mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-06 23:12:36 +00:00
* 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
280 lines
9.6 KiB
Plaintext
280 lines
9.6 KiB
Plaintext
/obj/structure/grille
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desc = "A flimsy framework of metal 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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density = TRUE
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anchored = TRUE
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flags_1 = CONDUCT_1
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pressure_resistance = 5*ONE_ATMOSPHERE
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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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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var/rods_broken = TRUE
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var/grille_type = null
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var/broken_type = /obj/structure/grille/broken
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
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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_icon()
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/obj/structure/grille/update_icon()
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if(QDELETED(src) || broken)
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return
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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if(smooth)
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queue_smooth(src)
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if(ratio > 50)
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return
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icon_state = "grille50_[rand(0,3)]"
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/obj/structure/grille/examine(mob/user)
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. = ..()
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if(anchored)
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. += "<span class='notice'>It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.</span>"
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if(!anchored)
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. += "<span class='notice'>The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.</span>"
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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("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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if(RCD_WINDOWGRILLE)
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if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
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else
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 20, "cost" = 8)
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return FALSE
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/obj/structure/grille/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the grille.</span>")
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qdel(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(locate(/obj/structure/window) in loc)
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return FALSE
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to_chat(user, "<span class='notice'>You construct the window.</span>")
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var/obj/structure/window/WD = new the_rcd.window_type(drop_location())
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WD.setAnchored(TRUE)
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return TRUE
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return FALSE
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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)
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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)
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return attack_hand(user)
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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)
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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 class='warning'>[user] hits [src].</span>", 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)
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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 class='warning'>[user] mangles [src].</span>", 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, turf/target)
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. = ..()
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if(mover.pass_flags & PASSGRILLE)
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return TRUE
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else if(!. && istype(mover, /obj/projectile))
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return prob(30)
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/obj/structure/grille/CanAStarPass(ID, dir, caller)
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. = !density
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if(ismovableatom(caller))
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var/atom/movable/mover = caller
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. = . || (mover.pass_flags & PASSGRILLE)
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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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add_fingerprint(user)
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if(W.tool_behaviour == TOOL_WIRECUTTER)
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if(!shock(user, 100))
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W.play_tool_sound(src, 100)
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deconstruct()
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else if((W.tool_behaviour == TOOL_SCREWDRIVER) && (isturf(loc) || anchored))
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if(!shock(user, 90))
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W.play_tool_sound(src, 100)
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setAnchored(!anchored)
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
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"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
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return
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else if(istype(W, /obj/item/stack/rods) && broken)
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var/obj/item/stack/rods/R = W
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if(!shock(user, 90))
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user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>", \
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"<span class='notice'>You rebuild the broken grille.</span>")
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new grille_type(src.loc)
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R.use(1)
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qdel(src)
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return
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//window placing begin
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else if(is_glass_sheet(W))
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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 class='warning'>You need at least two sheets of glass for that!</span>")
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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 class='warning'>[src] needs to be fastened to the floor first!</span>")
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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 class='warning'>There is already a window there!</span>")
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return
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to_chat(user, "<span class='notice'>You start placing the window...</span>")
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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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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/plasma/reinforced/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/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/plasma/reinforced/plastitanium(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.ini_dir = dir_to_set
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WD.setAnchored(FALSE)
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WD.state = 0
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ST.use(2)
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to_chat(user, "<span class='notice'>You place [WD] on [src].</span>")
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return
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//window placing end
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else if(istype(W, /obj/item/shard) || !shock(user, 70))
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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/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 80, TRUE)
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/obj/structure/grille/deconstruct(disassembled = TRUE)
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if(!loc) //if already qdel'd somehow, we do nothing
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return
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if(!(flags_1&NODECONSTRUCT_1))
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var/obj/R = new rods_type(drop_location(), rods_amount)
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transfer_fingerprints_to(R)
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qdel(src)
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..()
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/obj/structure/grille/obj_break()
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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new broken_type(src.loc)
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var/obj/R = new rods_type(drop_location(), rods_broken)
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transfer_fingerprints_to(R)
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qdel(src)
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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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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src, 1, TRUE))
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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return TRUE
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else
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return FALSE
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return FALSE
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/obj/structure/grille/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(!broken)
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if(exposed_temperature > T0C + 1500)
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take_damage(1, BURN, 0, 0)
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..()
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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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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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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.
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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.
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return ..()
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/obj/structure/grille/get_dumping_location(datum/component/storage/source,mob/user)
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return null
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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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obj_integrity = 20
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broken = TRUE
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rods_amount = 1
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rods_broken = FALSE
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grille_type = /obj/structure/grille
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broken_type = null
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