mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-17 04:42:06 +00:00
This is part 1 of a project to, eventually, bring the render planes system from /tg/ and bay into Aurora. This is a prerequisite and blocker for many things the development team and community want to have, and this was long overdue. Many objects have been re-assigned layers, which are now thoroughly defined. Maps have had their custom layer defines purged, as we should be moving away from this in favor of saner definitions in the base items. This should be a test-merge due to the sheer amount of layers changed, which will very likely create issues that I cannot possibly discover and debug in a reasonable amount of time myself. --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
328 lines
10 KiB
Plaintext
328 lines
10 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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desc_info = "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves.<br>\
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Wirecutters will turn the grille into metal rods instantly. Grilles are made with metal rods.<br>\
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Can be fixed with a single metal rod if damaged."
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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density = TRUE
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anchored = TRUE
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obj_flags = OBJ_FLAG_CONDUCTABLE
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explosion_resistance = 1
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layer = BELOW_OBJ_LAYER
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obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
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var/health = 10
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var/destroyed = 0
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/obj/structure/grille/over
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name = "over-frame grille"
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icon = 'icons/obj/smooth/window/grille_over.dmi'
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layer = BELOW_OBJ_LAYER
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smoothing_flags = SMOOTH_MORE
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canSmoothWith = list(
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/turf/simulated/wall,
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/turf/simulated/wall/r_wall,
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/turf/unsimulated/wall/steel,
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/turf/unsimulated/wall/darkshuttlewall,
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/turf/unsimulated/wall/riveted,
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/obj/structure/window_frame,
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/obj/structure/window_frame/unanchored,
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/obj/structure/window_frame/empty,
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/obj/structure/window/full/reinforced,
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/obj/structure/window/full/reinforced/indestructible,
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/obj/structure/window/full/reinforced/polarized,
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/obj/structure/window/full/reinforced/polarized/indestructible,
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/obj/structure/window/full/phoron/reinforced,
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/obj/structure/window/shuttle/scc_space_ship,
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/turf/simulated/wall/shuttle/scc_space_ship,
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/obj/machinery/door
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)
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blend_overlay = "wall"
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attach_overlay = "attach"
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can_blend_with = list(
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/turf/simulated/wall,
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/obj/structure/window_frame
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)
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/obj/structure/grille/over/cardinal_smooth(adjacencies, var/list/dir_mods)
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dir_mods = handle_blending(adjacencies, dir_mods)
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return ..(adjacencies, dir_mods)
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/obj/structure/grille/over/large //for external windows
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name = "large over-frame grille"
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icon = 'icons/obj/smooth/window/grille_over_large.dmi'
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can_blend_with = list(
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/turf/simulated/wall,
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/obj/structure/window_frame,
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/turf/simulated/wall/shuttle/scc_space_ship
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)
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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((user.mutations & HULK))
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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(DAMAGE_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(DAMAGE_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 == DAMAGE_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/attacking_item, mob/user)
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if(attacking_item.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(attacking_item, /obj/item/gun/energy/plasmacutter))
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var/obj/item/gun/energy/plasmacutter/PC = attacking_item
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if(PC.check_power_and_message(user))
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return
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PC.use_resource(user, 1)
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playsound(loc, 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((attacking_item.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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return
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else if(istype(attacking_item,/obj/item/stack/rods) && destroyed == 1)
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if(!shock(user, 90))
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var/obj/item/stack/rods/ROD = attacking_item
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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(attacking_item,/obj/item/stack/material))
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var/obj/item/stack/material/ST = attacking_item
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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(!(attacking_item.obj_flags & OBJ_FLAG_CONDUCTABLE) || !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(attacking_item.damtype)
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if("fire")
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health -= attacking_item.force
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if("brute")
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health -= attacking_item.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, GLOB.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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/obj/structure/grille/broken/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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/obj/structure/grille/crescent/attack_hand()
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return
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/obj/structure/grille/crescent/attackby()
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return
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/obj/structure/grille/crescent/attack_generic()
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return
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/obj/structure/grille/crescent/ex_act(var/severity = 2.0)
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return
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/obj/structure/grille/crescent/hitby()
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return
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/obj/structure/grille/crescent/bullet_act()
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return
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