mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
289 lines
8.9 KiB
Plaintext
289 lines
8.9 KiB
Plaintext
/obj/structure/grille
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name = "grille"
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desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
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icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
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icon_state = "grille"
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density = 1
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anchored = 1
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = TABLE_LAYER
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explosion_resistance = 1
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var/health = 10
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var/destroyed = 0
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/obj/structure/grille/ex_act(severity)
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qdel(src)
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/obj/structure/grille/update_icon()
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if(destroyed)
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icon_state = "[initial(icon_state)]-b"
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else
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icon_state = initial(icon_state)
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/obj/structure/grille/Bumped(atom/user)
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if(ismob(user)) shock(user, 70)
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/obj/structure/grille/attack_hand(mob/user as mob)
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user.setClickCooldown(user.get_attack_speed())
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playsound(src, 'sound/effects/grillehit.ogg', 80, 1)
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user.do_attack_animation(src)
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var/damage_dealt = 1
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var/attack_message = "kicks"
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H))
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attack_message = "mangles"
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damage_dealt = 5
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if(shock(user, 70))
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return
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if(HULK in user.mutations)
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damage_dealt += 5
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else
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damage_dealt += 1
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attack_generic(user,damage_dealt,attack_message)
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/obj/structure/grille/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return TRUE
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if(istype(mover, /obj/item/projectile))
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return prob(30)
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return !density
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/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
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var/damage = Proj.get_structure_damage()
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var/passthrough = 0
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if(!damage) return
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//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.
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//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.
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switch(Proj.damage_type)
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if(BRUTE)
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//bullets
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if(Proj.original == src || prob(20))
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Proj.damage *= between(0, Proj.damage/60, 0.5)
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if(prob(max((damage-10)/25, 0))*100)
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passthrough = 1
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else
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Proj.damage *= between(0, Proj.damage/60, 1)
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passthrough = 1
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if(BURN)
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//beams and other projectiles are either blocked completely by grilles or stop half the damage.
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if(!(Proj.original == src || prob(20)))
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Proj.damage *= 0.5
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passthrough = 1
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if(passthrough)
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. = PROJECTILE_CONTINUE
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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
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src.health -= damage*0.2
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spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
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/obj/structure/grille/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(W))
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return
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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.
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return FALSE
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else if(W.is_wirecutter())
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if(!shock(user, 100))
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playsound(src, W.usesound, 100, 1)
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new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
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qdel(src)
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else if((W.is_screwdriver()) && (istype(loc, /turf/simulated) || anchored))
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if(!shock(user, 90))
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playsound(src, W.usesound, 100, 1)
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anchored = !anchored
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] the grille.</span>", \
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"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grille from"] the floor.</span>")
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return
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//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
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else if(istype(W,/obj/item/stack/material))
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var/obj/item/stack/material/ST = W
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if(!ST.material.created_window)
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return 0
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var/dir_to_set = 1
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if(loc == user.loc)
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dir_to_set = user.dir
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else
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if( ( x == user.x ) || (y == user.y) ) //Only supposed to work for cardinal directions.
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if( x == user.x )
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if( y > user.y )
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dir_to_set = 2
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else
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dir_to_set = 1
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else if( y == user.y )
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if( x > user.x )
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dir_to_set = 8
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else
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dir_to_set = 4
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else
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to_chat(user, "<span class='notice'>You can't reach.</span>")
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return //Only works for cardinal direcitons, diagonals aren't supposed to work like this.
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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to_chat(user, "<span class='notice'>You start placing the window.</span>")
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if(do_after(user,20))
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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var/wtype = ST.material.created_window
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if (ST.use(1))
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var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
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to_chat(user, "<span class='notice'>You place the [WD] on [src].</span>")
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WD.update_icon()
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return
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//window placing end
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else if((W.flags & NOCONDUCT) || !shock(user, 70))
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user.setClickCooldown(user.get_attack_speed(W))
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user.do_attack_animation(src)
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playsound(src, 'sound/effects/grillehit.ogg', 80, 1)
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switch(W.damtype)
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if("fire")
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health -= W.force
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if("brute")
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health -= W.force * 0.1
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healthcheck()
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..()
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return
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/obj/structure/grille/proc/healthcheck()
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if(health <= 0)
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if(!destroyed)
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density = 0
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destroyed = 1
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update_icon()
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new /obj/item/stack/rods(get_turf(src))
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else
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if(health <= -6)
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new /obj/item/stack/rods(get_turf(src))
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qdel(src)
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return
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return
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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 as mob, prb)
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if(!anchored || destroyed) // anchored/destroyed grilles are never connected
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return 0
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if(!prob(prb))
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return 0
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if(!in_range(src, user))//To prevent TK and mech users from getting shocked
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return 0
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var/turf/T = get_turf(src)
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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))
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if(C.powernet)
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C.powernet.trigger_warning()
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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if(user.stunned)
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return 1
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else
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return 0
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return 0
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/obj/structure/grille/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(!destroyed)
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if(exposed_temperature > T0C + 1500)
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health -= 1
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healthcheck()
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..()
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/obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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user.do_attack_animation(src)
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health -= damage
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spawn(1) healthcheck()
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return 1
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// Used in mapping to avoid
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/obj/structure/grille/broken
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destroyed = 1
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icon_state = "grille-b"
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density = 0
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New()
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..()
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health = rand(-5, -1) //In the destroyed but not utterly threshold.
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healthcheck() //Send this to healthcheck just in case we want to do something else with it.
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/obj/structure/grille/cult
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name = "cult grille"
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desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it."
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icon_state = "grillecult"
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health = 40 // Make it strong enough to avoid people breaking in too easily.
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can_atmos_pass = ATMOS_PASS_NO // Make sure air doesn't drain.
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/obj/structure/grille/broken/cult
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icon_state = "grillecult-b"
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/obj/structure/grille/rustic
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name = "rustic grille"
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desc = "A lattice of metal, arranged in an old, rustic fashion."
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icon_state = "grillerustic"
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/obj/structure/grille/broken/rustic
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icon_state = "grillerustic-b"
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/obj/structure/grille/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_WINDOWGRILLE)
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// A full tile window costs 4 glass sheets.
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return list(
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RCD_VALUE_MODE = RCD_WINDOWGRILLE,
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RCD_VALUE_DELAY = 2 SECONDS,
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RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 4
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)
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if(RCD_DECONSTRUCT)
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return list(
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RCD_VALUE_MODE = RCD_DECONSTRUCT,
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RCD_VALUE_DELAY = 2 SECONDS,
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RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 2
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)
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return FALSE
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/obj/structure/grille/rcd_act(mob/living/user, obj/item/weapon/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 [src]."))
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qdel(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(locate(/obj/structure/window) in loc)
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return FALSE
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to_chat(user, span("notice", "You construct a window."))
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var/obj/structure/window/WD = new the_rcd.window_type(loc)
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WD.anchored = TRUE
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return TRUE
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return FALSE
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/obj/structure/grille/take_damage(var/damage)
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health -= damage
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spawn(1) healthcheck()
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return 1
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