mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-10 09:31:52 +00:00
* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
291 lines
9.6 KiB
Plaintext
291 lines
9.6 KiB
Plaintext
/obj/structure/grille
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desc = "A flimsy framework of metal rods."
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name = "grille"
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icon = 'icons/obj/structures.dmi'
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icon_state = "grille"
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density = TRUE
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anchored = TRUE
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flags = CONDUCT
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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level = 3
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armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0)
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max_integrity = 50
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integrity_failure = 20
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var/rods_type = /obj/item/stack/rods
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var/rods_amount = 2
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var/rods_broken = 1
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var/grille_type
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var/broken_type = /obj/structure/grille/broken
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var/shockcooldown = 0
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var/my_shockcooldown = 2 SECONDS
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/obj/structure/grille/examine(mob/user)
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. = ..()
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. += "<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>"
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. += "<span class='notice'>Use <b>wirecutters</b> to deconstruct this item.</span>"
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if(anchored)
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. += "<span class='notice'>It's secured in place with <b>screws</b>. The rods look like they could be <b>cut</b> through.</span>"
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else
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. += "<span class='notice'>The anchoring screws are <i>unscrewed</i>. The rods look like they could be <b>cut</b> through.</span>"
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/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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update_icon(UPDATE_ICON_STATE)
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/obj/structure/grille/update_icon_state()
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if(QDELETED(src) || broken)
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return
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var/ratio = obj_integrity / max_integrity
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if(ratio > 0.5)
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return
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icon_state = "grille50_[rand(0,3)]"
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/obj/structure/grille/Bumped(atom/user)
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if(ismob(user))
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if(!(shockcooldown <= world.time))
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return
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shock(user, 70)
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shockcooldown = world.time + my_shockcooldown
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/obj/structure/grille/attack_animal(mob/living/simple_animal/user)
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. = ..()
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if(!. || QDELETED(src) || shock(user, 70))
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return
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if(user.environment_smash >= ENVIRONMENT_SMASH_STRUCTURES)
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playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE)
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obj_break()
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>", "<span class='notice'>You smash through [src].</span>")
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return
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/hulk_damage()
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return 60
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/obj/structure/grille/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
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if(user.a_intent == INTENT_HARM)
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if(!shock(user, 70))
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..(user, TRUE)
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return TRUE
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/obj/structure/grille/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_KICK)
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user.visible_message("<span class='warning'>[user] hits [src].</span>")
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if(!shock(user, 70))
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take_damage(rand(5,10), BRUTE, MELEE, 1)
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/obj/structure/grille/attack_alien(mob/living/user)
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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>")
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if(!shock(user, 70))
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take_damage(20, BRUTE, MELEE, 1)
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/obj/structure/grille/CanPass(atom/movable/mover, border_dir)
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. = !density
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return TRUE
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if(isprojectile(mover))
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return (prob(30) || !density)
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/obj/structure/grille/CanPathfindPass(to_dir, datum/can_pass_info/pass_info)
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. = !density
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if(pass_info.is_movable)
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. = . || pass_info.pass_flags & PASSGRILLE
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/obj/structure/grille/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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if(istype(I, /obj/item/stack/rods) && broken)
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repair(user, I)
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//window placing begin
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else if(is_glass_sheet(I))
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build_window(I, user)
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return
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//window placing end
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else if(istype(I, /obj/item/shard) || !shock(user, 70))
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return ..()
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/obj/structure/grille/proc/repair(mob/user, obj/item/stack/rods/R)
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if(R.get_amount() >= 1)
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user.visible_message("<span class='notice'>[user] rebuilds the broken grille.</span>",
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"<span class='notice'>You rebuild the broken grille.</span>")
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new grille_type(loc)
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R.use(1)
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qdel(src)
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/obj/structure/grille/wirecutter_act(mob/user, obj/item/I)
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. = TRUE
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if(shock(user, 100))
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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deconstruct()
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/obj/structure/grille/screwdriver_act(mob/user, obj/item/I)
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if(!(anchored || issimulatedturf(loc) || locate(/obj/structure/lattice) in get_turf(src)))
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return
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. = TRUE
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if(shock(user, 90))
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return
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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anchored = !anchored
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var/support = locate(/obj/structure/lattice) in get_turf(src)
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if(!support)
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support = get_turf(src)
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user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
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"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] \the [support].</span>")
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/obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user)
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var/dir_to_set = SOUTHWEST
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if(!istype(S) || !user)
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return
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if(broken)
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to_chat(user, "<span class='warning'>You must repair or replace [src] first!</span>")
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return
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
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return
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if(!anchored)
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to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
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return
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for(var/obj/structure/window/WINDOW in loc)
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to_chat(user, "<span class='warning'>There is already a window there!</span>")
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return
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to_chat(user, "<span class='notice'>You start placing the window...</span>")
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if(do_after(user, 20, target = src))
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if(!loc || !anchored) //Grille destroyed or unanchored while waiting
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return
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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.
