Files
Bubberstation/code/game/objects/structures/grille.dm
Whoneedspacee 7c99c1f9b7 RCD Additions + Cyborg RCD Upgrades (#52018)
* adds directional window setting for normal grille window mode

adds furnishing upgrading to the rcd for chairs, stools, tables, and glass tables

both of these new introductions have their direction based on where you are facing when the timer for the build finishes

* adds the luxary rcd cargo pack with a loaded rcd, all 4 upgrade disks, and 3 extra compressed matter cartridges

* adds the furnishing upgrade to the techwebs

allows cyborgs to install rcd upgrades except silos

allows loading of metal and matter into the rcd by simply clicking on the thing you want to insert

lowers price of the cargo pack and removes the silo upgrade

adds banned upgrades var to the rcd

* you can now create windoors and deconstruct them as well

you can now deconstruct tables

doubles the price of the cargo pack for rcds

* removed cargo pack

* changes define to bitshift flags

moves matter addition to rcds to a proc on sheets

* matter amount is now a stack variable
2020-08-06 17:59:07 -03:00

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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 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_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
/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(smoothing_flags)
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_glass == RCD_WINDOW_REINFORCED)
return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
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(!isturf(loc))
return FALSE
var/turf/T = loc
var/window_dir = the_rcd.window_size == RCD_WINDOW_FULLTILE ? FULLTILE_WINDOW_DIR : user.dir
if(!valid_window_location(T, window_dir))
return FALSE
to_chat(user, "<span class='notice'>You construct the window.</span>")
var/obj/structure/window/WD = new the_rcd.window_type(T, window_dir)
WD.set_anchored(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(ismovable(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)
set_anchored(!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.set_anchored(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 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