Files
Paradise/code/game/objects/structures/grille.dm
warriorstar-orion 3208049a8a Attack chain migration: structures. (#30365)
* Attack chain migration: structures.

* whoops

* wth
2025-09-14 19:21:36 +00:00

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/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)
. = ..()
. += "<span class='notice'>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.</span>"
. += "<span class='notice'>Use <b>wirecutters</b> to deconstruct this item.</span>"
if(anchored)
. += "<span class='notice'>It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.</span>"
else
. += "<span class='notice'>The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.</span>"
/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("<span class='danger'>[user] smashes through [src]!</span>", "<span class='notice'>You smash through [src].</span>")
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("<span class='danger'>[attacker] smashes through [src]!</span>", "<span class='notice'>You smash through [src].</span>")
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("<span class='warning'>[user] hits [src].</span>")
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("<span class='warning'>[user] mangles [src].</span>")
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/item_interaction(mob/living/user, obj/item/I, list/modifiers)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(istype(I, /obj/item/stack/rods) && broken)
repair(user, I)
return ITEM_INTERACT_COMPLETE
//window placing begin
else if(is_glass_sheet(I))
build_window(I, user)
return ITEM_INTERACT_COMPLETE
//window placing end
else if((!istype(I, /obj/item/shard)) && shock(user, 70))
return ITEM_INTERACT_COMPLETE
/obj/structure/grille/proc/repair(mob/user, obj/item/stack/rods/R)
if(R.get_amount() >= 1)
user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>",
"<span class='notice'>You rebuild the broken grille.</span>")
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("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] \the [support].</span>")
/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, "<span class='warning'>You must repair or replace [src] first!</span>")
return
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
return
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
return
for(var/obj/structure/window/WINDOW in loc)
to_chat(user, "<span class='warning'>There is already a window there!</span>")
return
to_chat(user, "<span class='notice'>You start placing the window...</span>")
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, "<span class='warning'>There is already a window there!</span>")
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, "<span class='notice'>You place [W] on [src].</span>")
/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