mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-05 13:59:16 +00:00
## About The Pull Request the dotted color board was missing a color for the 10th digit, and orange and brown were not valid byond colors (damn you ghommie) fake scrubbers and vents use the correct layer and plane you may no longer deconstruct indestructible windows you can no longer push indestructible grilles and robust windows if you have a strong move force step teleporters may not teleport abstract objects or mirage holders (due to init shenanigans this sometimes teleported a mirage holder messing the visuals up) ## Why It's Good For The Game bug bad also i didnt make these bugs ok ## Changelog 🆑 fix: fixed the museum password puzzle (to the cafeteria), and the scrubbers and vents there now look correctly (also fixed a rare visual bug) fix: it is now harder to bypass indestructible windows and grilles (those are placed there for a reason, you know!) /🆑
407 lines
13 KiB
Plaintext
407 lines
13 KiB
Plaintext
/// Max number of unanchored items that will be moved from a tile when attempting to add a window to a grille.
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#define CLEAR_TILE_MOVE_LIMIT 20
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/obj/structure/grille
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desc = "A flimsy framework of iron rods."
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name = "grille"
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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base_icon_state = "grille"
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density = TRUE
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anchored = TRUE
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pass_flags_self = PASSGRILLE | PASSWINDOW
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obj_flags = CONDUCTS_ELECTRICITY | CAN_BE_HIT | IGNORE_DENSITY
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pressure_resistance = 5*ONE_ATMOSPHERE
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armor_type = /datum/armor/structure_grille
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max_integrity = 50
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integrity_failure = 0.4
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var/rods_type = /obj/item/stack/rods
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var/rods_amount = 2
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/// Whether or not we're disappearing but dramatically
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var/dramatically_disappearing = FALSE
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/datum/armor/structure_grille
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melee = 50
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bullet = 70
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laser = 70
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energy = 100
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bomb = 10
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/obj/structure/grille/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/atmos_sensitive, mapload)
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/obj/structure/grille/Destroy()
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update_cable_icons_on_turf(get_turf(src))
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return ..()
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/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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update_appearance()
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/obj/structure/grille/update_appearance(updates)
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if(QDELETED(src) || broken)
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return
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. = ..()
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if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
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QUEUE_SMOOTH(src)
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/obj/structure/grille/update_icon_state()
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icon_state = "[base_icon_state][((atom_integrity / max_integrity) <= 0.5) ? "50_[rand(0, 3)]" : null]"
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return ..()
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/obj/structure/grille/examine(mob/user)
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. = ..()
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if(resistance_flags & INDESTRUCTIBLE)
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return
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if(anchored)
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. += span_notice("It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.")
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else
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. += span_notice("The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.")
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/obj/structure/grille/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("delay" = 2 SECONDS, "cost" = 5)
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if(RCD_WINDOWGRILLE)
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var/cost = 0
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var/delay = 0
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if(the_rcd.rcd_design_path == /obj/structure/window)
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cost = 4
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delay = 2 SECONDS
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else if(the_rcd.rcd_design_path == /obj/structure/window/reinforced)
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cost = 6
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delay = 2.5 SECONDS
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else if(the_rcd.rcd_design_path == /obj/structure/window/fulltile)
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cost = 8
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delay = 3 SECONDS
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else if(the_rcd.rcd_design_path == /obj/structure/window/reinforced/fulltile)
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cost = 12
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delay = 4 SECONDS
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if(!cost)
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return FALSE
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return rcd_result_with_memory(
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list("delay" = delay, "cost" = cost),
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get_turf(src), RCD_MEMORY_WINDOWGRILLE,
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)
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return FALSE
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/obj/structure/grille/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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switch(rcd_data["[RCD_DESIGN_MODE]"])
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if(RCD_DECONSTRUCT)
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qdel(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(!isturf(loc))
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return FALSE
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var/turf/T = loc
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if(repair_grille())
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balloon_alert(user, "grille rebuilt")
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if(!clear_tile(user))
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return FALSE
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var/obj/structure/window/window_path = rcd_data["[RCD_DESIGN_PATH]"]
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if(!ispath(window_path))
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CRASH("Invalid window path type in RCD: [window_path]")
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//checks if its a valid build direction
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if(!initial(window_path.fulltile))
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if(!valid_build_direction(loc, user.dir, is_fulltile = FALSE))
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balloon_alert(user, "window already here!")
