is the arm to deal damage to. **arg2 is the hulk */ /turf/closed/wall/proc/hulk_recoil(obj/item/bodypart/arm, mob/living/carbon/human/hulkman, var/damage = 20) arm.receive_damage(brute = damage, blocked = 0, wound_bonus = CANT_WOUND) var/datum/mutation/human/hulk/smasher = locate(/datum/mutation/human/hulk) in hulkman.dna.mutations if(!smasher || !damage) //sanity check but also snow and wood walls deal no recoil damage, so no arm breaky return smasher.break_an_arm(arm) /turf/closed/wall/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) to_chat(user, "You push the wall but nothing happens!") playsound(src, 'sound/weapons/genhit.ogg', 25, 1) add_fingerprint(user) /turf/closed/wall/attackby(obj/item/W, mob/user, params) if(!user.CheckActionCooldown(CLICK_CD_MELEE)) return if (!user.IsAdvancedToolUser()) to_chat(user, "You don't have the dexterity to do this!") return //get the user's location if(!isturf(user.loc)) return //can't do this stuff whilst inside objects and such user.DelayNextAction() add_fingerprint(user) var/turf/T = user.loc //get user's location for delay checks //the istype cascade has been spread among various procs for easy overriding var/srctype = type if(try_clean(W, user, T) || try_wallmount(W, user, T) || try_decon(W, user, T) || (type == srctype && try_destroy(W, user, T))) return return ..() /turf/closed/wall/proc/try_clean(obj/item/W, mob/user, turf/T) if((user.a_intent != INTENT_HELP) || !LAZYLEN(dent_decals)) return FALSE if(W.tool_behaviour == TOOL_WELDER) if(!W.tool_start_check(user, amount=0)) return FALSE to_chat(user, "You begin fixing dents on the wall...") if(W.use_tool(src, user, 0, volume=100)) if(iswallturf(src) && LAZYLEN(dent_decals)) to_chat(user, "You fix some dents on the wall.") cut_overlay(dent_decals) dent_decals.Cut() return TRUE return FALSE /turf/closed/wall/proc/try_wallmount(obj/item/W, mob/user, turf/T) //check for wall mounted frames if(istype(W, /obj/item/wallframe)) var/obj/item/wallframe/F = W if(F.try_build(src, user)) F.attach(src, user) return TRUE //Poster stuff else if(istype(W, /obj/item/poster)) place_poster(W,user) return TRUE //wall mounted IC assembly stuff else if(istype(W, /obj/item/electronic_assembly/wallmount)) var/obj/item/electronic_assembly/wallmount/A = W A.mount_assembly(src, user) return TRUE return FALSE /turf/closed/wall/proc/try_decon(obj/item/I, mob/user, turf/T) if(I.tool_behaviour == TOOL_WELDER || istype(I, /obj/item/gun/energy/plasmacutter)) if(!I.tool_start_check(user, amount=0)) return FALSE to_chat(user, "You begin slicing through the outer plating...") if(I.use_tool(src, user, slicing_duration, volume=100)) if(iswallturf(src)) to_chat(user, "You remove the outer plating.") dismantle_wall() return TRUE return FALSE /turf/closed/wall/proc/try_destroy(obj/item/I, mob/user, turf/T) if(istype(I, /obj/item/pickaxe/drill/jackhammer)) if(!iswallturf(src)) return TRUE if(user.loc == T) I.play_tool_sound(src) dismantle_wall() visible_message("[user] smashes through [src] with [I]!", "You hear the grinding of metal.") return TRUE return FALSE /turf/closed/wall/singularity_pull(S, current_size) ..() if(current_size >= STAGE_FIVE) if(prob(50)) dismantle_wall() return if(current_size == STAGE_FOUR) if(prob(30)) dismantle_wall() /turf/closed/wall/narsie_act(force, ignore_mobs, probability = 20) . = ..() if(.) ChangeTurf(/turf/closed/wall/mineral/cult) /turf/closed/wall/ratvar_act(force, ignore_mobs) . = ..() if(.) ChangeTurf(/turf/closed/wall/clockwork) /turf/closed/wall/get_dumping_location(obj/item/storage/source, mob/user) return null /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) /turf/closed/wall/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd) switch(the_rcd.mode) if(RCD_DECONSTRUCT) return list("mode" = RCD_DECONSTRUCT, "delay" = 40, "cost" = 26) return FALSE /turf/closed/wall/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) to_chat(user, "You deconstruct the wall.") ScrapeAway() return TRUE return FALSE /turf/closed/wall/proc/add_dent(denttype, x=rand(-8, 8), y=rand(-8, 8)) if(LAZYLEN(dent_decals) >= MAX_DENT_DECALS) return var/mutable_appearance/decal = mutable_appearance('icons/effects/effects.dmi', "", BULLET_HOLE_LAYER, ABOVE_WALL_PLANE) switch(denttype) if(WALL_DENT_SHOT) decal.icon_state = "bullet_hole" if(WALL_DENT_HIT) decal.icon_state = "impact[rand(1, 3)]" decal.pixel_x = x decal.pixel_y = y if(LAZYLEN(dent_decals)) cut_overlay(dent_decals) dent_decals += decal else dent_decals = list(decal) add_overlay(dent_decals) /turf/closed/wall/rust_heretic_act() if(prob(70)) new /obj/effect/temp_visual/glowing_rune(src) ChangeTurf(/turf/closed/wall/rust) #undef MAX_DENT_DECALS