/obj/structure/grille desc = "A flimsy lattice of metal rods, with screws to secure it to the floor." name = "grille" icon = 'icons/obj/structures.dmi' icon_state = "grille" density = 1 anchored = 1 flags = CONDUCT pressure_resistance = 5*ONE_ATMOSPHERE layer = BELOW_OBJ_LAYER level = 3 var/health = 10 var/broken = 0 var/can_deconstruct = TRUE var/rods_type = /obj/item/stack/rods var/rods_amount = 2 var/rods_broken = 1 var/grille_type = null var/broken_type = /obj/structure/grille/broken /obj/structure/grille/fence/ var/width = 3 health = 50 /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/Bumped(atom/user) if(ismob(user)) shock(user, 70) /obj/structure/grille/attack_hand(mob/living/user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) user.visible_message("[user] kicks [src].", \ "You kick [src].", \ "You hear twisting metal.") if(shock(user, 70)) return if(HULK in user.mutations) take_damage(5) else take_damage(rand(1,2)) /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(5) /obj/structure/grille/attack_slime(mob/living/user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) var/mob/living/carbon/slime/S = user if(!S.is_adult) return playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) user.visible_message("[user] smashes against [src].", \ "You smash against [src].", \ "You hear twisting metal.") take_damage(rand(1,2)) /obj/structure/grille/attack_animal(mob/living/simple_animal/M) if(M.melee_damage_upper == 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN)) return M.changeNext_move(CLICK_CD_MELEE) M.do_attack_animation(src) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) M.visible_message("[M] smashes against [src].", \ "You smash against [src].", \ "You hear twisting metal.") take_damage(rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type) /obj/structure/grille/mech_melee_attack(obj/mecha/M) if(..()) take_damage(M.force * 0.5, M.damtype) /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/bullet_act(obj/item/projectile/Proj) . = ..() take_damage(Proj.damage*0.3, Proj.damage_type) /obj/structure/grille/attackby(obj/item/weapon/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(loc, 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(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) || istype(W,/obj/item/stack/sheet/plasmaglass) || istype(W,/obj/item/stack/sheet/plasmarglass)) if(!broken) var/obj/item/stack/ST = W if (ST.get_amount() < 1) to_chat(user, "You need at least one sheet of glass for that!") return var/dir_to_set = NORTH if(!anchored) to_chat(user, "[src] needs to be fastened to the floor first!") return 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 = SOUTH else dir_to_set = NORTH else if(y == user.y) if(x > user.x) dir_to_set = WEST else dir_to_set = EAST else 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) 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 * W.toolspeed, 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/WD if(istype(W,/obj/item/stack/sheet/rglass)) WD = new/obj/structure/window/reinforced(loc) //reinforced window else if(istype(W,/obj/item/stack/sheet/glass)) WD = new/obj/structure/window/basic(loc) //normal window else if(istype(W,/obj/item/stack/sheet/plasmaglass)) WD = new/obj/structure/window/plasmabasic(loc) //basic plasma window else WD = new/obj/structure/window/plasmareinforced(loc) //reinforced plasma window WD.setDir(dir_to_set) WD.ini_dir = dir_to_set WD.anchored = 0 WD.state = 0 ST.use(1) to_chat(user, "You place the [WD] on [src].") WD.update_icon() return //window placing end else if(istype(W, /obj/item/weapon/shard) || !shock(user, 70)) return attacked_by(W, user) /obj/structure/grille/proc/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/proc/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/proc/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) /obj/structure/grille/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1) switch(damage_type) if(BURN) if(sound_effect) playsound(loc, 'sound/items/welder.ogg', 80, 1) if(BRUTE) if(sound_effect) if(damage) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) else playsound(loc, 'sound/weapons/tap.ogg', 50, 1) else return health -= damage if(health <= 0) if(!broken) obj_break() else if(health <= -6) deconstruct() // 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 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)) var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread s.set_up(3, 1, src) s.start() return 1 else return 0 return 0 /obj/structure/grille/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(!broken) if(exposed_temperature > T0C + 1500) take_damage(1) ..() /obj/structure/grille/hitby(atom/movable/AM) ..() var/tforce = 0 if(ismob(AM)) tforce = 5 else if(isobj(AM)) if(prob(50)) var/obj/item/I = AM tforce = max(0, I.throwforce * 0.5) else if(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.powernet.avail * 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.powernet.load += C.powernet.avail * 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. take_damage(tforce) /obj/structure/grille/broken // Pre-broken grilles for map placement icon_state = "brokengrille" density = 0 health = 0 broken = 1 rods_amount = 1 rods_broken = 0 grille_type = /obj/structure/grille broken_type = null