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return FALSE
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var/obj/structure/window/WD = new window_path(T, user.dir)
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WD.set_anchored(TRUE)
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return TRUE
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return FALSE
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/obj/structure/grille/proc/clear_tile(mob/user)
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var/at_users_feet = get_turf(user)
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var/unanchored_items_on_tile
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var/obj/item/last_item_moved
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for(var/obj/item/item_to_move in loc.contents)
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if(!item_to_move.anchored)
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if(unanchored_items_on_tile <= CLEAR_TILE_MOVE_LIMIT)
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item_to_move.forceMove(at_users_feet)
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last_item_moved = item_to_move
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unanchored_items_on_tile++
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if(!unanchored_items_on_tile)
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return TRUE
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to_chat(user, span_notice("You move [unanchored_items_on_tile == 1 ? "[last_item_moved]" : "some things"] out of the way."))
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if(unanchored_items_on_tile - CLEAR_TILE_MOVE_LIMIT > 0)
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to_chat(user, span_warning("There's still too much stuff in the way!"))
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return FALSE
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return TRUE
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/obj/structure/grille/Bumped(atom/movable/AM)
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if(!ismob(AM))
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return
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var/mob/M = AM
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shock(M, 70)
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/obj/structure/grille/attack_animal(mob/user, list/modifiers)
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. = ..()
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if(!.)
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return
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if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/grille/hulk_damage()
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return 60
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/obj/structure/grille/attack_hulk(mob/living/carbon/human/user)
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if(shock(user, 70))
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return
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. = ..()
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/obj/structure/grille/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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user.visible_message(span_warning("[user] hits [src]."), null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "hit")
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if(!shock(user, 70))
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_alien(mob/living/user, list/modifiers)
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message(span_warning("[user] mangles [src]."), null, null, COMBAT_MESSAGE_RANGE)
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if(!shock(user, 70))
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take_damage(20, BRUTE, MELEE, 1)
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/obj/structure/grille/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(!. && isprojectile(mover))
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return prob(30)
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/obj/structure/grille/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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if(!density)
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return TRUE
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if(pass_info.pass_flags & PASSGRILLE)
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return TRUE
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return FALSE
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/obj/structure/grille/wirecutter_act(mob/living/user, obj/item/tool)
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add_fingerprint(user)
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if(shock(user, 100))
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return
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tool.play_tool_sound(src, 100)
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deconstruct(TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/grille/screwdriver_act(mob/living/user, obj/item/tool)
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if(!isturf(loc))
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return FALSE
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add_fingerprint(user)
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if(shock(user, 90))
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return FALSE
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if(!tool.use_tool(src, user, 0, volume=100))
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return FALSE
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set_anchored(!anchored)
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user.visible_message(span_notice("[user] [anchored ? "fastens" : "unfastens"] [src]."), \
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span_notice("You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor."))
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return ITEM_INTERACT_SUCCESS
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/obj/structure/grille/attackby(obj/item/W, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(istype(W, /obj/item/stack/rods) && broken && do_after(user, 1 SECONDS, target = src))
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if(shock(user, 90))
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return
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var/obj/item/stack/rods/R = W
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user.visible_message(span_notice("[user] rebuilds the broken grille."), \
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span_notice("You rebuild the broken grille."))
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repair_grille()
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R.use(1)
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return TRUE
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//window placing begin
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else if(is_glass_sheet(W) || istype(W, /obj/item/stack/sheet/bronze))
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if (!broken)
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var/obj/item/stack/ST = W
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if (ST.get_amount() < 2)
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to_chat(user, span_warning("You need at least two sheets of glass for that!"))
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return
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var/dir_to_set = SOUTHWEST
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if(!anchored)
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to_chat(user, span_warning("[src] needs to be fastened to the floor first!"))
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return
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for(var/obj/structure/window/WINDOW in loc)
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to_chat(user, span_warning("There is already a window there!"))
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return
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if(!clear_tile(user))
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return
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to_chat(user, span_notice("You start placing the window..."))
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if(do_after(user,20, target = src))
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if(!src.loc || !anchored) //Grille broken or unanchored while waiting
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return
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for(var/obj/structure/window/WINDOW in loc) //Another window already installed on grille
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return
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if(!clear_tile(user))
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return
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var/obj/structure/window/WD
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if(istype(W, /obj/item/stack/sheet/plasmarglass))
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WD = new/obj/structure/window/reinforced/plasma/fulltile(drop_location()) //reinforced plasma window
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else if(istype(W, /obj/item/stack/sheet/plasmaglass))
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WD = new/obj/structure/window/plasma/fulltile(drop_location()) //plasma window
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else if(istype(W, /obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window/reinforced/fulltile(drop_location()) //reinforced window
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else if(istype(W, /obj/item/stack/sheet/titaniumglass))
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WD = new/obj/structure/window/reinforced/shuttle(drop_location())
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else if(istype(W, /obj/item/stack/sheet/plastitaniumglass))
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WD = new/obj/structure/window/reinforced/plasma/plastitanium(drop_location())
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else if(istype(W, /obj/item/stack/sheet/bronze))
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WD = new/obj/structure/window/bronze/fulltile(drop_location())
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else
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WD = new/obj/structure/window/fulltile(drop_location()) //normal window
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WD.setDir(dir_to_set)
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WD.set_anchored(FALSE)
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WD.state = 0
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ST.use(2)
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to_chat(user, span_notice("You place [WD] on [src]."))
