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AIs now have a 50% chance to actually get the sender correct if they intercept a PDA message. Moved Paint and DNAInjectors into their own files edit_player renamed to show_player_panel Cleaned up the grille code a bit git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2007 316c924e-a436-60f5-8080-3fe189b3f50e
203 lines
6.0 KiB
Plaintext
203 lines
6.0 KiB
Plaintext
/obj/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
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health = 10
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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((usr.mutations & HULK))
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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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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/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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var/turf/T = get_turf(src)
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if (electrocute_mob(user, T.get_cable_node(), src))
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var/datum/effects/system/spark_spread/s = new /datum/effects/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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/*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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