/obj/structure/grille name = "grille" desc = "A flimsy lattice of metal rods, with screws to secure it to the floor." icon = 'icons/obj/structures/grille.dmi' icon_state = "grille-0" base_icon_state = "grille" density = TRUE anchored = TRUE pass_flags_self = ATOM_PASS_GRILLE pressure_resistance = 5*ONE_ATMOSPHERE rad_flags = RAD_BLOCK_CONTENTS layer = GRILLE_LAYER explosion_resistance = 1 color = COLOR_GRAY armor_type = /datum/armor/none obj_flags = OBJ_MELEE_TARGETABLE | OBJ_RANGE_TARGETABLE | OBJ_ALLOW_THROW_THROUGH plane = OBJ_PLANE smoothing_flags = SMOOTH_BITMASK smoothing_groups = (SMOOTH_GROUP_GRILLE) canSmoothWith = (SMOOTH_GROUP_SHUTTERS_BLASTDOORS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_GRILLE + SMOOTH_GROUP_WINDOW_FULLTILE + SMOOTH_GROUP_WALLS ) integrity = 100 integrity_max = 100 integrity_failure = 40 hit_sound_brute = 'sound/effects/grillehit.ogg' var/destroyed = 0 /obj/structure/grille/update_icon_state() if(atom_flags & ATOM_BROKEN) icon_state = "brokengrille" return ..() /obj/structure/grille/Bumped(atom/user) . = ..() if(ismob(user)) shock(user, 70) /obj/structure/grille/CanAllowThrough(atom/movable/mover, turf/target) if(istype(mover, /obj/projectile) && prob(30)) return TRUE return ..() /obj/structure/grille/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) if(proj.original_target == src) impact_flags |= PROJECTILE_IMPACT_TRIVIAL else impact_flags |= PROJECTILE_IMPACT_TRIVIAL | PROJECTILE_IMPACT_PIERCE . = ..() if(impact_flags & PROJECTILE_IMPACT_PIERCE) proj.dampen_on_pierce_experimental(src, 10, 4) /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.is_wirecutter()) if(!shock(user, 100)) playsound(src, W.tool_sound, 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.tool_sound, 100, 1) anchored = !anchored user.visible_message("[user] [anchored ? "fastens" : "unfastens"] the grille.", \ "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_fulltile_window) return 0 if( !(( x == user.x ) || (y == user.y)) ) //Only supposed to work for cardinal directions. to_chat(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) to_chat(user, "There is already a window here.") return to_chat(user, "You start placing the window.") if(do_after(user,20)) for(var/obj/structure/window/WINDOW in loc) to_chat(user, "There is already a window here.") return var/wtype = ST.material.created_fulltile_window if (ST.use(2)) var/obj/structure/window/WD = new wtype(loc, 1) to_chat(user, "You place the [WD] on [src].") WD.update_appearance() return ..() /obj/structure/grille/on_melee_act(mob/attacker, obj/item/weapon, datum/melee_attack/attack_style, target_zone, datum/event_args/actor/clickchain/clickchain, clickchain_flags) if(shock(attacker, 70, weapon)) return clickchain_flags | CLICKCHAIN_DO_NOT_ATTACK | CLICKCHAIN_DID_SOMETHING return ..() /obj/structure/grille/drop_products(method, atom/where) . = ..() drop_product(method, new /obj/item/stack/rods(null, method == ATOM_DECONSTRUCT_DISASSEMBLED? 2 : 1) , drop_location()) /obj/structure/grille/atom_break() smoothing_flags = NONE set_density(FALSE) . = ..() update_icon() /obj/structure/grille/atom_fix() smoothing_flags = initial(smoothing_flags) set_density(initial(density)) . = ..() update_icon() // 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, obj/item/tool) if(tool?.atom_flags & NOCONDUCT) return 0 if(!anchored || (atom_flags & ATOM_BROKEN)) // anchored/destroyed grilles are never connected return 0 if(!prob(prb)) return 0 if(!in_range(src, user))//To prevent MUTATION_TELEKINESIS 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_system/spark_spread/s = new /datum/effect_system/spark_spread s.set_up(3, 1, src) s.start() if(!CHECK_MOBILITY(user, MOBILITY_CAN_USE)) 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) inflict_atom_damage(1, damage_flag = ARMOR_FIRE) ..() /obj/structure/grille/proc/is_on_frame() if(locate(/obj/structure/wall_frame) in loc) return TRUE /proc/place_grille(mob/user, loc, obj/item/stack/rods/ST) if(ST.in_use) return if(ST.get_amount() < 2) to_chat(user, SPAN_WARNING("You need at least two rods to do this.")) return user.visible_message(SPAN_NOTICE("\The [user] begins assembling a grille.")) if(do_after(user, 1 SECOND, ST) && ST.use(2)) var/obj/structure/grille/F = new(loc) user.visible_message(SPAN_NOTICE("\The [user] finishes building \a [F].")) /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 // Used in mapping to avoid /obj/structure/grille/broken density = FALSE icon_state = "grille-b" /obj/structure/grille/broken/Initialize() . = ..() set_integrity(integrity_failure) /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" integrity = 40 integrity_max = 40 CanAtmosPass = ATMOS_PASS_AIR_BLOCKED // 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"