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CHOMPStation2/code/game/objects/structures/grille.dm
2020-05-18 23:42:15 -04:00

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/obj/structure/grille
name = "grille"
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
icon_state = "grille"
density = 1
anchored = 1
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(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)
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/weapon/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.is_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.is_screwdriver()) && (istype(loc, /turf/simulated) || anchored))
if(!shock(user, 90))
playsound(src, W.usesound, 100, 1)
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] the grille.</span>", \
"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grille from"] the floor.</span>")
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 class='notice'>You can't reach.</span>")
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 class='notice'>There is already a window facing this way there.</span>")
return
to_chat(user, "<span class='notice'>You start placing the window.</span>")
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 class='notice'>There is already a window facing this way there.</span>")
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 class='notice'>You place the [WD] on [src].</span>")
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 = 0
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 class='danger'>[user] [attack_verb] the [src]!</span>")
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.
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"
/obj/structure/grille/rcd_values(mob/living/user, obj/item/weapon/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/weapon/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