/obj/structure/girder
desc = "The basic building block of all walls."
desc_info = "Use metal sheets on this to build a normal wall.
\
A false wall can be made by using a crowbar on this girder, and then adding some material.
\
You can dismantle the grider with a wrench, or add support struts with a screwdriver to enable further reinforcement."
icon_state = "girder"
anchored = 1
density = 1
layer = ABOVE_CABLE_LAYER
w_class = ITEMSIZE_HUGE
var/state = 0
var/health = 200
var/cover = 50 //how much cover the girder provides against projectiles.
build_amt = 2
var/material/reinf_material
var/reinforcing = 0
/obj/structure/girder/examine(mob/user, distance, infix, suffix)
. = ..()
var/state
var/current_damage = health / initial(health)
switch(current_damage)
if(0 to 0.2)
state = "The support struts are collapsing!"
if(0.2 to 0.4)
state = "The support struts are warped!"
if(0.4 to 0.8)
state = "The support struts are dented, but holding together."
if(0.8 to 1)
state = "The support struts look completely intact."
to_chat(user, state)
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
/obj/structure/girder/bullet_act(var/obj/item/projectile/Proj)
//Girders only provide partial cover. There's a chance that the projectiles will just pass through. (unless you are trying to shoot the girder)
if(Proj.original != src && !prob(cover))
return PROJECTILE_CONTINUE //pass through
var/damage = Proj.get_structure_damage()
if(!damage)
return
if(!istype(Proj, /obj/item/projectile/beam))
damage *= 0.4 //non beams do reduced damage
take_damage(damage)
return ..()
/obj/structure/girder/proc/take_damage(var/damage)
health -= damage
if(health <= 0)
visible_message("\The [src] falls apart!")
dismantle()
/obj/structure/girder/proc/reset_girder()
anchored = 1
cover = initial(cover)
health = min(health,initial(health))
state = 0
icon_state = initial(icon_state)
reinforcing = 0
if(reinf_material)
reinforce_girder()
/obj/structure/girder/attackby(obj/item/W as obj, mob/user as mob)
if(W.iswrench() && state == 0)
if(anchored && !reinf_material)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "Now disassembling the girder...")
if(do_after(user,40/W.toolspeed))
if(!src) return
to_chat(user, "You dissasembled the girder!")
dismantle()
else if(!anchored)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "Now securing the girder...")
if(do_after(user, 40/W.toolspeed))
to_chat(user, "You secured the girder!")
reset_girder()
else if(istype(W, /obj/item/gun/energy/plasmacutter))
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,30/W.toolspeed))
if(!src) return
to_chat(user, "You slice apart the girder!")
dismantle()
else if(istype(W, /obj/item/melee/energy))
var/obj/item/melee/energy/WT = W
if(WT.active)
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,30/W.toolspeed))
if(!src) return
to_chat(user, "You slice apart the girder!")
dismantle()
else
to_chat(user, "You need to activate the weapon to do that!")
return
else if(istype(W, /obj/item/melee/energy/blade))
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,30/W.toolspeed))
if(!src) return
to_chat(user, "You slice apart the girder!")
dismantle()
else if(istype(W, /obj/item/melee/chainsword))
var/obj/item/melee/chainsword/WT = W
if(WT.active)
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,60/W.toolspeed))
if(!src) return
to_chat(user, "You slice apart the girder!")
dismantle()
else
to_chat(user, "You need to activate the weapon to do that!")
return
else if(istype(W, /obj/item/pickaxe/diamonddrill))
to_chat(user, "You drill through the girder!")
dismantle()
else if(istype(W, /obj/item/melee/arm_blade/))
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,150))
if(!src)
return
to_chat(user, "You slice apart the girder!")
dismantle()
else if(W.isscrewdriver())
if(state == 2)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "Now unsecuring support struts...")
if(do_after(user,40/W.toolspeed))
if(!src)
return
to_chat(user, "You unsecured the support struts!")
state = 1
else if(anchored && !reinf_material)
playsound(src.loc, W.usesound, 100, 1)
reinforcing = !reinforcing
to_chat(user, "\The [src] can now be [reinforcing? "reinforced" : "constructed"]!")
return
else if(W.iswirecutter() && state == 1)
playsound(src.loc, 'sound/items/wirecutter.ogg', 100, 1)
to_chat(user, "Now removing support struts...")
if(do_after(user,40/W.toolspeed))
if(!src) return
to_chat(user, "You removed the support struts!")
reinf_material = null
reset_girder()
else if(W.iscrowbar() && state == 0 && anchored)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "Now dislodging the girder...")
if(do_after(user, 40/W.toolspeed))
if(!src) return
to_chat(user, "You dislodged the girder!")
icon_state = "displaced"
anchored = 0
health = 50
cover = 25
else if(istype(W, /obj/item/stack/material))
if(reinforcing && !reinf_material)
if(!reinforce_with_material(W, user))
return ..()
else
if(!construct_wall(W, user))
return ..()
else if(W.force)
var/damage_to_deal = W.force
var/weaken = 0
if(reinf_material)
weaken += reinf_material.integrity * 3 //Since girders don't have a secondary material, buff 'em up a bit.
