Files
Bubberstation/code/game/objects/structures/grille.dm
Mothblocks 0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00

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/// 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
pressure_resistance = 5*ONE_ATMOSPHERE
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 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
/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(anchored)
. += span_notice("It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.")
if(!anchored)
. += 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("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
if(RCD_WINDOWGRILLE)
var/cost = 8
var/delay = 2 SECONDS
if(the_rcd.window_glass == RCD_WINDOW_REINFORCED)
delay = 4 SECONDS
cost = 12
return rcd_result_with_memory(
list("mode" = RCD_WINDOWGRILLE, "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, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, span_notice("You deconstruct the grille."))
qdel(src)
return TRUE
if(RCD_WINDOWGRILLE)
if(!isturf(loc))
return FALSE
var/turf/T = loc
if(repair_grille())
to_chat(user, span_notice("You rebuild the broken grille."))
if(!clear_tile(user))
return FALSE
if(!ispath(the_rcd.window_type, /obj/structure/window))
CRASH("Invalid window path type in RCD: [the_rcd.window_type]")
var/obj/structure/window/window_path = the_rcd.window_type
if(!valid_window_location(T, user.dir, is_fulltile = initial(window_path.fulltile)))
return FALSE
to_chat(user, span_notice("You construct the window."))
var/obj/structure/window/WD = new the_rcd.window_type(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 class ='warning'>There's still too much stuff in the way!</span>")
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(!. && istype(mover, /obj/projectile))
return prob(30)
/obj/structure/grille/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
. = !density
if(istype(caller))
. = . || (caller.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_notice("[user] [anchored ? "fastens" : "unfastens"] [src]."), \
span_notice("You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor."))
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_notice("[user] rebuilds the broken grille."), \
span_notice("You rebuild the broken grille."))
repair_grille()
R.use(1)
return
//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(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/atom_break()
. = ..()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
icon_state = "brokengrille"
set_density(FALSE)
atom_integrity = 20
broken = TRUE
rods_amount = 1
rods_broken = FALSE
var/obj/R = new rods_type(drop_location(), rods_broken)
transfer_fingerprints_to(R)
/obj/structure/grille/proc/repair_grille()
if(broken)
icon_state = "grille"
set_density(TRUE)
atom_integrity = max_integrity
broken = FALSE
rods_amount = 2
rods_broken = TRUE
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)
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)
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_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.
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
broken = TRUE
rods_amount = 1
rods_broken = FALSE
/obj/structure/grille/broken/Initialize(mapload)
. = ..()
take_damage(max_integrity * 0.6)