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Simple animals can now smash lights. Simple animals use their attack value vs grilles now, I'm not sure why they didn't before. This means juggernauts should smash them quickly, and artificers much more slowly. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3964 316c924e-a436-60f5-8080-3fe189b3f50e
261 lines
8.2 KiB
Plaintext
261 lines
8.2 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/structure/grille
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desc = "A piece of metal with evenly spaced gridlike holes in it. Blocks large object but lets small items, gas, or energy beams through. Strangely enough these grilles also lets meteors pass through them, whether they be small or huge station breaking death stones."
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name = "grille"
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icon = 'structures.dmi'
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icon_state = "grille"
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density = 1
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anchored = 1.0
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flags = FPRINT | CONDUCT
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = 2.9
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var/health = 10
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var/destroyed = 0
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proc
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healthcheck()
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shock(mob/user, prb)
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ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if(prob(50))
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del(src)
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return
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if(3.0)
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if(prob(25))
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src.health -= 11
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healthcheck()
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return
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blob_act()
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del(src)
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return
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meteorhit(var/obj/M)
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if (M.icon_state == "flaming")
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src.health -= 2
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healthcheck()
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return
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attack_hand(var/mob/user)
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playsound(src.loc, 'grillehit.ogg', 80, 1)
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user.visible_message("[user.name] kicks the [src.name].", \
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"You kick the [src.name].", \
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"You hear a noise")
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if((HULK in usr.mutations) || (SUPRSTR in usr.augmentations))
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src.health -= 5
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else if(!shock(user, 70))
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src.health -= 3
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healthcheck()
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return
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attack_paw(var/mob/user)
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attack_hand(user)
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attack_alien(var/mob/user)
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if (istype(usr, /mob/living/carbon/alien/larva)) return
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playsound(src.loc, 'grillehit.ogg', 80, 1)
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user.visible_message("[user.name] mangles the [src.name].", \
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"You mangle the [src.name].", \
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"You hear a noise")
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if(!shock(usr, 70))
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src.health -= 5
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healthcheck()
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return
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attack_metroid(var/mob/user)
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if(!istype(usr, /mob/living/carbon/metroid/adult)) return
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playsound(src.loc, 'grillehit.ogg', 80, 1)
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user.visible_message("[user.name] smashes against the [src.name].", \
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"You smash against the [src.name].", \
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"You hear a noise")
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src.health -= rand(2,3)
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healthcheck()
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return
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attack_animal(var/mob/living/simple_animal/M as mob)
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if(M.melee_damage_upper == 0) return
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playsound(src.loc, 'grillehit.ogg', 80, 1)
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M.visible_message("[M.name] smashes against the [src.name].", \
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"You smash against the [src.name].", \
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"You hear a noise")
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src.health -= M.melee_damage_upper
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healthcheck()
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return
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0)) return 1
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if(istype(mover) && mover.checkpass(PASSGRILLE))
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return 1
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else
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if (istype(mover, /obj/item/projectile))
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return prob(30)
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else
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return !src.density
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attackby(obj/item/weapon/W, mob/user)
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if(iswirecutter(W))
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if(!shock(user, 100))
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playsound(src.loc, 'Wirecutter.ogg', 100, 1)
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src.health = 0
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if(!destroyed)
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src.health = -100
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else if ((isscrewdriver(W)) && (istype(src.loc, /turf/simulated) || src.anchored))
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if(!shock(user, 90))
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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src.anchored = !( src.anchored )
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user << (src.anchored ? "You have fastened the grille to the floor." : "You have unfastened the grill.")
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for(var/mob/O in oviewers())
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O << text("\red [user] [src.anchored ? "fastens" : "unfastens"] the grille.")
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return
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else if( istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) )
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var/dir_to_set = 1
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if(src.loc == usr.loc)
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dir_to_set = usr.dir
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else
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if( ( src.x == usr.x ) || (src.y == usr.y) ) //Only supposed to work for cardinal directions.
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if( src.x == usr.x )
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if( src.y > usr.y )
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dir_to_set = 2
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else
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dir_to_set = 1
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else if( src.y == usr.y )
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if( src.x > usr.x )
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dir_to_set = 8
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else
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dir_to_set = 4
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else
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usr << "\red You can't reach there.."
