/obj/structure/grille name = "grille" desc = "A flimsy lattice of metal rods, with screws to secure it to the floor." desc_info = "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves.
\ Wirecutters will turn the grille into metal rods instantly. Grilles are made with metal rods.
\ Can be fixed with a single metal rod if damaged." icon = 'icons/obj/structures.dmi' icon_state = "grille" density = TRUE anchored = TRUE obj_flags = OBJ_FLAG_CONDUCTABLE | OBJ_FLAG_MOVES_UNSUPPORTED explosion_resistance = 1 layer = BELOW_WINDOW_LAYER var/health = 10 var/destroyed = 0 /obj/structure/grille/over name = "over-frame grille" icon = 'icons/obj/smooth/window/grille_over.dmi' layer = BELOW_WINDOW_LAYER smoothing_flags = SMOOTH_MORE canSmoothWith = list( /turf/simulated/wall, /turf/simulated/wall/r_wall, /turf/unsimulated/wall/steel, /turf/unsimulated/wall/darkshuttlewall, /turf/unsimulated/wall/riveted, /obj/structure/window_frame, /obj/structure/window_frame/unanchored, /obj/structure/window_frame/empty, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/indestructible, /obj/structure/window/full/reinforced/polarized, /obj/structure/window/full/reinforced/polarized/indestructible, /obj/structure/window/full/phoron/reinforced, /obj/structure/window/shuttle/scc_space_ship, /turf/simulated/wall/shuttle/scc_space_ship, /obj/machinery/door ) blend_overlay = "wall" attach_overlay = "attach" can_blend_with = list( /turf/simulated/wall, /obj/structure/window_frame ) /obj/structure/grille/over/Destroy() var/obj/structure/window_frame/window_frame = locate(/obj/structure/window_frame) in get_turf(src) if(window_frame) window_frame.has_grille_installed = FALSE return ..() /obj/structure/grille/over/cardinal_smooth(adjacencies, var/list/dir_mods) dir_mods = handle_blending(adjacencies, dir_mods) return ..(adjacencies, dir_mods) /obj/structure/grille/over/large //for external windows name = "large over-frame grille" icon = 'icons/obj/smooth/window/grille_over_large.dmi' can_blend_with = list( /turf/simulated/wall, /obj/structure/window_frame, /turf/simulated/wall/shuttle/scc_space_ship ) /obj/structure/grille/ex_act(severity) qdel(src) /obj/structure/grille/update_icon() if(destroyed) icon_state = "[initial(icon_state)]-b" else icon_state = initial(icon_state) /obj/structure/grille/CollidedWith(atom/bumped_atom) . = ..() if(ismob(bumped_atom)) shock(bumped_atom, 70) /obj/structure/grille/attack_hand(mob/user as mob) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) user.do_attack_animation(src) var/damage_dealt = 1 var/attack_message = "kicks" if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user if(H.species.can_shred(H)) attack_message = "mangles" damage_dealt = 5 if(shock(user, 70)) return if((user.mutations & HULK)) damage_dealt += 5 else damage_dealt += 1 attack_generic(user,damage_dealt,attack_message) /obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return TRUE if(mover?.movement_type & PHASING) return TRUE if(istype(mover) && mover.pass_flags & PASSGRILLE) return TRUE else if(istype(mover, /obj/projectile)) return prob(30) else return !density /obj/structure/grille/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit) . = ..() if(. != BULLET_ACT_HIT) return . if(!hitting_projectile) return BULLET_ACT_BLOCK //Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact var/damage = hitting_projectile.get_structure_damage() var/passthrough = 0 if(!damage) return BULLET_ACT_BLOCK //20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area. //If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used. switch(hitting_projectile.damage_type) if(DAMAGE_BRUTE) //bullets if(hitting_projectile.original == src || prob(20)) hitting_projectile.damage *= between(0, hitting_projectile.damage/60, 0.5) if(prob(max((damage-10)/25, 0))*100) passthrough = 1 else hitting_projectile.damage *= between(0, hitting_projectile.damage/60, 1) passthrough = 1 if(DAMAGE_BURN) //beams and other projectiles are either blocked completely by grilles or stop half the damage. if(!