mirror of
https://github.com/ParadiseSS13/Paradise.git
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323 lines
9.9 KiB
Plaintext
323 lines
9.9 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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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, bio = 100, rad = 100)
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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 = 1 SECONDS
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/obj/structure/grille/fence/
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var/width = 3
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/obj/structure/grille/fence/New()
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if(width > 1)
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if(dir in list(EAST, WEST))
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bound_width = width * world.icon_size
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bound_height = world.icon_size
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else
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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/obj/structure/grille/fence/east_west
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//width=80
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//height=42
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icon='icons/fence-ew.dmi'
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/obj/structure/grille/fence/north_south
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//width=80
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//height=42
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icon='icons/fence-ns.dmi'
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/obj/structure/grille/ex_act(severity)
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switch(severity)
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if(1)
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qdel(src)
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else
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take_damage(rand(5,10), BRUTE, 0)
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/obj/structure/grille/blob_act()
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if(!broken)
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obj_break()
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/obj/structure/grille/examine(mob/user)
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..()
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if(anchored)
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to_chat(user, "<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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if(!anchored)
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to_chat(user, "<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/ratvar_act()
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if(broken)
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new /obj/structure/grille/ratvar/broken(loc)
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else
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new /obj/structure/grille/ratvar(loc)
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qdel(src)
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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/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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if(istype(user, /mob/living/carbon/alien/larva))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>", \
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"<span class='warning'>You mangle [src].</span>", \
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"You hear twisting metal.")
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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, turf/target, height=0)
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if(height==0)
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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 !density
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/obj/structure/grille/CanAStarPass(ID, dir, caller)
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. = !density
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if(ismovableatom(caller))
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var/atom/movable/mover = caller
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. = . || mover.checkpass(PASSGRILLE)
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/obj/structure/grille/attackby(obj/item/W, 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(iswirecutter(W))
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if(!shock(user, 100))
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playsound(loc, W.usesound, 100, 1)
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deconstruct()
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else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
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if(!shock(user, 90))
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playsound(src, W.usesound, 100, 1)
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anchored = !anchored
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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 floor.</span>")
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return
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else if(istype(W, /obj/item/stack/rods) && broken)
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var/obj/item/stack/rods/R = W
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if(!shock(user, 90))
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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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return
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//window placing begin
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else if(is_glass_sheet(W))
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build_window(W, user)
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return
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//window placing end
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else if(istype(W, /obj/item/shard) || !shock(user, 70))
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return ..()
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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 = NORTH
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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() < 1)
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to_chat(user, "<span class='warning'>You need at least one sheet 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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if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check
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to_chat(user, "<span class='warning'>You can't reach.</span>")
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return
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if(loc == user.loc)
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dir_to_set = user.dir
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else
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if(x == user.x)
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if(y > user.y)
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dir_to_set = SOUTH
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else
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dir_to_set = NORTH
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else if(y == user.y)
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if(x > user.x)
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dir_to_set = WEST
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else
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dir_to_set = EAST
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)
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to_chat(user, "<span class='notice'>There is already a window facing this way 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)
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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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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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var/obj/structure/window/W = new S.created_window(get_turf(src))
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S.use(1)
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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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W.state = WINDOW_OUT_OF_FRAME
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to_chat(user, "<span class='notice'>You place the [W] on [src].</span>")
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W.update_nearby_icons()
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return
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/obj/structure/grille/attacked_by(obj/item/I, mob/living/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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if(!(I.flags&NOBLUDGEON))
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if(I.force)
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visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>")
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take_damage(I.force * 0.3, I.damtype)
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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, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 80, 1)
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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(can_deconstruct)
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var/obj/R = new rods_type(loc, 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 && can_deconstruct)
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new broken_type(loc)
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var/obj/R = new rods_type(loc, 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)
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if(istype(AM, /obj))
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if(prob(50) && anchored && !broken)
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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(loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 3, C.newavail() * 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.
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C.add_delayedload(C.newavail() * 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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/obj/structure/grille/broken // Pre-broken grilles for map placement
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icon_state = "brokengrille"
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density = 0
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obj_integrity = 20
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broken = 1
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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/New()
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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/ratvar_act()
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return
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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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