Files
Bubberstation/code/game/objects/structures/grille.dm
jimmyl 25c616e353 fixes the museum cafeteria puzzle and some other things related to the museum (#88287)
## 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!)
/🆑
2024-12-01 13:39:29 +01:00

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.
#define CLEAR_TILE_MOVE_LIMIT 20
/obj/structure/grille
desc = "A flimsy framework of iron rods."
name = "grille"
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
base_icon_state = "grille"
density = TRUE
anchored = TRUE
pass_flags_self = PASSGRILLE | PASSWINDOW
obj_flags = CONDUCTS_ELECTRICITY | CAN_BE_HIT | IGNORE_DENSITY
pressure_resistance = 5*ONE_ATMOSPHERE
armor_type = /datum/armor/structure_grille
max_integrity = 50
integrity_failure = 0.4
var/rods_type = /obj/item/stack/rods
var/rods_amount = 2
/// Whether or not we're disappearing but dramatically
var/dramatically_disappearing = FALSE
/datum/armor/structure_grille
melee = 50
bullet = 70
laser = 70
energy = 100
bomb = 10
/obj/structure/grille/Initialize(mapload)
. = ..()
AddElement(/datum/element/atmos_sensitive, mapload)
/obj/structure/grille/Destroy()
update_cable_icons_on_turf(get_turf(src))
return ..()
/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
update_appearance()
/obj/structure/grille/update_appearance(updates)
if(QDELETED(src) || broken)
return
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
QUEUE_SMOOTH(src)
/obj/structure/grille/update_icon_state()
icon_state = "[base_icon_state][((atom_integrity / max_integrity) <= 0.5) ? "50_[rand(0, 3)]" : null]"
return ..()
/obj/structure/grille/examine(mob/user)
. = ..()
if(resistance_flags & INDESTRUCTIBLE)
return
if(anchored)
. += span_notice("It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.")
else
. += span_notice("The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.")
/obj/structure/grille/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("delay" = 2 SECONDS, "cost" = 5)
if(RCD_WINDOWGRILLE)
var/cost = 0
var/delay = 0
if(the_rcd.rcd_design_path == /obj/structure/window)
cost = 4
delay = 2 SECONDS
else if(the_rcd.rcd_design_path == /obj/structure/window/reinforced)
cost = 6
delay = 2.5 SECONDS
else if(the_rcd.rcd_design_path == /obj/structure/window/fulltile)
cost = 8
delay = 3 SECONDS
else if(the_rcd.rcd_design_path == /obj/structure/window/reinforced/fulltile)
cost = 12
delay = 4 SECONDS
if(!cost)
return FALSE
return rcd_result_with_memory(
list("delay" = delay, "cost" = cost),
get_turf(src), RCD_MEMORY_WINDOWGRILLE,
)
return FALSE
/obj/structure/grille/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
switch(rcd_data["[RCD_DESIGN_MODE]"])
if(RCD_DECONSTRUCT)
qdel(src)
return TRUE
if(RCD_WINDOWGRILLE)
if(!isturf(loc))
return FALSE
var/turf/T = loc
if(repair_grille())
balloon_alert(user, "grille rebuilt")
if(!clear_tile(user))
return FALSE
var/obj/structure/window/window_path = rcd_data["[RCD_DESIGN_PATH]"]
if(!ispath(window_path))
CRASH("Invalid window path type in RCD: [window_path]")
//checks if its a valid build direction
if(!initial(window_path.fulltile))
if(!valid_build_direction(loc, user.dir, is_fulltile = FALSE))
balloon_alert(user, "window already here!")
return FALSE
var/obj/structure/window/WD = new window_path(T, user.dir)
WD.set_anchored(TRUE)
return TRUE
return FALSE
/obj/structure/grille/proc/clear_tile(mob/user)
var/at_users_feet = get_turf(user)
var/unanchored_items_on_tile
var/obj/item/last_item_moved
for(var/obj/item/item_to_move in loc.contents)
if(!item_to_move.anchored)
if(unanchored_items_on_tile <= CLEAR_TILE_MOVE_LIMIT)
item_to_move.forceMove(at_users_feet)
last_item_moved = item_to_move
unanchored_items_on_tile++
if(!unanchored_items_on_tile)
return TRUE
to_chat(user, span_notice("You move [unanchored_items_on_tile == 1 ? "[last_item_moved]" : "some things"] out of the way."))
