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This PR adds makeshift bridges that can be mapped in. There is no way to construct them during the round. Sections of bridges can be destroyed by hitting them, and then repaired with 2 planks or 4 scraps of wood. For mappers, you just need to place some /bridge with /bridge_stakes at both end (with correct dir). Sprites by Conundrum.
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/obj/structure/ms13/bridge | ||
name = "makeshift bridge" | ||
desc = "A makeshift bridge made of half-rotten planks held together by rusted nails. At least the ropes seem to be of decent quality." | ||
icon = 'mojave/icons/structure/bridge.dmi' | ||
icon_state = "planks_1" | ||
density = FALSE | ||
anchored = TRUE | ||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) | ||
max_integrity = 100 | ||
layer = ABOVE_OPEN_TURF_LAYER | ||
plane = GAME_PLANE | ||
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN | BLOCK_Z_IN_UP | ||
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/// Remember initial sprite | ||
var/base_icon | ||
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/obj/structure/ms13/bridge/Initialize(mapload) | ||
. = ..() | ||
// Shift sprite down when going east/west so that people properly walk on the bridge | ||
if(dir == EAST || dir == WEST) | ||
pixel_y = -7 | ||
// Choosing one of the sprite variants | ||
base_icon = "planks_[rand(1, 5)]" | ||
icon_state = base_icon | ||
update_icon() | ||
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/obj/structure/ms13/bridge/update_icon_state() | ||
if(broken) | ||
icon_state = "planks_broken" | ||
else | ||
icon_state = base_icon | ||
return ..() | ||
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/obj/structure/ms13/bridge/update_overlays() | ||
. = ..() | ||
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// Mutable appearances do not support dir so we have to use one sprite for each dir | ||
// Images support dir but do not support "plane=" | ||
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// Ropes and planks sprites | ||
. += mutable_appearance(icon, "rope_underplanks_[dir]", layer=TURF_DECAL_LAYER) | ||
. += mutable_appearance(icon, "rope_underchar_[dir]", layer=BELOW_MOB_LAYER) | ||
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// Because of the layering, we need to use a special sprite when there are bridge stakes on the next turf south | ||
if (dir == WEST || dir == EAST) | ||
. += mutable_appearance(icon, "rope_overchar_[dir]", plane = GAME_PLANE_UPPER, layer=ABOVE_MOB_LAYER) | ||
else | ||
var/turf/turf_south = get_step(src, SOUTH) | ||
var/end = locate(/obj/structure/ms13/bridge_stakes) in turf_south | ||
if(end) | ||
. += mutable_appearance(icon, "rope_overchar_special", plane = GAME_PLANE_UPPER, layer=ABOVE_MOB_LAYER) | ||
else | ||
. += mutable_appearance(icon, "rope_overchar_[dir]", plane = GAME_PLANE_UPPER, layer=ABOVE_MOB_LAYER) | ||
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/// What happens when the bridge integrity reaches zero. | ||
/obj/structure/ms13/bridge/atom_destruction(damage_flag) | ||
if(!broken) | ||
broken = TRUE | ||
obj_flags = 0 // You will go through if you walk over a broken bridge | ||
update_icon(UPDATE_ICON_STATE) // No need to update overlays | ||
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/obj/structure/ms13/bridge/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir) | ||
// Avoid taking damage when integrity is already at 0 | ||
if(broken) | ||
return | ||
. = ..() | ||
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/// Repairing a damaged bridge section back to full health | ||
/obj/structure/ms13/bridge/proc/repair_bridge() | ||
atom_integrity = max_integrity // Back at max health | ||
if(broken) | ||
broken = FALSE // Not broken anymore | ||
obj_flags = initial(obj_flags) // so we set back initial flags | ||
update_icon(UPDATE_ICON_STATE) // No need to update overlays | ||
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/// Possibility to repair damaged bridge sections using wood planks or wood scrap | ||
/obj/structure/ms13/bridge/attackby(obj/item/I, mob/user) | ||
if(istype(I, /obj/item/stack/sheet/ms13/wood/plank) || istype(I, /obj/item/stack/sheet/ms13/wood/scrap_wood)) | ||
var/obj/item/stack/S = I | ||
var/stackamount = S.get_amount() | ||
if(istype(I, /obj/item/stack/sheet/ms13/wood/plank)) | ||
if(stackamount < 2) | ||
to_chat(user, span_notice("You do not have enough [I] to repair [src]!")) | ||
else | ||
if(do_after(user, 3 SECONDS, target = src)) | ||
user.visible_message(span_warning("[user] repairs [src]."),\ | ||
span_notice("You use 2 [I] to repair [src].")) // for "wood planks" | ||
S.use(2) | ||
repair_bridge() | ||
else | ||
if(stackamount < 4) | ||
to_chat(user, span_notice("You do not have enough [I] to repair [src]!")) | ||
else | ||
if(do_after(user, 3 SECONDS, target = src)) | ||
user.visible_message(span_warning("[user] repairs [src]."),\ | ||
span_notice("You use 4 pieces of [I] to repair [src].")) // for "scrap wood" | ||
S.use(4) | ||
repair_bridge() | ||
return | ||
. = ..() | ||
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/// Stakes at the end of a makeshift bridge | ||
/obj/structure/ms13/bridge_stakes | ||
name = "makeshift bridge stakes" | ||
desc = "Two crude wooden poles that have been hammered down into the ground." | ||
icon = 'mojave/icons/structure/bridge_stakes.dmi' | ||
icon_state = "stake_default" | ||
density = FALSE | ||
anchored = TRUE | ||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) | ||
max_integrity = 100 | ||
layer = ABOVE_OPEN_TURF_LAYER | ||
plane = GAME_PLANE | ||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | ||
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/obj/structure/ms13/bridge_stakes/Initialize(mapload) | ||
. = ..() | ||
// The default sprite is just for mappers | ||
// Stakes will be displayed with overlays to handle the layering | ||
icon_state = "" | ||
if(dir == EAST || dir == WEST) | ||
pixel_y = -7 | ||
update_icon() | ||
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/obj/structure/ms13/bridge_stakes/update_overlays() | ||
. = ..() | ||
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// Mutable appearances do not support dir so we have to use one sprite for each dir | ||
// Images support dir but do not support "plane=" | ||
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// Ropes and planks sprites (end of bridge) | ||
. += mutable_appearance('mojave/icons/structure/bridge.dmi', "rope_underplanks_end_[dir]", layer=TURF_DECAL_LAYER) | ||
. += mutable_appearance('mojave/icons/structure/bridge.dmi', "rope_underchar_end_[dir]", layer=BELOW_MOB_LAYER) | ||
. += mutable_appearance('mojave/icons/structure/bridge.dmi', "rope_overchar_end_[dir]", plane = GAME_PLANE_UPPER, layer=ABOVE_MOB_LAYER) | ||
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// Stakes sprites | ||
. += mutable_appearance(icon, "stake_subjective_[dir]", layer=BELOW_MOB_LAYER) | ||
. += mutable_appearance(icon, "stake_underchar_[dir]", layer=BELOW_MOB_LAYER) | ||
. += mutable_appearance(icon, "stake_overchar_[dir]", plane = GAME_PLANE_UPPER, layer=ABOVE_MOB_LAYER) |
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