#define GIRDER_NORMAL 0
#define GIRDER_REINF_STRUTS 1
#define GIRDER_REINF 2
#define GIRDER_DISPLACED 3
#define GIRDER_DISASSEMBLED 4
/obj/structure/girder
name = "girder"
icon_state = "girder"
anchored = 1
density = 1
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
/obj/structure/girder/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver))
if(state == GIRDER_DISPLACED)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 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
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, 'sound/items/Screwdriver.ogg', 100, 1)
user << "You start unsecuring support struts..."
if(do_after(user, 40/W.toolspeed, target = src))
if(state != GIRDER_REINF)
return
user << "You unsecure the support struts."
state = GIRDER_REINF_STRUTS
else if(istype(W, /obj/item/weapon/wrench))
if(state == GIRDER_DISPLACED)
if(!istype(loc, /turf/open/floor))
user << "A floor must be present to secure the girder!"
return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "You start securing the girder..."
if(do_after(user, 40/W.toolspeed, target = src))
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, 'sound/items/Ratchet.ogg', 100, 1)
user << "You start unsecuring the girder..."
if(do_after(user, 40/W.toolspeed, target = src))
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/weapon/gun/energy/plasmacutter))
user << "You start slicing apart the girder..."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 30, target = src))
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/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
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/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user << "You start removing support struts..."
if(do_after(user, 40/W.toolspeed, target = src))
user << "You remove the support struts."
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 (istype(src.loc, /turf/closed/wall))
user << "There is already a wall present!"
return
if (!istype(src.loc, /turf/open/floor))
user << "A floor must be present to build a false wall!"
return
if (locate(/obj/structure/falsewall) in src.loc.contents)
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)
user << "You need at least two rods to create a false wall!"
return
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)
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)
user << "You need at least five rods to add plating!"
return
user << "You start adding plating..."
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 5)
return
S.use(5)
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)
user << "You need two sheets of metal to create a false wall!"
return
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)
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)
user << "You need two sheets of metal to finish a wall!"
return
user << "You start adding plating..."
if (do_after(user, 40, target = src))
if(loc == null || S.get_amount() < 2)
return
S.use(2)
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)
user << "You need at least two sheets to create a false wall!"
return
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)
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
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)
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
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)
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)
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)
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)
user << "You need at least two sheets to add plating!"
return
user << "You start adding plating..."
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
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
user << "You fit the pipe into \the [src]."
else
return ..()
/obj/structure/girder/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
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/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash)
if(state != GIRDER_DISPLACED)
var/obj/structure/girder/displaced/D = new (loc)
transfer_fingerprints_to(D)
qdel(src)
/obj/structure/girder/blob_act(obj/effect/blob/B)
if(prob(40))
qdel(src)
/obj/structure/girder/ex_act(severity, target)
switch(severity)
if(1)
qdel(src)
if(2)
if (prob(70))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
if(3)
if (prob(40))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
/obj/structure/girder/narsie_act()
if(prob(25))
new /obj/structure/girder/cult(loc)
qdel(src)
/obj/structure/girder/displaced
name = "displaced girder"
icon_state = "displaced"
anchored = 0
state = GIRDER_DISPLACED
girderpasschance = 25
/obj/structure/girder/reinforced
name = "reinforced girder"
icon_state = "reinforced"
state = GIRDER_REINF
girderpasschance = 0
/obj/structure/girder/reinforced/ex_act(severity, target)
switch(severity)
if(1)
qdel(src)
if(2)
if (prob(50))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
if(3)
if (prob(20))
var/remains = pick(/obj/item/stack/rods,/obj/item/stack/sheet/metal)
new remains(loc)
qdel(src)
//////////////////////////////////////////// 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/weapon/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/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
user << "You start slicing apart the girder..."
if(do_after(user, 40/W.toolspeed, target = src))
if( !WT.isOn() )
return
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/weapon/gun/energy/plasmacutter))
user << "You start slicing apart the girder..."
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 30, target = src))
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/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
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)
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/ex_act(severity, target)
switch(severity)
if(1)
qdel(src)
if(2)
if(prob(30))
new/obj/item/stack/sheet/runed_metal/(get_turf(src), 1)
qdel(src)
if(3)
if(prob(5))
new/obj/item/stack/sheet/runed_metal/(get_turf(src), 1)
qdel(src)