/obj/structure/grille desc = "A flimsy framework of metal rods." name = "grille" icon = 'icons/obj/structures.dmi' icon_state = "grille" density = TRUE anchored = TRUE flags = CONDUCT pressure_resistance = 5*ONE_ATMOSPHERE layer = BELOW_OBJ_LAYER level = 3 armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100) max_integrity = 50 integrity_failure = 20 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 = 1 SECONDS /obj/structure/grille/fence/ var/width = 3 /obj/structure/grille/fence/New() if(width > 1) if(dir in list(EAST, WEST)) bound_width = width * world.icon_size bound_height = world.icon_size else bound_width = world.icon_size bound_height = width * world.icon_size /obj/structure/grille/fence/east_west //width=80 //height=42 icon='icons/fence-ew.dmi' /obj/structure/grille/fence/north_south //width=80 //height=42 icon='icons/fence-ns.dmi' /obj/structure/grille/ex_act(severity) switch(severity) if(1) qdel(src) else take_damage(rand(5,10), BRUTE, 0) /obj/structure/grille/blob_act() if(!broken) obj_break() /obj/structure/grille/examine(mob/user) ..() if(anchored) to_chat(user, "It's secured in place with screws. The rods look like they could be cut through.") if(!anchored) to_chat(user, "The anchoring screws are unscrewed. The rods look like they could be cut through.") /obj/structure/grille/ratvar_act() if(broken) new /obj/structure/grille/ratvar/broken(loc) else new /obj/structure/grille/ratvar(loc) qdel(src) /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/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) if(istype(user, /mob/living/carbon/alien/larva)) return user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) user.visible_message("[user] mangles [src].", \ "You mangle [src].", \ "You hear twisting metal.") if(!shock(user, 70)) take_damage(20, BRUTE, "melee", 1) /obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0) if(height==0) return 1 if(istype(mover) && mover.checkpass(PASSGRILLE)) return 1 else if(istype(mover, /obj/item/projectile)) return prob(30) else return !density /obj/structure/grille/CanAStarPass(ID, dir, caller) . = !density if(ismovableatom(caller)) var/atom/movable/mover = caller . = . || mover.checkpass(PASSGRILLE) /obj/structure/grille/attackby(obj/item/W, mob/user, params) user.changeNext_move(CLICK_CD_MELEE) add_fingerprint(user) if(iswirecutter(W)) if(!shock(user, 100)) playsound(loc, W.usesound, 100, 1) deconstruct() else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored)) if(!shock(user, 90)) playsound(src, W.usesound, 100, 1) anchored = !anchored user.visible_message("[user] [anchored ? "fastens" : "unfastens"] [src].", \ "You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.") return else if(istype(W, /obj/item/stack/rods) && broken) var/obj/item/stack/rods/R = W if(!shock(user, 90)) user.visible_message("[user] rebuilds the broken grille.", \ "You rebuild the broken grille.") new grille_type(loc) R.use(1) qdel(src) return //window placing begin else if(is_glass_sheet(W)) build_window(W, user) return //window placing end else if(istype(W, /obj/item/shard) || !shock(user, 70)) return ..() /obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user) var/dir_to_set = NORTH if(!istype(S) || !user) return if(broken) to_chat(user, "You must repair or replace [src] first!") return if(S.get_amount() < 1) to_chat(user, "You need at least one sheet of glass for that!") return if(!anchored) to_chat(user, "[src] needs to be fastened to the floor first!") return if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check to_chat(user, "You can't reach.") return if(loc == user.loc) dir_to_set = user.dir else if(x == user.x) if(y > user.y) dir_to_set = SOUTH else dir_to_set = NORTH else if(y == user.y) if(x > user.x) dir_to_set = WEST else dir_to_set = EAST for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set) to_chat(user, "There is already a window facing this way 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) 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, "There is already a window facing this way there.") return var/obj/structure/window/W = new S.created_window(get_turf(src)) S.use(1) W.setDir(dir_to_set) W.ini_dir = dir_to_set W.anchored = FALSE W.state = WINDOW_OUT_OF_FRAME to_chat(user, "You place the [W] on [src].") W.update_nearby_icons() return /obj/structure/grille/attacked_by(obj/item/I, mob/living/user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) if(!(I.flags&NOBLUDGEON)) if(I.force) visible_message("[user] has hit [src] with [I]!") take_damage(I.force * 0.3, I.damtype) /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, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src, 'sound/items/welder.ogg', 80, 1) /obj/structure/grille/deconstruct(disassembled = TRUE) if(!loc) //if already qdel'd somehow, we do nothing return if(can_deconstruct) var/obj/R = new rods_type(loc, rods_amount) transfer_fingerprints_to(R) qdel(src) ..() /obj/structure/grille/obj_break() if(!broken && can_deconstruct) new broken_type(loc) var/obj/R = new rods_type(loc, 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(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() if(!broken) if(exposed_temperature > T0C + 1500) take_damage(1, BURN, 0, 0) /obj/structure/grille/hitby(atom/movable/AM) if(istype(AM, /obj)) if(prob(50) && anchored && !broken) var/turf/T = get_turf(src) var/obj/structure/cable/C = T.get_cable_node() if(C) playsound(loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5) tesla_zap(src, 3, C.newavail() * 0.01) //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_delayedload(C.newavail() * 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 ..() /obj/structure/grille/broken // Pre-broken grilles for map placement icon_state = "brokengrille" density = 0 obj_integrity = 20 broken = 1 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/New() ..() 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/ratvar_act() return /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