Files
Bubberstation/code/game/objects/structures/grille.dm
LemonInTheDark f4f8a686df Makes grounding rods consistent, changes the supermatters bolts a great deal. (#48472)
* Goof I will find you and I will berate you

holy hell

Calm and peaceful ahhhhh

I swear goofs pc failing was the biggest tragedy in gaming

Fixes some flags

More touchups

Now to squash

Goofs PC failing was the biggest tragady in GAMING

* Fixing some misspellings before the bee gets me

* GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

* Full vehicle support

* Changes some flags around, "fixes" some bugs, makes being shocked less insane

* Makes spliting more reasonable, unfucks some shitty tesla code I copypasta'd into the sm, godspeed shitcode,
none noticed you.

* Removes my tesla_ignore_1 fix, another pr is up that should solve things, so we're just leaving it in for now,
gonna have to deal with merge conflicts when it gets merged, but that won't be too bad

* tfw

* Nothing to see here folks

* I'm a boomer
2020-01-10 23:25:11 +11:00

280 lines
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/obj/structure/grille
desc = "A flimsy framework of metal rods."
name = "grille"
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
density = TRUE
anchored = TRUE
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
max_integrity = 50
integrity_failure = 0.4
var/rods_type = /obj/item/stack/rods
var/rods_amount = 2
var/rods_broken = TRUE
var/grille_type = null
var/broken_type = /obj/structure/grille/broken
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/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_icon()
/obj/structure/grille/update_icon()
if(QDELETED(src) || broken)
return
var/ratio = obj_integrity / max_integrity
ratio = CEILING(ratio*4, 1) * 25
if(smooth)
queue_smooth(src)
if(ratio > 50)
return
icon_state = "grille50_[rand(0,3)]"
/obj/structure/grille/examine(mob/user)
. = ..()
if(anchored)
. += "<span class='notice'>It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.</span>"
if(!anchored)
. += "<span class='notice'>The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.</span>"
/obj/structure/grille/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
if(RCD_WINDOWGRILLE)
if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
else
return list("mode" = RCD_WINDOWGRILLE, "delay" = 20, "cost" = 8)
return FALSE
/obj/structure/grille/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the grille.</span>")
qdel(src)
return TRUE
if(RCD_WINDOWGRILLE)
if(locate(/obj/structure/window) in loc)
return FALSE
to_chat(user, "<span class='notice'>You construct the window.</span>")
var/obj/structure/window/WD = new the_rcd.window_type(drop_location())
WD.setAnchored(TRUE)
return TRUE
return FALSE
/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)
. = ..()
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)
return attack_hand(user)
/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)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='warning'>[user] hits [src].</span>", 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)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
/obj/structure/grille/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(mover.pass_flags & PASSGRILLE)
return TRUE
else if(!. && istype(mover, /obj/projectile))
return prob(30)
/obj/structure/grille/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSGRILLE)
/obj/structure/grille/attackby(obj/item/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(W.tool_behaviour == TOOL_WIRECUTTER)
if(!shock(user, 100))
W.play_tool_sound(src, 100)
deconstruct()
else if((W.tool_behaviour == TOOL_SCREWDRIVER) && (isturf(loc) || anchored))
if(!shock(user, 90))
W.play_tool_sound(src, 100)
setAnchored(!anchored)
user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
return
else if(istype(W, /obj/item/stack/rods) && broken)
var/obj/item/stack/rods/R = W
if(!shock(user, 90))
user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>", \
"<span class='notice'>You rebuild the broken grille.</span>")
new grille_type(src.loc)
R.use(1)
qdel(src)
return
//window placing begin
else if(is_glass_sheet(W))
if (!broken)
var/obj/item/stack/ST = W
if (ST.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
return
var/dir_to_set = SOUTHWEST
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
return
for(var/obj/structure/window/WINDOW in loc)
to_chat(user, "<span class='warning'>There is already a window there!</span>")
return
to_chat(user, "<span class='notice'>You start placing the window...</span>")
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
var/obj/structure/window/WD
if(istype(W, /obj/item/stack/sheet/plasmarglass))
WD = new/obj/structure/window/plasma/reinforced/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/shuttle(drop_location())
else if(istype(W, /obj/item/stack/sheet/plastitaniumglass))
WD = new/obj/structure/window/plasma/reinforced/plastitanium(drop_location())
else
WD = new/obj/structure/window/fulltile(drop_location()) //normal window
WD.setDir(dir_to_set)
WD.ini_dir = dir_to_set
WD.setAnchored(FALSE)
WD.state = 0
ST.use(2)
to_chat(user, "<span class='notice'>You place [WD] on [src].</span>")
return
//window placing end
else if(istype(W, /obj/item/shard) || !shock(user, 70))
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/obj_break()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
new broken_type(src.loc)
var/obj/R = new rods_type(drop_location(), rods_broken)
transfer_fingerprints_to(R)
qdel(src)
// 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)
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/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!broken)
if(exposed_temperature > T0C + 1500)
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)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
tesla_zap(src, 3, C.newavail() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES | ZAP_IS_TESLA) //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.
return ..()
/obj/structure/grille/get_dumping_location(datum/component/storage/source,mob/user)
return null
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = FALSE
obj_integrity = 20
broken = TRUE
rods_amount = 1
rods_broken = FALSE
grille_type = /obj/structure/grille
broken_type = null