mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-24 09:02:27 +00:00
Plasma cutters can now have their power cells removed with screwdrivers, and replaced by using the power cells on them. Plasma cutters now do 20 damage, up from 15. More things can now be disassembled with the plasma cutter. Non-reinforced walls, non-reinforced tables, grills, machine frames.
261 lines
7.9 KiB
Plaintext
261 lines
7.9 KiB
Plaintext
/obj/structure/grille
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name = "grille"
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desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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density = 1
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anchored = 1
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flags = CONDUCT
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layer = 2.9
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explosion_resistance = 1
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var/health = 10
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var/destroyed = 0
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/obj/structure/grille/ex_act(severity)
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qdel(src)
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/obj/structure/grille/update_icon()
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if(destroyed)
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icon_state = "[initial(icon_state)]-b"
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else
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icon_state = initial(icon_state)
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/obj/structure/grille/CollidedWith(atom/user)
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if(ismob(user))
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shock(user, 70)
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/obj/structure/grille/attack_hand(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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user.do_attack_animation(src)
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var/damage_dealt = 1
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var/attack_message = "kicks"
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H))
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attack_message = "mangles"
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damage_dealt = 5
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if(shock(user, 70))
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return
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if(HULK in user.mutations)
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damage_dealt += 5
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else
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damage_dealt += 1
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attack_generic(user,damage_dealt,attack_message)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return 1
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else
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if(istype(mover, /obj/item/projectile))
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return prob(30)
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else
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return !density
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/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
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var/damage = Proj.get_structure_damage()
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var/passthrough = 0
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if(!damage) return
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//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.
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//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.
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switch(Proj.damage_type)
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if(BRUTE)
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//bullets
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if(Proj.original == src || prob(20))
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Proj.damage *= between(0, Proj.damage/60, 0.5)
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if(prob(max((damage-10)/25, 0))*100)
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passthrough = 1
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else
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Proj.damage *= between(0, Proj.damage/60, 1)
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passthrough = 1
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if(BURN)
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//beams and other projectiles are either blocked completely by grilles or stop half the damage.
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if(!(Proj.original == src || prob(20)))
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Proj.damage *= 0.5
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passthrough = 1
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if(passthrough)
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. = PROJECTILE_CONTINUE
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damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
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src.health -= damage*0.2
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spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
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/obj/structure/grille/attackby(obj/item/W, mob/user)
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if(W.iswirecutter())
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if(!shock(user, 100))
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playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
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new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
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qdel(src)
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else if(istype(W, /obj/item/gun/energy/plasmacutter))
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var/obj/item/gun/energy/plasmacutter/PC = W
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if(!PC.power_supply)
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to_chat(user, SPAN_WARNING("\The [src] doesn't have a power supply installed!"))
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return
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playsound(get_turf(src), PC.fire_sound, 100, TRUE)
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new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
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qdel(src)
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else if((W.isscrewdriver()) && (istype(loc, /turf/simulated) || anchored))
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if(!shock(user, 90))
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playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] the grille.</span>", \
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"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.</span>")
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else if(istype(W,/obj/item/stack/rods) && destroyed == 1)
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if(!shock(user, 90))
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var/obj/item/stack/rods/ROD = W
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health = 10
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density = 1
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destroyed = 0
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icon_state = "grille"
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ROD.use(1)
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user.visible_message("<span class='notice'>[user] repairs the grille.</span>", \
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"<span class='notice'>You have repaired the grille.</span>")
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return
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//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
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else if(istype(W,/obj/item/stack/material))
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var/obj/item/stack/material/ST = W
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if(!ST.material.created_window)
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return 0
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var/dir_to_set = 1
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if(loc == user.loc)
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dir_to_set = user.dir
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else
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if( ( x == user.x ) || (y == user.y) ) //Only supposed to work for cardinal directions.
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if( x == user.x )
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if( y > user.y )
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dir_to_set = 2
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else
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dir_to_set = 1
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else if( y == user.y )
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if( x > user.x )
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dir_to_set = 8
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else
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dir_to_set = 4
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else
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to_chat(user, "<span class='notice'>You can't reach.</span>")
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return //Only works for cardinal direcitons, diagonals aren't supposed to work like this.
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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to_chat(user, "<span class='notice'>You start placing the window.</span>")
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if(do_after(user,20))
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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var/wtype = ST.material.created_window
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if (ST.use(1))
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var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
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to_chat(user, "<span class='notice'>You place the [WD] on [src].</span>")
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WD.update_icon()
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return
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//window placing end
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else if(!(W.flags & CONDUCT) || !shock(user, 70))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(src)
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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switch(W.damtype)
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if("fire")
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health -= W.force
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if("brute")
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health -= W.force * 0.1
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healthcheck()
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..()
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return
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/obj/structure/grille/proc/healthcheck()
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if(health <= 0)
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if(!destroyed)
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density = 0
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destroyed = 1
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update_icon()
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new /obj/item/stack/rods(get_turf(src))
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else
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if(health <= -6)
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new /obj/item/stack/rods(get_turf(src))
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qdel(src)
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return
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return
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// shock user with probability prb (if all connections & power are working)
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// returns 1 if shocked, 0 otherwise
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/obj/structure/grille/proc/shock(mob/user as mob, prb)
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if(!anchored || destroyed) // anchored/destroyed grilles are never connected
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return 0
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if(!prob(prb))
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return 0
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if(!in_range(src, user))//To prevent TK and mech users from getting shocked
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return 0
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src))
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if(C.powernet)
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C.powernet.trigger_warning()
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spark(src, 3, alldirs)
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if(user.stunned)
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return 1
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else
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return 0
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return 0
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/obj/structure/grille/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(!destroyed)
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if(exposed_temperature > T0C + 1500)
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health -= 1
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healthcheck()
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..()
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/obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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user.do_attack_animation(src)
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health -= damage
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spawn(1) healthcheck()
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return 1
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// Used in mapping to avoid
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/obj/structure/grille/broken
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destroyed = 1
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icon_state = "grille-b"
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density = 0
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New()
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..()
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health = rand(-5, -1) //In the destroyed but not utterly threshold.
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healthcheck() //Send this to healthcheck just in case we want to do something else with it.
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/obj/structure/grille/diagonal
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icon_state = "grille_diagonal"
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/obj/structure/grille/cult
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name = "cult grille"
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desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
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icon_state = "grillecult"
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health = 40 //Make it strong enough to avoid people breaking in too easily
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appearance_flags = NO_CLIENT_COLOR
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/obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0)
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if(air_group)
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return 0 //Make sure air doesn't drain
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..()
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