weaken /= 100
do_attack_animation(src)
playsound(src, 'sound/weapons/smash.ogg', 50)
if(damage_to_deal > weaken && (damage_to_deal > MIN_DAMAGE_TO_HIT))
damage_to_deal -= weaken
visible_message("[user] strikes \the [src] with \the [W], [is_sharp(W) ? "slicing" : "denting"] a support rod!")
take_damage(damage_to_deal)
else
visible_message("[user] strikes \the [src] with \the [W], but it bounces off!")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
return
return ..()
/obj/structure/girder/proc/construct_wall(obj/item/stack/material/S, mob/user)
if(S.get_amount() < 2)
to_chat(user, "There isn't enough material here to construct a wall.")
return 0
var/material/M = SSmaterials.get_material_by_name(S.default_type)
if(!istype(M))
return 0
var/wall_fake
add_hiddenprint(usr)
if(M.integrity < 50)
to_chat(user, "This material is too soft for use in wall construction.")
return 0
to_chat(user, "You begin adding the plating...")
if(!do_after(user,40) || !S.use(2))
return 1 //once we've gotten this far don't call parent attackby()
if(anchored)
to_chat(user, "You added the plating!")
else
to_chat(user, "You create a false wall! Push on it to open or close the passage.")
wall_fake = 1
var/turf/Tsrc = get_turf(src)
var/original_type = Tsrc.type
Tsrc.ChangeTurf(/turf/simulated/wall)
var/turf/simulated/wall/T = Tsrc
T.under_turf = original_type
T.set_material(M, reinf_material)
if(wall_fake)
T.can_open = 1
T.add_hiddenprint(usr)
qdel(src)
return 1
/obj/structure/girder/proc/reinforce_with_material(obj/item/stack/material/S, mob/user) //if the verb is removed this can be renamed.
if(reinf_material)
to_chat(user, "\The [src] is already reinforced.")
return 0
if(S.get_amount() < 2)
to_chat(user, "There isn't enough material here to reinforce the girder.")
return 0
var/material/M = SSmaterials.get_material_by_name(S.default_type)
if(!istype(M) || M.integrity < 50)
to_chat(user, "You cannot reinforce \the [src] with that; it is too soft.")
return 0
to_chat(user, "Now reinforcing...")
if (!do_after(user,40) || !S.use(2))
return 1 //don't call parent attackby() past this point
to_chat(user, "You added reinforcement!")
reinf_material = M
reinforce_girder()
return 1
/obj/structure/girder/proc/reinforce_girder()
cover = reinf_material.hardness
health = 500
state = 2
icon_state = "reinforced"
reinforcing = 0
/obj/structure/girder/attack_hand(mob/user as mob)
if (HULK in user.mutations)
visible_message("[user] smashes [src] apart!")
dismantle()
return
return ..()
/obj/structure/girder/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(30))
dismantle()
return
else
health -= rand(60,180)
if(3.0)
if (prob(5))
dismantle()
return
else
health -= rand(40,80)
else
if(health <= 0)
dismantle()
return
/obj/structure/girder/attack_generic(var/mob/user, var/damage, var/attack_message = "smashes apart", var/wallbreaker)
if(!damage || !wallbreaker)
return FALSE
user.do_attack_animation(src)
visible_message("[user] [attack_message] \the [src]!")
dismantle()
return TRUE
/obj/structure/girder/cult
icon= 'icons/obj/cult.dmi'
icon_state= "cultgirder"
health = 250
cover = 70
appearance_flags = NO_CLIENT_COLOR
/obj/structure/girder/cult/dismantle()
new /obj/effect/decal/remains/human(get_turf(src))
qdel(src)
/obj/structure/girder/cult/attackby(obj/item/W as obj, mob/user as mob)
if(W.iswrench())
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "Now disassembling the girder...")
if(do_after(user,40/W.toolspeed))
to_chat(user, "You dissasembled the girder!")
dismantle()
else if(istype(W, /obj/item/gun/energy/plasmacutter))
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,30/W.toolspeed))
to_chat(user, "You slice apart the girder!")
dismantle()
else if(istype(W, /obj/item/pickaxe/diamonddrill))
to_chat(user, "You drill through the girder!")
new /obj/effect/decal/remains/human(get_turf(src))
dismantle()
else if(istype(W, /obj/item/melee/energy))
var/obj/item/melee/energy/WT = W
if(WT.active)
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,30/W.toolspeed))
to_chat(user, "You slice apart the girder!")
dismantle()
else
to_chat(user, "You need to activate the weapon to do that!")
return
else if(istype(W, /obj/item/melee/energy/blade))
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,30/W.toolspeed))
to_chat(user, "You slice apart the girder!")
dismantle()
else if(istype(W, /obj/item/melee/chainsword))
var/obj/item/melee/chainsword/WT = W
if(WT.active)
to_chat(user, "Now slicing apart the girder...")
if(do_after(user,60/W.toolspeed))
to_chat(user, "You slice apart the girder!")
dismantle()
else
to_chat(user, "You need to activate the weapon to do that!")
return
/obj/structure/girder/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (!mover)
return 1
if(istype(mover,/obj/item/projectile) && density)
if (prob(50))
return 1
else
return 0
else if(mover.checkpass(PASSTABLE))
//Animals can run under them, lots of empty space
return 1
return ..()