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return
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//window placing end
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else if((W.obj_flags & CONDUCTS_ELECTRICITY) && shock(user, 70))
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return
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return ..()
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/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE)
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else
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playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/tools/welder.ogg', 80, TRUE)
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/obj/structure/grille/atom_deconstruct(disassembled = TRUE)
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var/obj/rods = new rods_type(drop_location(), rods_amount)
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transfer_fingerprints_to(rods)
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/obj/structure/grille/atom_break()
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. = ..()
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if(!broken)
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icon_state = "brokengrille"
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set_density(FALSE)
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atom_integrity = 20
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broken = TRUE
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rods_amount = 1
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var/obj/item/dropped_rods = new rods_type(drop_location(), rods_amount)
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transfer_fingerprints_to(dropped_rods)
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/obj/structure/grille/proc/repair_grille()
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if(broken)
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icon_state = "grille"
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set_density(TRUE)
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atom_integrity = max_integrity
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broken = FALSE
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rods_amount = 2
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return TRUE
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return FALSE
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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, prb)
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if(!anchored || broken) // anchored/broken grilles are never connected
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return FALSE
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if(!prob(prb))
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return FALSE
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if(!in_range(src, user))//To prevent TK and mech users from getting shocked
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return FALSE
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var/turf/T = get_turf(src)
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if(T.overfloor_placed)//cant be a floor in the way!
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return FALSE
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var/obj/structure/cable/cable_node = T.get_cable_node()
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if(isnull(cable_node))
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return FALSE
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if(!electrocute_mob(user, cable_node, src, 1, TRUE))
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return FALSE
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if(prob(50)) // Shocking hurts the grille (to weaken monkey powersinks)
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take_damage(1, BURN, FIRE, sound_effect = FALSE)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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sparks.set_up(3, 1, src)
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sparks.start()
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return TRUE
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/obj/structure/grille/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return exposed_temperature > T0C + 1500 && !broken
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/obj/structure/grille/atmos_expose(datum/gas_mixture/air, exposed_temperature)
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take_damage(1, BURN, 0, 0)
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/obj/structure/grille/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(isobj(AM))
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if(prob(50) && anchored && !broken)
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var/obj/O = AM
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if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time
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var/turf/T = get_turf(src)
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if(T.overfloor_placed)
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return FALSE
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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playsound(src, 'sound/effects/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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tesla_zap(source = src, zap_range = 3, power = C.newavail() * 0.01, cutoff = 1e3, zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_LOW_POWER_GEN | ZAP_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
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C.add_delayedload(C.newavail() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock. // What do you mean by this?
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return ..()
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/obj/structure/grille/get_dumping_location()
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return null
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/obj/structure/grille/proc/temporary_shatter(time_to_go = 0 SECONDS, time_to_return = 4 SECONDS)
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if(dramatically_disappearing)
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return
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//dissapear in 1 second
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dramatically_disappearing = TRUE
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, moveToNullspace)), time_to_go) //woosh
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// come back in 1 + 4 seconds
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addtimer(VARSET_CALLBACK(src, atom_integrity, atom_integrity), time_to_go + time_to_return) //set the health back (icon is updated on move)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, forceMove), loc), time_to_go + time_to_return) //we back boys
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addtimer(VARSET_CALLBACK(src, dramatically_disappearing, FALSE), time_to_go + time_to_return) //also set the var back
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/// Do some very specific checks to see if we *would* get shocked. Returns TRUE if it's shocked
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/obj/structure/grille/proc/is_shocked()
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var/turf/turf = get_turf(src)
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var/obj/structure/cable/cable = turf.get_cable_node()
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var/list/powernet_info = get_powernet_info_from_source(cable)
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if(!powernet_info)
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return FALSE
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var/datum/powernet/powernet = powernet_info["powernet"]
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return !!powernet.get_electrocute_damage()
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/obj/structure/grille/broken // Pre-broken grilles for map placement
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icon_state = "brokengrille"
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density = FALSE
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broken = TRUE
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rods_amount = 1
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/obj/structure/grille/broken/Initialize(mapload)
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. = ..()
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take_damage(max_integrity * 0.6)
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#undef CLEAR_TILE_MOVE_LIMIT
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