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Aurora.3/code/game/objects/structures/grille.dm
Fluffy c24b4c7097 Projectile refactoring madness (#19878)
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.

High risk.
2024-09-23 10:12:57 +00:00

341 lines
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/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.<br>\
Wirecutters will turn the grille into metal rods instantly. Grilles are made with metal rods.<br>\
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