if(unanchored_items_on_tile - CLEAR_TILE_MOVE_LIMIT > 0)
to_chat(user, span_warning("There's still too much stuff in the way!"))
return FALSE
return TRUE
/obj/structure/grille/Bumped(atom/movable/AM)
if(!ismob(AM))
return
var/mob/M = AM
shock(M, 70)
/obj/structure/grille/attack_animal(mob/user, list/modifiers)
. = ..()
if(!.)
return
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/grille/hulk_damage()
return 60
/obj/structure/grille/attack_hulk(mob/living/carbon/human/user)
if(shock(user, 70))
return
. = ..()
/obj/structure/grille/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message(span_warning("[user] hits [src]."), null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "hit")
if(!shock(user, 70))
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_alien(mob/living/user, list/modifiers)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message(span_warning("[user] mangles [src]."), null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, MELEE, 1)
/obj/structure/grille/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(!. && isprojectile(mover))
return prob(30)
/obj/structure/grille/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
if(!density)
return TRUE
if(pass_info.pass_flags & PASSGRILLE)
return TRUE
return FALSE
/obj/structure/grille/wirecutter_act(mob/living/user, obj/item/tool)
add_fingerprint(user)
if(shock(user, 100))
return
tool.play_tool_sound(src, 100)
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/structure/grille/screwdriver_act(mob/living/user, obj/item/tool)
if(!isturf(loc))
return FALSE
add_fingerprint(user)
if(shock(user, 90))
return FALSE
if(!tool.use_tool(src, user, 0, volume=100))
return FALSE
set_anchored(!anchored)
user.visible_message(span_notice("[user] [anchored ? "fastens" : "unfastens"] [src]."), \
span_notice("You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor."))
return ITEM_INTERACT_SUCCESS
/obj/structure/grille/attackby(obj/item/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(W, /obj/item/stack/rods) && broken && do_after(user, 1 SECONDS, target = src))
if(shock(user, 90))
return
var/obj/item/stack/rods/R = W
user.visible_message(span_notice("[user] rebuilds the broken grille."), \
span_notice("You rebuild the broken grille."))
repair_grille()
R.use(1)
return TRUE
//window placing begin
else if(is_glass_sheet(W) || istype(W, /obj/item/stack/sheet/bronze))
if (!broken)
var/obj/item/stack/ST = W
if (ST.get_amount() < 2)
to_chat(user, span_warning("You need at least two sheets of glass for that!"))
return
var/dir_to_set = SOUTHWEST
if(!anchored)
to_chat(user, span_warning("[src] needs to be fastened to the floor first!"))
return
for(var/obj/structure/window/WINDOW in loc)
to_chat(user, span_warning("There is already a window there!"))
return
if(!clear_tile(user))
return
to_chat(user, span_notice("You start placing the window..."))
if(do_after(user,20, target = src))
if(!src.loc || !anchored) //Grille broken or unanchored while waiting
return
for(var/obj/structure/window/WINDOW in loc) //Another window already installed on grille
return
if(!clear_tile(user))
return
var/obj/structure/window/WD
if(istype(W, /obj/item/stack/sheet/plasmarglass))
WD = new/obj/structure/window/reinforced/plasma/fulltile(drop_location()) //reinforced plasma window
else if(istype(W, /obj/item/stack/sheet/plasmaglass))
WD = new/obj/structure/window/plasma/fulltile(drop_location()) //plasma window
else if(istype(W, /obj/item/stack/sheet/rglass))
WD = new/obj/structure/window/reinforced/fulltile(drop_location()) //reinforced window
else if(istype(W, /obj/item/stack/sheet/titaniumglass))
WD = new/obj/structure/window/reinforced/shuttle(drop_location())
else if(istype(W, /obj/item/stack/sheet/plastitaniumglass))
WD = new/obj/structure/window/reinforced/plasma/plastitanium(drop_location())
else if(istype(W, /obj/item/stack/sheet/bronze))
WD = new/obj/structure/window/bronze/fulltile(drop_location())
else
WD = new/obj/structure/window/fulltile(drop_location()) //normal window
WD.setDir(dir_to_set)
WD.set_anchored(FALSE)
WD.state = 0
ST.use(2)
to_chat(user, span_notice("You place [WD] on [src]."))
