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Bubberstation/code/game/objects/structures/grille.dm
SkyratBot eb75696ae9 [MIRROR] [NO GBP]Fixes tesla zaps. [MDB IGNORE] (#24698)
* [NO GBP]Fixes tesla zaps. (#79398)

## About The Pull Request
Closes #79297
Closes #79312

Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.

Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.

Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.

Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑

* [NO GBP]Fixes tesla zaps.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-10-31 10:29:50 -07:00

380 lines
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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
flags_1 = CONDUCT_1
obj_flags = 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
/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 & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
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(flags_1 & NODECONSTRUCT_1)
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/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]")
if(!initial(window_path.fulltile)) //only fulltile windows can be built 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
if(flags_1 & NODECONSTRUCT_1)
return FALSE
tool.play_tool_sound(src, 100)
deconstruct()
return TOOL_ACT_TOOLTYPE_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(flags_1 & NODECONSTRUCT_1)
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 TOOL_ACT_TOOLTYPE_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.flags_1 & CONDUCT_1) && 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/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 80, TRUE)
/obj/structure/grille/deconstruct(disassembled = TRUE)
if(!loc) //if already qdel'd somehow, we do nothing
return
if(!(flags_1&NODECONSTRUCT_1))
var/obj/R = new rods_type(drop_location(), rods_amount)
transfer_fingerprints_to(R)
qdel(src)
..()
/obj/structure/grille/atom_break()
. = ..()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
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
// Shocking hurts the grille (to weaken monkey powersinks)
if(prob(50))
take_damage(1, BURN, FIRE, sound_effect = FALSE)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if(electrocute_mob(user, C, src, 1, TRUE))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
return TRUE
else
return FALSE
return FALSE
/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/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/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