/obj/structure/grille name = "grille" desc = "A flimsy lattice of metal rods, with screws to secure it to the floor." icon = 'icons/obj/structures.dmi' icon_state = "grille" density = 1 anchored = 1 flags = CONDUCT pressure_resistance = 5*ONE_ATMOSPHERE layer = 2.9 explosion_resistance = 1 var/health = 10 var/destroyed = 0 /obj/structure/grille/ex_act(severity) qdel(src) /obj/structure/grille/blob_act() qdel(src) /obj/structure/grille/meteorhit(var/obj/M) qdel(src) /obj/structure/grille/update_icon() if(destroyed) icon_state = "[initial(icon_state)]-b" else icon_state = initial(icon_state) /obj/structure/grille/Bumped(atom/user) if(ismob(user)) shock(user, 70) /obj/structure/grille/attack_hand(mob/user as mob) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) user.do_attack_animation(src) var/damage_dealt = 1 var/attack_message = "kicks" if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user if(H.species.can_shred(H)) attack_message = "mangles" damage_dealt = 5 if(shock(user, 70)) return if(HULK in user.mutations) damage_dealt += 5 else damage_dealt += 1 attack_generic(user,damage_dealt,attack_message) /obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSGRILLE)) return 1 else if(istype(mover, /obj/item/projectile)) return prob(30) else return !density /obj/structure/grille/bullet_act(var/obj/item/projectile/Proj) if(!Proj) return //Tasers and the like should not damage grilles. if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) return //Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact var/damage = Proj.damage var/passthrough = 0 //20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area. //If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used. switch(Proj.damage_type) if(BRUTE) //bullets if(Proj.original == src || prob(20)) Proj.damage *= between(0, Proj.damage/60, 0.5) if(prob(max((damage-10)/25, 0))*100) passthrough = 1 else Proj.damage *= between(0, Proj.damage/60, 1) passthrough = 1 if(BURN) //beams and other projectiles are either blocked completely by grilles or stop half the damage. if(!(Proj.original == src || prob(20))) Proj.damage *= 0.5 passthrough = 1 if(passthrough) . = -1 damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage src.health -= damage*0.2 spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted /obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob) if(iswirecutter(W)) if(!shock(user, 100)) playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) PoolOrNew(/obj/item/stack/rods, list(get_turf(src), destroyed ? 1 : 2)) qdel(src) else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored)) if(!shock(user, 90)) playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1) anchored = !anchored user.visible_message("[user] [anchored ? "fastens" : "unfastens"] the grille.", \ "You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.") return //window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM else if(istype(W,/obj/item/stack/material)) var/obj/item/stack/material/ST = W if(!ST.material.created_window) return 0 var/dir_to_set = 1 if(loc == user.loc) dir_to_set = user.dir else if( ( x == user.x ) || (y == user.y) ) //Only supposed to work for cardinal directions. if( x == user.x ) if( y > user.y ) dir_to_set = 2 else dir_to_set = 1 else if( y == user.y ) if( x > user.x ) dir_to_set = 8 else dir_to_set = 4 else user << "You can't reach." return //Only works for cardinal direcitons, diagonals aren't supposed to work like this. for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set) user << "There is already a window facing this way there." return user << "You start placing the window." if(do_after(user,20)) for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting. user << "There is already a window facing this way there." return var/wtype = ST.material.created_window if (ST.use(1)) var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1) user << "You place the [WD] on [src]." WD.update_icon() return //window placing end else if(!(W.flags & CONDUCT) || !shock(user, 70)) user.do_attack_animation(src) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) switch(W.damtype) if("fire") health -= W.force if("brute") health -= W.force * 0.1 healthcheck() ..() return /obj/structure/grille/proc/healthcheck() if(health <= 0) if(!destroyed) density = 0 destroyed = 1 update_icon() PoolOrNew(/obj/item/stack/rods, get_turf(src)) else if(health <= -6) PoolOrNew(/obj/item/stack/rods, get_turf(src)) qdel(src) return return // shock user with probability prb (if all connections & power are working) // returns 1 if shocked, 0 otherwise /obj/structure/grille/proc/shock(mob/user as mob, prb) if(!anchored || destroyed) // anchored/destroyed grilles are never connected return 0 if(!prob(prb)) return 0 if(!in_range(src, user))//To prevent TK and mech users from getting shocked return 0 var/turf/T = get_turf(src) var/obj/structure/cable/C = T.get_cable_node() if(C) if(electrocute_mob(user, C, src)) if(C.powernet) C.powernet.trigger_warning() var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() if(user.stunned) return 1 else return 0 return 0 /obj/structure/grille/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(!destroyed) if(exposed_temperature > T0C + 1500) health -= 1 healthcheck() ..() /obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb) visible_message("[user] [attack_verb] the [src]!") user.do_attack_animation(src) health -= damage spawn(1) healthcheck() return 1 // Used in mapping to avoid /obj/structure/grille/broken destroyed = 1 icon_state = "grille-b" density = 0 New() ..() health = rand(-5, -1) //In the destroyed but not utterly threshold. healthcheck() //Send this to healthcheck just in case we want to do something else with it. /obj/structure/grille/cult name = "cult grille" desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it" icon_state = "grillecult" health = 40 //Make it strong enough to avoid people breaking in too easily /obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0) if(air_group) return 0 //Make sure air doesn't drain ..()