return
//window placing end
else if((W.obj_flags & CONDUCTS_ELECTRICITY) && shock(user, 70))
return
return ..()
/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE)
else
playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/tools/welder.ogg', 80, TRUE)
/obj/structure/grille/atom_deconstruct(disassembled = TRUE)
var/obj/rods = new rods_type(drop_location(), rods_amount)
transfer_fingerprints_to(rods)
/obj/structure/grille/atom_break()
. = ..()
if(!broken)
icon_state = "brokengrille"
set_density(FALSE)
atom_integrity = 20
broken = TRUE
rods_amount = 1
var/obj/item/dropped_rods = new rods_type(drop_location(), rods_amount)
transfer_fingerprints_to(dropped_rods)
/obj/structure/grille/proc/repair_grille()
if(broken)
icon_state = "grille"
set_density(TRUE)
atom_integrity = max_integrity
broken = FALSE
rods_amount = 2
return TRUE
return FALSE
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
/obj/structure/grille/proc/shock(mob/user, prb)
if(!anchored || broken) // anchored/broken grilles are never connected
return FALSE
if(!prob(prb))
return FALSE
if(!in_range(src, user))//To prevent TK and mech users from getting shocked
return FALSE
var/turf/T = get_turf(src)
if(T.overfloor_placed)//cant be a floor in the way!
return FALSE
var/obj/structure/cable/cable_node = T.get_cable_node()
if(isnull(cable_node))
return FALSE
if(!electrocute_mob(user, cable_node, src, 1, TRUE))
return FALSE
if(prob(50)) // Shocking hurts the grille (to weaken monkey powersinks)
take_damage(1, BURN, FIRE, sound_effect = FALSE)
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(3, 1, src)
sparks.start()
return TRUE
/obj/structure/grille/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return exposed_temperature > T0C + 1500 && !broken
/obj/structure/grille/atmos_expose(datum/gas_mixture/air, exposed_temperature)
take_damage(1, BURN, 0, 0)
/obj/structure/grille/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(isobj(AM))
if(prob(50) && anchored && !broken)
var/obj/O = AM
if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time
var/turf/T = get_turf(src)
if(T.overfloor_placed)
return FALSE
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/effects/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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.
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?
return ..()
/obj/structure/grille/get_dumping_location()
return null
/obj/structure/grille/proc/temporary_shatter(time_to_go = 0 SECONDS, time_to_return = 4 SECONDS)
if(dramatically_disappearing)
return
//dissapear in 1 second
dramatically_disappearing = TRUE
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, moveToNullspace)), time_to_go) //woosh
// come back in 1 + 4 seconds
addtimer(VARSET_CALLBACK(src, atom_integrity, atom_integrity), time_to_go + time_to_return) //set the health back (icon is updated on move)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, forceMove), loc), time_to_go + time_to_return) //we back boys
addtimer(VARSET_CALLBACK(src, dramatically_disappearing, FALSE), time_to_go + time_to_return) //also set the var back
/// Do some very specific checks to see if we *would* get shocked. Returns TRUE if it's shocked
/obj/structure/grille/proc/is_shocked()
var/turf/turf = get_turf(src)
var/obj/structure/cable/cable = turf.get_cable_node()
var/list/powernet_info = get_powernet_info_from_source(cable)
if(!powernet_info)
return FALSE
var/datum/powernet/powernet = powernet_info["powernet"]
return !!powernet.get_electrocute_damage()
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = FALSE
broken = TRUE
rods_amount = 1
/obj/structure/grille/broken/Initialize(mapload)
. = ..()
take_damage(max_integrity * 0.6)
#undef CLEAR_TILE_MOVE_LIMIT