Files
Paradise/code/game/objects/structures/grille.dm
uraniummeltdown 4c29377f86 addresses minor issues:
isobj changed to explicit istype /obj
added extra frames to blast door animation so it doesn't restart
removed ZAS vars from /door/, added missing vars to door subtypes
adjusted layers of doors, removed layer varedits on maps
2018-03-04 13:52:56 +05:00

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/obj/structure/grille
desc = "A flimsy framework of metal rods."
name = "grille"
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
density = TRUE
anchored = TRUE
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
level = 3
armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100)
max_integrity = 50
integrity_failure = 20
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
/obj/structure/grille/fence/
var/width = 3
/obj/structure/grille/fence/New()
if(width > 1)
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/structure/grille/fence/east_west
//width=80
//height=42
icon='icons/fence-ew.dmi'
/obj/structure/grille/fence/north_south
//width=80
//height=42
icon='icons/fence-ns.dmi'
/obj/structure/grille/ex_act(severity)
switch(severity)
if(1)
qdel(src)
else
take_damage(rand(5,10), BRUTE, 0)
/obj/structure/grille/blob_act()
if(!broken)
obj_break()
/obj/structure/grille/examine(mob/user)
..()
if(anchored)
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>")
if(!anchored)
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>")
/obj/structure/grille/ratvar_act()
if(broken)
new /obj/structure/grille/ratvar/broken(loc)
else
new /obj/structure/grille/ratvar(loc)
qdel(src)
/obj/structure/grille/Bumped(atom/user)
if(ismob(user))
shock(user, 70)
/obj/structure/grille/attack_hand(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user.visible_message("<span class='warning'>[user] kicks [src].</span>", \
"<span class='warning'>You kick [src].</span>", \
"You hear twisting metal.")
if(shock(user, 70))
return
if(HULK in user.mutations)
take_damage(60, BRUTE, "melee", 1)
else
take_damage(rand(5,10), BRUTE, "melee", 1)
/obj/structure/grille/attack_alien(mob/living/user)
if(istype(user, /mob/living/carbon/alien/larva))
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", \
"<span class='warning'>You mangle [src].</span>", \
"You hear twisting metal.")
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
return 1
if(istype(mover) && mover.checkpass(PASSGRILLE))
return 1
else
if(istype(mover, /obj/item/projectile))
return prob(30)
else
return !density
/obj/structure/grille/CanAStarPass(ID, dir, caller)
. = !density
if(ismovableatom(caller))
var/atom/movable/mover = caller
. = . || mover.checkpass(PASSGRILLE)
/obj/structure/grille/attackby(obj/item/weapon/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(iswirecutter(W))
if(!shock(user, 100))
playsound(loc, W.usesound, 100, 1)
deconstruct()
else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
if(!shock(user, 90))
playsound(src, W.usesound, 100, 1)
anchored = !anchored
user.visible_message("<span class='notice'>[user] [anchored ? "fastens" : "unfastens"] [src].</span>", \
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
return
else if(istype(W, /obj/item/stack/rods) && broken)
var/obj/item/stack/rods/R = W
if(!shock(user, 90))
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)
return
//window placing begin
else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) || istype(W,/obj/item/stack/sheet/plasmaglass) || istype(W,/obj/item/stack/sheet/plasmarglass))
build_window(W, user)
return
//window placing end
else if(istype(W, /obj/item/weapon/shard) || !shock(user, 70))
return ..()
/obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user)
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() < 1)
to_chat(user, "<span class='warning'>You need at least one sheet 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
if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check
to_chat(user, "<span class='warning'>You can't reach.</span>")
return
if(/obj/structure/window/full in loc) //check for a full window already present (blocks the whole tile)
to_chat(user, "<span class='warning'>There is already a full window there.</span>")
return
var/selection = alert(user, "What type of window would you like to place?", "Window Construction", "One Direction", "Full", "Cancel")
if(selection == "Cancel")
return
if(selection == "Full")
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
return
if(do_after(user, 20, target = src)) //glass doesn't have a toolspeed, so no multiplier
if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
return
if(S.get_amount() < 2) //make sure we still have enough for this!
return
if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
return
var/obj/structure/window/W = new S.full_window(get_turf(src))
S.use(2)
W.anchored = 0
W.state = 0
to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
W.update_icon()
return
if(selection == "One Direction")
var/dir_selection = input("Which direction will this window face?", "Direction") as null|anything in list("north", "east", "south", "west")
if(!dir_selection)
return
var/temp_dir = text2dir(dir_selection)
for(var/obj/structure/window/W in loc)
if(istype(W, /obj/structure/window/full)) //double checking in case a full window was created while selecting direction
to_chat(user, "<span class='warning'>There is already a full window there.</span>")
return
if(W.dir == temp_dir) //to avoid building a window on top of an existing window
to_chat(user, "<span class='warning'>There is already a window facing this direction there.</span>")
return
if(do_after(user, 20, target = src))
if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
return
if(S.get_amount() < 1) //make sure we still have enough fir this!
to_chat(user, "<span class='warning'>You need at least one sheet of glass for that!</span>")
return
if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
return
var/obj/structure/window/W = new S.created_window(get_turf(src))
S.use(1)
W.setDir(temp_dir)
W.ini_dir = temp_dir
W.anchored = 0
W.state = 0
to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
W.update_icon()
return
/obj/structure/grille/attacked_by(obj/item/I, mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(!(I.flags&NOBLUDGEON))
if(I.force)
visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>")
take_damage(I.force * 0.3, I.damtype)
/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, 1)
else
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 80, 1)
/obj/structure/grille/deconstruct(disassembled = TRUE)
if(!loc) //if already qdel'd somehow, we do nothing
return
if(can_deconstruct)
var/obj/R = new rods_type(loc, rods_amount)
transfer_fingerprints_to(R)
qdel(src)
..()
/obj/structure/grille/obj_break()
if(!broken && can_deconstruct)
new broken_type(loc)
var/obj/R = new rods_type(loc, 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 0
if(!prob(prb))
return 0
if(!in_range(src, user))//To prevent TK and mech users from getting shocked
return 0
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if(electrocute_mob(user, C, src))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
return 1
else
return 0
return 0
/obj/structure/grille/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!broken)
if(exposed_temperature > T0C + 1500)
take_damage(1, BURN, 0, 0)
..()
/obj/structure/grille/hitby(atom/movable/AM)
if(istype(AM, /obj))
if(prob(50) && anchored && !broken)
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 3, C.powernet.avail * 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.
C.powernet.load += C.powernet.avail * 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 ..()
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = 0
obj_integrity = 20
broken = 1
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/New()
..()
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/ratvar_act()
return
/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