/obj/structure/girder
name = "girder"
icon_state = "girder"
desc = "A large structural assembly made out of metal; It requires a layer of metal before it can be considered a wall."
anchored = TRUE
density = TRUE
layer = BELOW_OBJ_LAYER
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
var/can_displace = TRUE //If the girder can be moved around by wrenching it
max_integrity = 200
/obj/structure/girder/examine(mob/user)
. = ..()
switch(state)
if(GIRDER_REINF)
to_chat(user, "The support struts are screwed in place.")
if(GIRDER_REINF_STRUTS)
to_chat(user, "The support struts are unscrewed and the inner grille is intact.")
if(GIRDER_NORMAL)
if(can_displace)
to_chat(user, "The bolts are wrenched in place.")
if(GIRDER_DISPLACED)
to_chat(user, "The bolts are loosened, but the screws are holding [src] together.")
if(GIRDER_DISASSEMBLED)
to_chat(user, "[src] is disassembled! You probably shouldn't be able to see this examine message.")
/obj/structure/girder/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver))
if(state == GIRDER_DISPLACED)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] disassembles the girder.", \
"You start to disassemble the girder...", "You hear clanking and banging noises.")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_DISPLACED)
return
state = GIRDER_DISASSEMBLED
to_chat(user, "You disassemble the girder.")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
else if(state == GIRDER_REINF)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start unsecuring support struts...")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_REINF)
return
to_chat(user, "You unsecure the support struts.")
state = GIRDER_REINF_STRUTS
else if(state == GIRDER_REINF_STRUTS)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start securing support struts...")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_REINF_STRUTS)
return
to_chat(user, "You secure the support struts.")
state = GIRDER_REINF
else if(istype(W, /obj/item/wrench))
if(state == GIRDER_DISPLACED)
if(!isfloorturf(loc))
to_chat(user, "A floor must be present to secure the girder!")
return
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start securing the girder...")
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "You secure the girder.")
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
else if(state == GIRDER_NORMAL && can_displace)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start unsecuring the girder...")
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "You unsecure the girder.")
var/obj/structure/girder/displaced/D = new (loc)
transfer_fingerprints_to(D)
qdel(src)
else if(istype(W, /obj/item/gun/energy/plasmacutter))
to_chat(user, "You start slicing apart the girder...")
playsound(src, 'sound/items/welder.ogg', 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "You slice apart the girder.")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
var/obj/item/pickaxe/drill/jackhammer/D = W
to_chat(user, "You smash through the girder!")
new /obj/item/stack/sheet/metal(get_turf(src))
D.playDigSound()
qdel(src)
else if(istype(W, /obj/item/wirecutters) && state == GIRDER_REINF_STRUTS)
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "You start removing the inner grille...")
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "You remove the inner grille.")
new /obj/item/stack/sheet/plasteel(get_turf(src))
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
else if(istype(W, /obj/item/stack))
if(iswallturf(loc))
to_chat(user, "There is already a wall present!")
return
if(!isfloorturf(src.loc))
to_chat(user, "A floor must be present to build a false wall!")
return
if (locate(/obj/structure/falsewall) in src.loc.contents)
to_chat(user, "There is already a false wall present!")
return
if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/S = W
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "You need at least two rods to create a false wall!")
return
to_chat(user, "You start building a reinforced false wall...")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "You create a false wall. Push on it to open or close the passage.")
var/obj/structure/falsewall/iron/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 5)
to_chat(user, "You need at least five rods to add plating!")
return
to_chat(user, "You start adding plating...")
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 5)
return
S.use(5)
to_chat(user, "You add the plating.")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/mineral/iron)
transfer_fingerprints_to(T)
qdel(src)
return
if(!istype(W, /obj/item/stack/sheet))
return
var/obj/item/stack/sheet/S = W
if(istype(S, /obj/item/stack/sheet/metal))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "You need two sheets of metal to create a false wall!")
return
to_chat(user, "You start building a false wall...")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "You create a false wall. Push on it to open or close the passage.")
var/obj/structure/falsewall/F = new (loc)
transfer_fingerprints_to(F)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "You need two sheets of metal to finish a wall!")
return
to_chat(user, "You start adding plating...")
if (do_after(user, 40, target = src))
if(loc == null || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "You add the plating.")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall)
transfer_fingerprints_to(T)
qdel(src)
return
if(istype(S, /obj/item/stack/sheet/plasteel))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "You need at least two sheets to create a false wall!")
return
to_chat(user, "You start building a reinforced false wall...")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "You create a reinforced false wall. Push on it to open or close the passage.")
var/obj/structure/falsewall/reinforced/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(state == GIRDER_REINF)
if(S.get_amount() < 1)
return
to_chat(user, "You start finalizing the reinforced wall...")
if(do_after(user, 50, target = src))
if(!src.loc || !S || S.get_amount() < 1)
return
S.use(1)
to_chat(user, "You fully reinforce the wall.")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/r_wall)
transfer_fingerprints_to(T)
qdel(src)
return
else
if(S.get_amount() < 1)
return
to_chat(user, "You start reinforcing the girder...")