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to_chat(user, "<span class='warning'>There is already a window there!</span>")
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return
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var/obj/structure/window/W = new S.full_window(drop_location())
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W.setDir(dir_to_set)
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W.ini_dir = dir_to_set
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W.anchored = FALSE
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recalculate_atmos_connectivity()
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W.update_nearby_icons()
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W.state = WINDOW_OUT_OF_FRAME
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S.use(2)
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to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
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/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 80, TRUE)
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/obj/structure/grille/deconstruct(disassembled = TRUE)
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if(!loc) //if already qdel'd somehow, we do nothing
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return
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if(!(flags & NODECONSTRUCT))
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var/obj/R = new rods_type(drop_location(), rods_amount)
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transfer_fingerprints_to(R)
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qdel(src)
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..()
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/obj/structure/grille/obj_break()
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if(!broken && !(flags & NODECONSTRUCT))
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new broken_type(loc)
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var/obj/R = new rods_type(drop_location(), rods_broken)
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transfer_fingerprints_to(R)
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qdel(src)
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// shock user with probability prb (if all connections & power are working)
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// returns 1 if shocked, 0 otherwise
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/obj/structure/grille/proc/shock(mob/user, prb)
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if(!anchored || broken) // unanchored/broken grilles are never connected
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return FALSE
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if(!prob(prb))
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return FALSE
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if(!in_range(src, user))//To prevent TK and mech users from getting shocked
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return FALSE
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src, 1, TRUE))
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do_sparks(3, 1, src)
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return TRUE
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else
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return FALSE
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return FALSE
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/obj/structure/grille/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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if(!broken)
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if(exposed_temperature > T0C + 1500)
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take_damage(1, BURN, 0, 0)
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/obj/structure/grille/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(isobj(AM))
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if(prob(50) && anchored && !broken)
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var/obj/O = AM
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if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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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.
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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.
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return ..()
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/// Pre-broken grilles for map placement
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/obj/structure/grille/broken
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icon_state = "brokengrille"
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density = FALSE
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obj_integrity = 20
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broken = TRUE
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rods_amount = 1
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rods_broken = 0
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grille_type = /obj/structure/grille
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broken_type = null
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/obj/structure/grille/ratvar
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icon_state = "ratvargrille"
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name = "cog grille"
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desc = "A strangely-shaped grille."
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broken_type = /obj/structure/grille/ratvar/broken
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/obj/structure/grille/ratvar/Initialize(mapload)
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. = ..()
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if(broken)
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new /obj/effect/temp_visual/ratvar/grille/broken(get_turf(src))
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else
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new /obj/effect/temp_visual/ratvar/grille(get_turf(src))
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new /obj/effect/temp_visual/ratvar/beam/grille(get_turf(src))
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/obj/structure/grille/ratvar/narsie_act()
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take_damage(rand(1, 3), BRUTE)
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if(src)
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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/obj/structure/grille/ratvar/broken
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icon_state = "brokenratvargrille"
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density = FALSE
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obj_integrity = 20
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broken = TRUE
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rods_amount = 1
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rods_broken = 0
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grille_type = /obj/structure/grille/ratvar
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broken_type = null
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