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## About The Pull Request fixes cost values to be 1:1 of what the construction would have costed in manual construction for the RCD. also changes all decaseconds to seconds in code for clarity. the biggest change is windows, they used to cost more than they needed for manual construction: grille - 4mu - 1 iron sheet - 100% efficiency directional normal window - 6mu - 1 glass sheet - 66% efficiency directional reinforced window - 9mu - 1 reinforced glass sheet - 66% efficiency fulltile normal window - 12mu - 2 glass sheets - 66% efficiency fulltile reinforced window - 15mu - 2 reinforced glass sheets - 80% efficiency this PR fixes all of these to be 100% efficient by lowering their matter costs, among some other items like racks or reflector frames. ## Why It's Good For The Game consistency for material costs is good. most of these incorrect material values are also for things that don't matter, like racks or reflector frames. also decaseconds are gross looking in code ## Changelog 🆑 fix: Some RCD constructs took more material than manual construction. The RCD cost should be consistent in comparison to manual construction now. /🆑
376 lines
12 KiB
Plaintext
376 lines
12 KiB
Plaintext
/// Max number of unanchored items that will be moved from a tile when attempting to add a window to a grille.
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#define CLEAR_TILE_MOVE_LIMIT 20
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/obj/structure/grille
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desc = "A flimsy framework of iron 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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base_icon_state = "grille"
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density = TRUE
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anchored = TRUE
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pass_flags_self = PASSGRILLE
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flags_1 = CONDUCT_1
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obj_flags = CAN_BE_HIT | IGNORE_DENSITY
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pressure_resistance = 5*ONE_ATMOSPHERE
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armor_type = /datum/armor/structure_grille
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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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/datum/armor/structure_grille
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melee = 50
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bullet = 70
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laser = 70
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energy = 100
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bomb = 10
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/obj/structure/grille/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/atmos_sensitive, mapload)
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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_appearance()
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/obj/structure/grille/update_appearance(updates)
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if(QDELETED(src) || broken)
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return
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. = ..()
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if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
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QUEUE_SMOOTH(src)
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/obj/structure/grille/update_icon_state()
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icon_state = "[base_icon_state][((atom_integrity / max_integrity) <= 0.5) ? "50_[rand(0, 3)]" : null]"
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return ..()
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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_notice("It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.")
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if(!anchored)
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. += span_notice("The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.")
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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" = 2 SECONDS, "cost" = 5)
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if(RCD_WINDOWGRILLE)
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var/cost = 0
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var/delay = 0
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if(the_rcd.window_type == /obj/structure/window)
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cost = 4
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delay = 2 SECONDS
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else if(the_rcd.window_type == /obj/structure/window/reinforced)
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cost = 6
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delay = 2.5 SECONDS
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else if(the_rcd.window_type == /obj/structure/window/fulltile)
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cost = 8
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delay = 3 SECONDS
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else if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
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cost = 12
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delay = 4 SECONDS
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if(!cost)
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return FALSE
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return rcd_result_with_memory(
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list("mode" = RCD_WINDOWGRILLE, "delay" = delay, "cost" = cost),
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get_turf(src), RCD_MEMORY_WINDOWGRILLE,
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)
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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_notice("You deconstruct the grille."))
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qdel(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(!isturf(loc))
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return FALSE
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var/turf/T = loc
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if(repair_grille())
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balloon_alert(user, "grille rebuilt")
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if(!clear_tile(user))
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return FALSE
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var/obj/structure/window/window_path = the_rcd.window_type
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if(!ispath(window_path))
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CRASH("Invalid window path type in RCD: [window_path]")
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if(!valid_build_direction(T, user.dir, is_fulltile = initial(window_path.fulltile)))
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balloon_alert(user, "window already here!")
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return FALSE
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var/obj/structure/window/WD = new the_rcd.window_type(T, user.dir)
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WD.set_anchored(TRUE)
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return TRUE
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return FALSE
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/obj/structure/grille/proc/clear_tile(mob/user)
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var/at_users_feet = get_turf(user)
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var/unanchored_items_on_tile
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var/obj/item/last_item_moved
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for(var/obj/item/item_to_move in loc.contents)
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if(!item_to_move.anchored)
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if(unanchored_items_on_tile <= CLEAR_TILE_MOVE_LIMIT)
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item_to_move.forceMove(at_users_feet)
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last_item_moved = item_to_move
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unanchored_items_on_tile++
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if(!unanchored_items_on_tile)
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return TRUE
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to_chat(user, span_notice("You move [unanchored_items_on_tile == 1 ? "[last_item_moved]" : "some things"] out of the way."))