if (do_after(user, 60, target = src))
if(!src.loc || !S || S.get_amount() < 1)
return
S.use(1)
to_chat(user, "You reinforce the girder.")
var/obj/structure/girder/reinforced/R = new (loc)
transfer_fingerprints_to(R)
qdel(src)
return
if(S.sheettype)
var/M = S.sheettype
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
to_chat(user, "You need at least two sheets to create a false wall!")
return
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "You create a false wall. Push on it to open or close the passage.")
var/F = text2path("/obj/structure/falsewall/[M]")
var/obj/structure/FW = new F (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 2)
to_chat(user, "You need at least two sheets to add plating!")
return
to_chat(user, "You start adding plating...")
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
to_chat(user, "You add the plating.")
var/turf/T = get_turf(src)
T.ChangeTurf(text2path("/turf/closed/wall/mineral/[M]"))
transfer_fingerprints_to(T)
qdel(src)
return
add_hiddenprint(user)
else if(istype(W, /obj/item/pipe))
var/obj/item/pipe/P = W
if (P.pipe_type in list(0, 1, 5)) //simple pipes, simple bends, and simple manifolds.
if(!user.drop_item())
return
P.loc = src.loc
to_chat(user, "You fit the pipe into \the [src].")
else
return ..()
/obj/structure/girder/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGRILLE))
return prob(girderpasschance)
else
if(istype(mover, /obj/item/projectile))
return prob(girderpasschance)
else
return 0
/obj/structure/girder/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || mover.checkpass(PASSGRILLE)
/obj/structure/girder/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
var/remains = pick(/obj/item/stack/rods, /obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
/obj/structure/girder/ratvar_act()
if(anchored)
new /obj/structure/destructible/clockwork/wall_gear(loc)
else
new /obj/structure/destructible/clockwork/wall_gear/displaced(loc)
qdel(src)
/obj/structure/girder/narsie_act()
new /obj/structure/girder/cult(loc)
qdel(src)
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = FALSE
state = GIRDER_DISPLACED
girderpasschance = 25
max_integrity = 120
/obj/structure/girder/reinforced
name = "reinforced girder"
icon_state = "reinforced"
state = GIRDER_REINF
girderpasschance = 0
max_integrity = 350
//////////////////////////////////////////// cult girder //////////////////////////////////////////////
/obj/structure/girder/cult
name = "runed girder"
desc = "Framework made of a strange and shockingly cold metal. It doesn't seem to have any bolts."
icon = 'icons/obj/cult.dmi'
icon_state= "cultgirder"
can_displace = FALSE
/obj/structure/girder/cult/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/tome) && iscultist(user)) //Cultists can demolish cult girders instantly with their tomes
user.visible_message("[user] strikes [src] with [W]!", "You demolish [src].")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
qdel(src)
else if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0,user))
playsound(src.loc, W.usesound, 50, 1)
to_chat(user, "You start slicing apart the girder...")
if(do_after(user, 40*W.toolspeed, target = src))
if( !WT.isOn() )
return
to_chat(user, "You slice apart the girder.")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/gun/energy/plasmacutter))
to_chat(user, "You start slicing apart the girder...")
playsound(src, 'sound/items/welder.ogg', 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
to_chat(user, "You slice apart the girder.")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
var/obj/item/pickaxe/drill/jackhammer/D = W
to_chat(user, "Your jackhammer smashes through the girder!")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 2
transfer_fingerprints_to(R)
D.playDigSound()
qdel(src)
else if(istype(W, /obj/item/stack/sheet/runed_metal))
var/obj/item/stack/sheet/runed_metal/R = W
if(R.get_amount() < 1)
to_chat(user, "You need at least one sheet of runed metal to construct a runed wall!")
return 0
user.visible_message("[user] begins laying runed metal on [src]...", "You begin constructing a runed wall...")
if(do_after(user, 50, target = src))
if(R.get_amount() < 1 || !R)
return
user.visible_message("[user] plates [src] with runed metal.", "You construct a runed wall.")
R.use(1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/mineral/cult)
qdel(src)
else
return ..()
/obj/structure/girder/cult/narsie_act()
return
/obj/structure/girder/cult/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new/obj/item/stack/sheet/runed_metal/(get_turf(src), 1)
qdel(src)
/obj/structure/girder/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_FLOORWALL)
return list("mode" = RCD_FLOORWALL, "delay" = 20, "cost" = 8)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 13)
return FALSE
/obj/structure/girder/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
var/turf/T = get_turf(src)
switch(passed_mode)
if(RCD_FLOORWALL)
to_chat(user, "You finish a wall.")
T.ChangeTurf(/turf/closed/wall)
qdel(src)
return TRUE
if(RCD_DECONSTRUCT)
to_chat(user, "You deconstruct the girder.")
qdel(src)
return TRUE
return FALSE