(hitting_projectile.original == src || prob(20))) hitting_projectile.damage *= 0.5 passthrough = 1 if(passthrough) . = BULLET_ACT_HIT damage = between(0, (damage - hitting_projectile.damage)*(hitting_projectile.damage_type == DAMAGE_BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage src.health -= damage*0.2 spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted /obj/structure/grille/attackby(obj/item/attacking_item, mob/user) if(attacking_item.iswirecutter()) if(!shock(user, 100)) playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2) qdel(src) else if(istype(attacking_item, /obj/item/gun/energy/plasmacutter)) var/obj/item/gun/energy/plasmacutter/PC = attacking_item if(PC.check_power_and_message(user)) return PC.use_resource(user, 1) playsound(loc, PC.fire_sound, 100, TRUE) new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2) qdel(src) else if((attacking_item.isscrewdriver()) && (istype(loc, /turf/simulated) || anchored)) if(!shock(user, 90)) playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1) anchored = !anchored user.visible_message(SPAN_NOTICE("[user] [anchored ? "fastens" : "unfastens"] the grille."), \ SPAN_NOTICE("You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.")) return else if(istype(attacking_item,/obj/item/stack/rods) && destroyed == 1) if(!shock(user, 90)) var/obj/item/stack/rods/ROD = attacking_item health = 10 density = 1 destroyed = 0 icon_state = "grille" ROD.use(1) user.visible_message(SPAN_NOTICE("[user] repairs the grille."), \ SPAN_NOTICE("You have repaired the grille.")) return //window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM else if(istype(attacking_item,/obj/item/stack/material)) var/obj/item/stack/material/ST = attacking_item if(!ST.material.created_window) return 0 var/dir_to_set = 1 if(loc == user.loc) dir_to_set = user.dir else if( ( x == user.x ) || (y == user.y) ) //Only supposed to work for cardinal directions. if( x == user.x ) if( y > user.y ) dir_to_set = 2 else dir_to_set = 1 else if( y == user.y ) if( x > user.x ) dir_to_set = 8 else dir_to_set = 4 else to_chat(user, SPAN_NOTICE("You can't reach.")) return //Only works for cardinal direcitons, diagonals aren't supposed to work like this. for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set) to_chat(user, SPAN_NOTICE("There is already a window facing this way there.")) return to_chat(user, SPAN_NOTICE("You start placing the window.")) if(do_after(user,20)) for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting. to_chat(user, SPAN_NOTICE("There is already a window facing this way there.")) return var/wtype = ST.material.created_window if (ST.use(1)) var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1) to_chat(user, SPAN_NOTICE("You place the [WD] on [src].")) WD.update_icon() return //window placing end else if(!(attacking_item.obj_flags & OBJ_FLAG_CONDUCTABLE) || !shock(user, 70)) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.do_attack_animation(src) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) switch(attacking_item.damtype) if("fire") health -= attacking_item.force if("brute") health -= attacking_item.force * 0.1 healthcheck() ..() return /obj/structure/grille/proc/healthcheck() if(health <= 0) if(!destroyed) density = 0 destroyed = 1 update_icon() new /obj/item/stack/rods(get_turf(src)) else if(health <= -6) new /obj/item/stack/rods(get_turf(src)) qdel(src) return return // shock user with probability prb (if all connections & power are working) // returns 1 if shocked, 0 otherwise /obj/structure/grille/proc/shock(mob/user as mob, prb) if(!anchored || destroyed) // anchored/destroyed grilles are never connected return 0 if(!prob(prb)) return 0 if(!in_range(src, user))//To prevent TK and mech users from getting shocked return 0 var/turf/T = get_turf(src) var/obj/structure/cable/C = T.get_cable_node() if(C) if(electrocute_mob(user, C, src)) if(C.powernet) C.powernet.trigger_warning() spark(src, 3, GLOB.alldirs) if(user.stunned) return 1 else return 0 return 0 /obj/structure/grille/fire_act(exposed_temperature, exposed_volume) if(!destroyed) if(exposed_temperature > T0C + 1500) health -= 1 healthcheck() ..() /obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb) visible_message(SPAN_DANGER("[user] [attack_verb] the [src]!")) user.do_attack_animation(src) health -= damage spawn(1) healthcheck() return 1 // Used in mapping to avoid /obj/structure/grille/broken destroyed = 1 icon_state = "grille-b" density = 0 /obj/structure/grille/broken/New() ..() health = rand(-5, -1) //In the destroyed but not utterly threshold. healthcheck() //Send this to healthcheck just in case we want to do something else with it. /obj/structure/grille/diagonal icon_state = "grille_diagonal" /obj/structure/grille/cult name = "cult grille" desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it" icon_state = "grillecult" health = 40 //Make it strong enough to avoid people breaking in too easily appearance_flags = NO_CLIENT_COLOR /obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0) if(air_group) return 0 //Make sure air doesn't drain . = ..() /obj/structure/grille/crescent/attack_hand() return /obj/structure/grille/crescent/attackby() return /obj/structure/grille/crescent/attack_generic() return /obj/structure/grille/crescent/ex_act(var/severity = 2.0) return /obj/structure/grille/crescent/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) return