/obj/structure/grille desc = "A robust framework of metal rods. Commonly used for reinforcing high-security windows, and for building protective screens to intercept meteors and space debris." name = "grille" icon_state = "grille" density = TRUE anchored = TRUE flags = CONDUCT flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 pressure_resistance = 5*ONE_ATMOSPHERE layer = BELOW_OBJ_LAYER level = 3 armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0) integrity_failure = 100 cares_about_temperature = TRUE rad_insulation_beta = RAD_BETA_BLOCKER var/rods_type = /obj/item/stack/rods var/rods_amount = 2 var/rods_broken = 1 var/grille_type var/broken_type = /obj/structure/grille/broken var/shockcooldown = 0 var/my_shockcooldown = 2 SECONDS /obj/structure/grille/examine(mob/user) . = ..() . += "A powered wire underneath this will cause the grille to shock anyone who touches the grill. An electric shock may leap forth if the grill is damaged." . += "Use wirecutters to deconstruct this item." if(anchored) . += "It's secured in place with screws. The rods look like they could be cut through." else . += "The anchoring screws are unscrewed. The rods look like they could be cut through." /obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir) . = ..() update_icon(UPDATE_ICON_STATE) /obj/structure/grille/update_icon_state() if(QDELETED(src) || broken) return var/ratio = obj_integrity / max_integrity if(ratio > 0.5) return icon_state = "grille50_[rand(0,3)]" /obj/structure/grille/Bumped(atom/user) if(ismob(user)) if(!(shockcooldown <= world.time)) return shock(user, 70) shockcooldown = world.time + my_shockcooldown /obj/structure/grille/attack_animal(mob/living/simple_animal/user) . = ..() if(!. || QDELETED(src) || shock(user, 70)) return if(user.environment_smash >= ENVIRONMENT_SMASH_STRUCTURES) playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE) obj_break() user.visible_message("[user] smashes through [src]!", "You smash through [src].") return take_damage(rand(5,10), BRUTE, MELEE, 1) /obj/structure/grille/handle_basic_attack(mob/living/basic/attacker, modifiers) . = ..() if(!. || QDELETED(src) || shock(attacker, 70)) return if(attacker.environment_smash >= ENVIRONMENT_SMASH_STRUCTURES) playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE) obj_break() attacker.visible_message("[attacker] smashes through [src]!", "You smash through [src].") return take_damage(rand(5, 10), BRUTE, MELEE, 1) /obj/structure/grille/hulk_damage() return 60 /obj/structure/grille/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE) if(user.a_intent == INTENT_HARM) if(!shock(user, 70)) ..(user, TRUE) return TRUE /obj/structure/grille/attack_hand(mob/living/user) . = ..() if(.) return user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src, ATTACK_EFFECT_KICK) user.visible_message("[user] hits [src].") if(!shock(user, 70)) take_damage(rand(5,10), BRUTE, MELEE, 1) /obj/structure/grille/attack_alien(mob/living/user) user.do_attack_animation(src) user.changeNext_move(CLICK_CD_MELEE) user.visible_message("[user] mangles [src].") if(!shock(user, 70)) take_damage(20, BRUTE, MELEE, 1) /obj/structure/grille/CanPass(atom/movable/mover, border_dir) . = !density if(istype(mover) && mover.checkpass(PASSGRILLE)) return TRUE if(isprojectile(mover)) return (prob(30) || !density) /obj/structure/grille/CanPathfindPass(to_dir, datum/can_pass_info/pass_info) . = !density if(pass_info.is_movable) . = . || pass_info.pass_flags & PASSGRILLE /obj/structure/grille/attackby__legacy__attackchain(obj/item/I, mob/user, params) user.changeNext_move(CLICK_CD_MELEE) add_fingerprint(user) if(istype(I, /obj/item/stack/rods) && broken) repair(user, I) //window placing begin else if(is_glass_sheet(I)) build_window(I, user) return //window placing end else if(istype(I, /obj/item/shard) || !shock(user, 70)) return ..() /obj/structure/grille/proc/repair(mob/user, obj/item/stack/rods/R) if(R.get_amount() >= 1) user.visible_message("[user] rebuilds the broken grille.", "You rebuild the broken grille.") new grille_type(loc) R.use(1) qdel(src) /obj/structure/grille/wirecutter_act(mob/user, obj/item/I) . = TRUE if(shock(user, 100)) return if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return deconstruct() /obj/structure/grille/screwdriver_act(mob/user, obj/item/I) if(!