/obj/structure/grille name = "grille" desc = "A flimsy lattice of metal rods, with screws to secure it to the floor." icon = 'modular_chomp/icons/obj/structures.dmi' //CHOMPEdit icon_state = "grille" density = TRUE anchored = TRUE pressure_resistance = 5*ONE_ATMOSPHERE layer = TABLE_LAYER explosion_resistance = 1 var/health = 10 var/destroyed = 0 /obj/structure/grille/ex_act(severity) 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) user.setClickCooldown(user.get_attack_speed()) playsound(src, 'sound/effects/grillehit.ogg', 80, 1) user.do_attack_animation(src) var/damage_dealt = 1 var/attack_message = "kicks" if(ishuman(user)) 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) if(istype(mover) && mover.checkpass(PASSGRILLE)) return TRUE if(istype(mover, /obj/item/projectile)) return prob(30) return !density /obj/structure/grille/bullet_act(var/obj/item/projectile/Proj) if(!Proj) return //Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact var/damage = Proj.get_structure_damage() var/passthrough = 0 if(!damage) return //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) . = PROJECTILE_CONTINUE 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/W as obj, mob/user as mob) if(!istype(W)) return if(istype(W, /obj/item/rcd)) // To stop us from hitting the grille when building windows, because grilles don't let parent handle it properly. return FALSE else if(W.has_tool_quality(TOOL_WIRECUTTER)) if(!shock(user, 100)) playsound(src, W.usesound, 100, 1) new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2) qdel(src) else if((W.has_tool_quality(TOOL_SCREWDRIVER)) && (istype(loc, /turf/simulated) || anchored)) if(!shock(user, 90)) playsound(src, W.usesound, 100, 1) anchored = !anchored user.visible_message(span_notice("[user] [anchored ? "fastens" : "unfastens"] the grille."), \ span_notice("You have [anchored ? "fastened the grille to" : "unfastened the grille 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 to_chat(user, span_notice("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) to_chat(user, span_notice("There is already a window facing this way there.")) return to_chat(user, span_notice("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. to_chat(user, span_notice("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) to_chat(user, span_notice("You place the [WD] on [src].")) WD.update_icon() return //window placing end else if((W.flags & NOCONDUCT) || !shock(user, 70)) user.setClickCooldown(user.get_attack_speed(W)) user.do_attack_animation(src) playsound(src, '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 = FALSE destroyed = 1 update_icon() new /obj/item/stack/rods(get_turf(src)) else if(health <= -6) new /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(span_danger("[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 = FALSE /obj/structure/grille/broken/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. can_atmos_pass = ATMOS_PASS_NO // Make sure air doesn't drain. /obj/structure/grille/broken/cult icon_state = "grillecult-b" /obj/structure/grille/rustic name = "rustic grille" desc = "A lattice of metal, arranged in an old, rustic fashion." icon_state = "grillerustic" /obj/structure/grille/broken/rustic icon_state = "grillerustic-b" /* CHOMPEdit - moved this block to modular_chomp\code\game\objects\items\weapons\rcd.dm /obj/structure/grille/rcd_values(mob/living/user, obj/item/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_WINDOWGRILLE) // A full tile window costs 4 glass sheets. return list( RCD_VALUE_MODE = RCD_WINDOWGRILLE, RCD_VALUE_DELAY = 2 SECONDS, RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 4 ) if(RCD_DECONSTRUCT) return list( RCD_VALUE_MODE = RCD_DECONSTRUCT, RCD_VALUE_DELAY = 2 SECONDS, RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 2 ) return FALSE /obj/structure/grille/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) to_chat(user, span_notice("You deconstruct \the [src].")) qdel(src) return TRUE if(RCD_WINDOWGRILLE) if(locate(/obj/structure/window) in loc) return FALSE to_chat(user, span_notice("You construct a window.")) var/obj/structure/window/WD = new the_rcd.window_type(loc) WD.anchored = TRUE return TRUE return FALSE */ /obj/structure/grille/take_damage(var/damage) health -= damage spawn(1) healthcheck() return 1