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return //Only works for cardinal direcitons, diagonals aren't supposed to work like this.
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for(var/obj/structure/window/WINDOW in src.loc)
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if(WINDOW.dir == dir_to_set)
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usr << "\red There is already a window facing this way there."
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return
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usr << "\blue You start placing the window"
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if(do_after(user,20))
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if(!src) return //Grille destroyed while waiting
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for(var/obj/structure/window/WINDOW in src.loc)
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if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
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usr << "\red There is already a window facing this way there."
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return
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var/obj/structure/window/WD
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if(istype(W,/obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window(src.loc,1) //reinforced window
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else
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WD = new/obj/structure/window(src.loc,0) //normal window
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WD.dir = dir_to_set
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WD.ini_dir = dir_to_set
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WD.anchored = 0
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WD.state = 0
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var/obj/item/stack/ST = W
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ST.use(1)
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usr << "\blue You place the [WD] on the [src]"
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return
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else if(istype(W, /obj/item/weapon/shard))
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src.health -= W.force * 0.1
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else if(!shock(user, 70))
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playsound(src.loc, 'grillehit.ogg', 80, 1)
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switch(W.damtype)
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if("fire")
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src.health -= W.force
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if("brute")
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src.health -= W.force * 0.1
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src.healthcheck()
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..()
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return
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healthcheck()
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if (src.health <= 0)
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if (!( src.destroyed ))
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src.icon_state = "brokengrille"
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src.density = 0
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src.destroyed = 1
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new /obj/item/stack/rods( src.loc )
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else
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if (src.health <= -10.0)
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new /obj/item/stack/rods( src.loc )
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//SN src = null
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del(src)
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return
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return
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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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shock(mob/user, prb)
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if(!anchored || destroyed) // anchored/destroyed grilles are never connected
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return 0
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if(!prob(prb))
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return 0
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if(!in_range(src, usr))//To prevent TK and mech users from getting shocked
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return 0
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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))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return 1
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else
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return 0
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return 0
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/*if(ishuman(user)) //Let's check if the guy's wearing electrically insulated gloves --Agourimarkan
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var/mob/living/carbon/human/H = user
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(istype(G,/obj/item/clothing/gloves/yellow) ) //Business as usual for guys with gloves
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src.health -= W.force * 0.2
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else // Guy has gloves, not electrically insulated ones
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var/outcome = pick(1,2,3)
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switch(outcome) // 3 possible outcomes
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if(1) //Guy gets shocked. If not electrified, cause damage.
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if(shock(user,100))
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return
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else
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src.health -= W.force *0.2
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if(2) //Shard breaks
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user << "<font color='blue'>The shard breaks!</font>"
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del W
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return
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if(3) //You somehow manage to damage the grille. Beefin' up the damage, a bit. Instead of doing 10% damage it now does... 20% of the shard's force? Yeah, 20% sounds good at 66% chance of failure.
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src.health -=W.force *0.2
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else //SHIT SON, GUY DOESN'T HAVE ANY GLOVES
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var/outcome = pick(1,2,3)
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switch(outcome)
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if(1) // Let's see, the guy damages it but takes some damage back
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user << "<font color='red'>You cut yourself with the shard as you hit the grille!</font>"
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src.health -= W.force *0.2
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var/brutedamagetaken = rand(3,6)
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H.take_organ_damage(brutedamagetaken,0)
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if(2) //Guy gets shocked. If not electrified, apply damage
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if(shock(user,100))
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return
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else
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src.health -= W.force *0.2
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if(3) // It breaks in his hands. Ouch.
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user << "<font color='red'>As you smash the grille the shard breaks into smithereens in your palm!</font>"
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src.health -= W.force *0.2
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del(W)
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var/brutedamagetaken = rand(5,8)
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H.take_organ_damage(brutedamagetaken,0)
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return
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else //Alright, he's not a human. Can monkeys or aliens even wear gloves?
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src.health -= W.force *0.1*/ //10% damage only for non-glorious human master race members
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