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if(unanchored_items_on_tile - CLEAR_TILE_MOVE_LIMIT > 0)
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to_chat(user, span_warning("There's still too much stuff in the way!"))
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return FALSE
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return TRUE
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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, list/modifiers)
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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, list/modifiers)
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return attack_hand(user, modifiers)
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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, list/modifiers)
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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_warning("[user] hits [src]."), 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, list/modifiers)
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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_warning("[user] mangles [src]."), 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, border_dir)
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. = ..()
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if(!. && isprojectile(mover))
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return prob(30)
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/obj/structure/grille/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
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. = !density
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if(caller)
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. = . || (caller.pass_flags & PASSGRILLE)
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/obj/structure/grille/wirecutter_act(mob/living/user, obj/item/tool)
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add_fingerprint(user)
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if(shock(user, 100))
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return
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tool.play_tool_sound(src, 100)
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deconstruct()
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/structure/grille/screwdriver_act(mob/living/user, obj/item/tool)
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if(!isturf(loc))
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return FALSE
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add_fingerprint(user)
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if(shock(user, 90))
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return FALSE
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if(!tool.use_tool(src, user, 0, volume=100))
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return FALSE
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set_anchored(!anchored)
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user.visible_message(span_notice("[user] [anchored ? "fastens" : "unfastens"] [src]."), \
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span_notice("You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor."))
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return TOOL_ACT_TOOLTYPE_SUCCESS
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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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if(istype(W, /obj/item/stack/rods) && broken && do_after(user, 1 SECONDS, target = src))
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if(shock(user, 90))
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return
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var/obj/item/stack/rods/R = W
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user.visible_message(span_notice("[user] rebuilds the broken grille."), \
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span_notice("You rebuild the broken grille."))
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repair_grille()
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R.use(1)
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return TRUE
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//window placing begin
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else if(is_glass_sheet(W) || istype(W, /obj/item/stack/sheet/bronze))
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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_warning("You need at least two sheets of glass for that!"))
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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_warning("[src] needs to be fastened to the floor first!"))
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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_warning("There is already a window there!"))
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return
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if(!clear_tile(user))
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return
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to_chat(user, span_notice("You start placing the window..."))
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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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if(!clear_tile(user))
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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/reinforced/plasma/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/reinforced/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/reinforced/plasma/plastitanium(drop_location())
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else if(istype(W, /obj/item/stack/sheet/bronze))
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WD = new/obj/structure/window/bronze/fulltile(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.set_anchored(FALSE)
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WD.state = 0
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ST.use(2)
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to_chat(user, span_notice("You place [WD] on [src]."))
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return
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//window placing end
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else if((W.flags_1 & CONDUCT_1) && shock(user, 70))
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return
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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/atom_break()
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. = ..()
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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icon_state = "brokengrille"
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set_density(FALSE)
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atom_integrity = 20
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broken = TRUE
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rods_amount = 1
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var/obj/item/dropped_rods = new rods_type(drop_location(), rods_amount)
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transfer_fingerprints_to(dropped_rods)
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/obj/structure/grille/proc/repair_grille()
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if(broken)
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icon_state = "grille"
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set_density(TRUE)
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atom_integrity = max_integrity
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broken = FALSE
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rods_amount = 2
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return TRUE
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return FALSE
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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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if(T.overfloor_placed)//cant be a floor in the way!
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return FALSE
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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/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return exposed_temperature > T0C + 1500 && !broken
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/obj/structure/grille/atmos_expose(datum/gas_mixture/air, exposed_temperature)
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take_damage(1, BURN, 0, 0)
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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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if(T.overfloor_placed)
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return FALSE
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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_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.
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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()
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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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broken = TRUE
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rods_amount = 1
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/obj/structure/grille/broken/Initialize(mapload)
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. = ..()
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take_damage(max_integrity * 0.6)
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#undef CLEAR_TILE_MOVE_LIMIT
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