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_wall.dm
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_wall.dm
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var/global/list/wall_blend_objects = list(
/obj/machinery/door,
/obj/structure/door,
/obj/structure/wall_frame,
/obj/structure/grille,
/obj/structure/window/reinforced/full,
/obj/structure/window/reinforced/polarized/full,
/obj/structure/window/shuttle,
/obj/structure/window/borosilicate/full,
/obj/structure/window/borosilicate_reinforced/full
)
var/global/list/wall_noblend_objects = list(
/obj/machinery/door/window
)
var/global/list/wall_fullblend_objects = list(
/obj/structure/wall_frame
)
/turf/wall
name = "wall"
desc = "A huge chunk of metal used to seperate rooms."
icon = 'icons/turf/walls/_previews.dmi'
icon_state = "solid"
opacity = TRUE
density = TRUE
blocks_air = 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
explosion_resistance = 10
color = COLOR_STEEL
turf_flags = TURF_IS_HOLOMAP_OBSTACLE
initial_gas = list(
/decl/material/gas/oxygen = MOLES_O2STANDARD,
/decl/material/gas/nitrogen = MOLES_N2STANDARD
)
zone_membership_candidate = TRUE
/// If set, will prevent merges between walls with different IDs.
var/unique_merge_identifier
var/damage = 0
var/can_open = 0
var/decl/material/material
var/decl/material/reinf_material
var/decl/material/girder_material = /decl/material/solid/metal/steel
var/construction_stage
var/hitsound = 'sound/weapons/Genhit.ogg'
/// A list of connections to walls for each corner, used for icon generation. Can be converted to a list of dirs with corner_states_to_dirs().
var/list/wall_connections
/// A list of connections to non-walls for each corner, used for icon generation. Can be converted to a list of dirs with corner_states_to_dirs().
var/list/other_connections
var/floor_type = /turf/floor/plating //turf it leaves after destruction
var/paint_color
var/stripe_color
var/handle_structure_blending = TRUE
var/min_dismantle_amount = 2
var/max_dismantle_amount = 2
/// Icon to use if shutter state is non-null.
var/shutter_icon = 'icons/turf/walls/shutter.dmi'
/// TRUE = open, FALSE = closed, null = no shutter.
var/shutter_state
/// Overrides base material for shutter icon if set.
var/decl/material/shutter_material
/// Shutter open/close sound.
var/shutter_sound = 'sound/weapons/Genhit.ogg'
/turf/wall/Initialize(var/ml, var/materialtype, var/rmaterialtype)
..(ml)
// Clear mapping icons.
icon = get_wall_icon()
icon_state = "blank"
color = null
if(ispath(shutter_material))
shutter_material = GET_DECL(shutter_material)
set_turf_materials((materialtype || material || get_default_material()), (rmaterialtype || reinf_material), TRUE, girder_material, skip_update = TRUE)
. = INITIALIZE_HINT_LATELOAD
set_extension(src, /datum/extension/penetration/proc_call, PROC_REF(CheckPenetration))
START_PROCESSING(SSturf, src) //Used for radiation.
/turf/wall/LateInitialize(var/ml)
..()
update_material(!ml)
/turf/wall/Destroy()
STOP_PROCESSING(SSturf, src)
material = GET_DECL(/decl/material/placeholder)
reinf_material = null
var/old_x = x
var/old_y = y
var/old_z = z
. = ..()
var/turf/debris = locate(old_x, old_y, old_z)
if(debris)
for(var/turf/wall/W in RANGE_TURFS(debris, 1))
W.wall_connections = null
W.other_connections = null
W.queue_icon_update()
// Walls always hide the stuff below them.
/turf/wall/levelupdate()
for(var/obj/O in src)
O.hide(1)
/turf/wall/protects_atom(var/atom/A)
var/obj/O = A
return (istype(O) && O.hides_under_flooring()) || ..()
/turf/wall/Process(wait, tick)
var/how_often = max(round(2 SECONDS/wait), 1)
if(tick % how_often)
return //We only work about every 2 seconds
if(!radiate())
return PROCESS_KILL
/turf/wall/get_material()
return material
/turf/wall/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj,/obj/item/projectile/beam))
burn(2500)
else if(istype(Proj,/obj/item/projectile/ion))
burn(500)
var/proj_damage = Proj.get_structure_damage()
if(Proj.ricochet_sounds && prob(15))
playsound(src, pick(Proj.ricochet_sounds), 100, 1)
if(reinf_material)
if(Proj.atom_damage_type == BURN)
proj_damage /= reinf_material.burn_armor
else if(Proj.atom_damage_type == BRUTE)
proj_damage /= reinf_material.brute_armor
//cap the amount of damage, so that things like emitters can't destroy walls in one hit.
