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Human vs human AA tower #7013
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Human vs human AA tower #7013
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code/modules/defenses/aa_tower.dm
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message += SPAN_INFO("It has [SPAN_HELPFUL("[health]/[health_max]")] health.") | ||
return list(message) | ||
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/obj/structure/machinery/defenses/planetary_anti_air/attackby(obj/item/O as obj, mob/user as mob) |
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no one letter vars
code/modules/defenses/aa_tower.dm
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return TURF_PROTECTION_NONE | ||
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/obj/structure/machinery/defenses/planetary_anti_air/power_on_action(mob/user) | ||
var/turf/T = get_turf(src) |
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no one letter vars
code/modules/defenses/aa_tower.dm
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set_light(luminosity_strength) | ||
visible_message("[icon2html(src, viewers(src))] [SPAN_NOTICE("The [name] hums to life and emits several beeps.")]") | ||
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for(var/turf/A as anything in RANGE_TURFS(covered_range, loc)) |
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no one letter vars
return | ||
for(var/area/internal_area in shuttle_areas) | ||
for(var/turf/internal_turf in internal_area) | ||
for(var/mob/M in internal_turf) |
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no one letter vars
return | ||
for(var/area/internal_area in shuttle_areas) | ||
for(var/turf/internal_turf in internal_area) | ||
for(var/mob/M in internal_turf) |
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no one letter vars
code/modules/defenses/aa_tower.dm
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if(!do_after(user, hack_time * user.get_skill_duration_multiplier(SKILL_CONSTRUCTION), INTERRUPT_ALL|BEHAVIOR_IMMOBILE, BUSY_ICON_BUILD, src)) | ||
additional_shock++ | ||
if(prob(50)) | ||
var/mob/living/carbon/human/H = user |
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no one letter vars
code/modules/defenses/aa_tower.dm
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disassemble_time = 150 | ||
health = 500 | ||
health_max = 500 | ||
var/luminosity_strength = 2 |
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var declarations after var overrides
code/modules/defenses/aa_tower.dm
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var/covered_range = 40 | ||
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var/linked_turfs_restricted = list() | ||
var/linked_turfs_covered = list() |
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if you declare a list then you cast it as list, e.g. var/list/this = list()
code/modules/defenses/aa_tower.dm
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user.visible_message(SPAN_NOTICE("[user] disassembles [src]."), SPAN_NOTICE("You disassemble [src].")) | ||
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playsound(loc, 'sound/mecha/mechmove04.ogg', 30, 1) | ||
var/turf/T = get_turf(src) |
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no one letter vars
code/game/turfs/turf.dm
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var/obj/structure/machinery/defenses/planetary_anti_air/highest_aa = null | ||
var/protection_level = TURF_PROTECTION_NONE | ||
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for (var/obj/structure/machinery/defenses/planetary_anti_air/planetary_aa in src.linked_aa) |
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for (var/obj/structure/machinery/defenses/planetary_anti_air/planetary_aa in src.linked_aa) | |
for (var/obj/structure/machinery/defenses/planetary_anti_air/planetary_aa in linked_aa) |
only need to do src.var in initialize proc, do that to every var that has src.var in this pr
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
Splitting the work on HvH gamemode to more PRs for easier reviews
Explain why it's good for the game
Adding AA towers to protect some area from CAS attacks
Testing Photographs and Procedure
Screenshots & Videos
Some codespritesChangelog
🆑 Sergeys
add: Added Anti Air tower to UPP and USCM factions
imageadd: AA tower image
/:cl: