/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