var/damage = min(proj_damage, 100)
take_damage(damage)
/turf/wall/hitby(AM, var/datum/thrownthing/TT)
. = ..()
if(. && density && !ismob(AM))
var/obj/O = AM
var/tforce = O.throwforce * (TT.speed/THROWFORCE_SPEED_DIVISOR)
playsound(src, hitsound, tforce >= 15 ? 60 : 25, TRUE)
if(tforce > 0)
take_damage(tforce)
/turf/wall/proc/clear_plants()
for(var/obj/effect/overlay/wallrot/WR in src)
qdel(WR)
for(var/obj/effect/vine/plant in range(src, 1))
if(!plant.floor) //shrooms drop to the floor
plant.floor = 1
plant.update_icon()
plant.reset_offsets(0)
/turf/wall/ChangeTurf(var/turf/N, var/tell_universe = TRUE, var/force_lighting_update = FALSE, var/keep_air = FALSE, var/update_open_turfs_above = TRUE)
clear_plants()
. = ..()
//Appearance
/turf/wall/examine(mob/user)
. = ..()
if(!damage)
to_chat(user, "<span class='notice'>It looks fully intact.</span>")
else
var/dam = damage / material.integrity
if(dam <= 0.3)
to_chat(user, "<span class='warning'>It looks slightly damaged.</span>")
else if(dam <= 0.6)
to_chat(user, "<span class='warning'>It looks moderately damaged.</span>")
else
to_chat(user, "<span class='danger'>It looks heavily damaged.</span>")
if(paint_color)
to_chat(user, get_paint_examine_message())
if(locate(/obj/effect/overlay/wallrot) in src)
to_chat(user, "<span class='warning'>There is fungus growing on [src].</span>")
/turf/wall/proc/get_paint_examine_message()
return SPAN_NOTICE("It has had <font color = '[paint_color]'>a coat of paint</font> applied.")
//Damage
/turf/wall/handle_melting(list/meltable_materials)
. = ..()
if(!can_melt())
return
var/turf/floor/F = ChangeTurf(/turf/floor/plating)
if(!istype(F))
return
F.burn_tile()
F.icon_state = "wall_thermite"
visible_message(SPAN_DANGER("\The [src] spontaneously combusts!"))
/turf/wall/take_damage(damage, damage_type = BRUTE, damage_flags, inflicter, armor_pen = 0, silent, do_update_health)
if(damage)
src.damage = max(0, src.damage + damage)
update_damage()
/turf/wall/proc/update_damage()
var/cap = material.integrity
if(reinf_material)
cap += reinf_material.integrity
if(locate(/obj/effect/overlay/wallrot) in src)
cap = cap / 10
if(damage >= cap)
physically_destroyed()
else
update_icon()
/turf/wall/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)//Doesn't fucking work because walls don't interact with air :(
burn(exposed_temperature)
return ..()
/turf/wall/adjacent_fire_act(turf/adj_turf, datum/gas_mixture/adj_air, adj_temp, adj_volume)
burn(adj_temp)
if(adj_temp > material.temperature_damage_threshold)
take_damage(log(RAND_F(0.9, 1.1) * (adj_temp - material.temperature_damage_threshold)))
return ..()
/turf/wall/proc/get_dismantle_stack_type()
return
/turf/wall/proc/get_dismantle_sound()
return 'sound/items/Welder.ogg'
/turf/wall/proc/drop_dismantled_products(devastated, explode)
var/list/obj/structure/girder/placed_girders
if(girder_material)
placed_girders = girder_material.place_dismantled_girder(src, reinf_material)
for(var/obj/structure/girder/placed_girder in placed_girders)
placed_girder.anchored = TRUE
placed_girder.prepped_for_fakewall = can_open
placed_girder.update_icon()
if(material)
material.place_dismantled_product(src, devastated, amount = rand(min_dismantle_amount, max_dismantle_amount), drop_type = get_dismantle_stack_type())
/turf/wall/dismantle_turf(devastated, explode, no_product, keep_air = TRUE)
playsound(src, get_dismantle_sound(), 100, 1)
if(!no_product)
drop_dismantled_products(devastated, explode)
for(var/obj/O in src.contents) //Eject contents!
if(istype(O,/obj/structure/sign/poster))
var/obj/structure/sign/poster/P = O
P.dismantle_structure()
else
O.forceMove(src)
clear_plants()
. = ChangeTurf(floor_type || get_base_turf_by_area(src), keep_air = keep_air)
/turf/wall/explosion_act(severity)
SHOULD_CALL_PARENT(FALSE)
if(severity == 1)
dismantle_turf(TRUE, TRUE, TRUE)
else if(severity == 2)
if(prob(75))
take_damage(rand(150, 250))
else
dismantle_turf(TRUE, TRUE)
else if(severity == 3)
take_damage(rand(0, 250))
// Wall-rot effect, a nasty fungus that destroys walls.
/turf/wall/proc/rot()
if(locate(/obj/effect/overlay/wallrot) in src)
return
var/number_rots = rand(2,3)
for(var/i=0, i<number_rots, i++)
new/obj/effect/overlay/wallrot(src)
/turf/wall/proc/can_melt()
if(material.flags & MAT_FLAG_UNMELTABLE)
return 0
return 1
/turf/wall/proc/radiate()
var/total_radiation = material.radioactivity + (reinf_material ? reinf_material.radioactivity / 2 : 0)
if(!total_radiation)
return
SSradiation.radiate(src, total_radiation)
return total_radiation
/turf/wall/proc/burn(temperature)
if(!QDELETED(src) && istype(material) && material.combustion_effect(src, temperature, 0.7))
for(var/turf/wall/W in range(3,src))
if(W != src)
addtimer(CALLBACK(W, TYPE_PROC_REF(/turf/wall, burn), temperature/4), 2)
physically_destroyed()
/turf/wall/get_color()
return paint_color
/turf/wall/set_color(new_color)
paint_color = new_color
update_icon()
/turf/wall/proc/CheckPenetration(var/base_chance, var/damage)
return round(damage/material.integrity*180)
/turf/wall/can_engrave()
return (material && material.hardness >= 10 && material.hardness <= 100)
/turf/wall/is_wall()
return TRUE
/turf/wall/handle_universal_decay()
handle_melting()
/turf/wall/proc/get_hit_sound()
return 'sound/effects/metalhit.ogg'