(anchored || issimulatedturf(loc) || locate(/obj/structure/lattice) in get_turf(src))) return . = TRUE if(shock(user, 90)) return if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return anchored = !anchored var/support = locate(/obj/structure/lattice) in get_turf(src) if(!support) support = get_turf(src) user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \ "You [anchored ? "fasten [src] to" : "unfasten [src] from"] \the [support].") /obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user) var/dir_to_set = SOUTHWEST if(!istype(S) || !user) return if(broken) to_chat(user, "You must repair or replace [src] first!") return if(S.get_amount() < 2) to_chat(user, "You need at least two sheets of glass for that!") return if(!anchored) to_chat(user, "[src] needs to be fastened to the floor first!") return for(var/obj/structure/window/WINDOW in loc) to_chat(user, "There is already a window there!") return to_chat(user, "You start placing the window...") if(do_after(user, 20, target = src)) if(!loc || !anchored) //Grille destroyed or unanchored while waiting return for(var/obj/structure/window/WINDOW in loc) //checking this for a 2nd time to check if a window was made while we were waiting. to_chat(user, "There is already a window there!") return var/obj/structure/window/W = new S.full_window(drop_location()) W.setDir(dir_to_set) W.ini_dir = dir_to_set W.anchored = FALSE recalculate_atmos_connectivity() W.update_nearby_icons() W.state = WINDOW_OUT_OF_FRAME S.use(2) to_chat(user, "You place [W] on [src].") /obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE) else playsound(src, 'sound/weapons/tap.ogg', 50, TRUE) if(BURN) playsound(src, 'sound/items/welder.ogg', 80, TRUE) /obj/structure/grille/deconstruct(disassembled = TRUE) if(!loc) //if already qdel'd somehow, we do nothing return if(!(flags & NODECONSTRUCT)) var/obj/R = new rods_type(drop_location(), rods_amount) transfer_fingerprints_to(R) qdel(src) ..() /obj/structure/grille/obj_break() if(!broken && !(flags & NODECONSTRUCT)) new broken_type(loc) var/obj/R = new rods_type(drop_location(), rods_broken) transfer_fingerprints_to(R) qdel(src) // shock user with probability prb (if all connections & power are working) // returns 1 if shocked, 0 otherwise /obj/structure/grille/proc/shock(mob/user, prb) if(!anchored || broken) // unanchored/broken grilles are never connected return FALSE if(!prob(prb)) return FALSE if(!in_range(src, user))//To prevent TK and mech users from getting shocked return FALSE var/turf/T = get_turf(src) var/obj/structure/cable/C = T.get_cable_node() if(C) if(electrocute_mob(user, C, src, 1, TRUE)) do_sparks(3, 1, src) return TRUE else return FALSE return FALSE /obj/structure/grille/temperature_expose(exposed_temperature, exposed_volume) ..() if(!broken) if(exposed_temperature > T0C + 1500) take_damage(1, BURN, 0, 0) /obj/structure/grille/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum) if(isobj(AM)) if(prob(50) && anchored && !broken) var/obj/O = AM if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time var/turf/T = get_turf(src) var/obj/structure/cable/C = T.get_cable_node() if(C) playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5) tesla_zap(src, 3, C.get_queued_available_power() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot. C.add_queued_power_demand(C.get_queued_available_power() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock. return ..() /// Pre-broken grilles for map placement /obj/structure/grille/broken icon_state = "brokengrille" density = FALSE obj_integrity = 20 broken = TRUE rods_amount = 1 rods_broken = 0 grille_type = /obj/structure/grille broken_type = null /obj/structure/grille/ratvar icon_state = "ratvargrille" name = "cog grille" desc = "A strangely-shaped grille." broken_type = /obj/structure/grille/ratvar/broken /obj/structure/grille/ratvar/Initialize(mapload) . = ..() if(broken) new /obj/effect/temp_visual/ratvar/grille/broken(get_turf(src)) else new /obj/effect/temp_visual/ratvar/grille(get_turf(src)) new /obj/effect/temp_visual/ratvar/beam/grille(get_turf(src)) /obj/structure/grille/ratvar/narsie_act() take_damage(rand(1, 3), BRUTE) if(src) var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 8) /obj/structure/grille/ratvar/broken icon_state = "brokenratvargrille" density = FALSE obj_integrity = 20 broken = TRUE rods_amount = 1 rods_broken = 0 grille_type = /obj/structure/grille/ratvar broken_type = null