/obj/structure/grille desc = "A flimsy lattice of metal rods, with screws to secure it to the floor." name = "grille" icon = 'icons/obj/structures.dmi' icon_state = "grille" density = 1 anchored = 1 flags = FPRINT | CONDUCT pressure_resistance = 5*ONE_ATMOSPHERE layer = 2.9 explosion_resistance = 5 var/health = 10 var/destroyed = 0 /obj/structure/grille/ex_act(severity) del(src) /obj/structure/grille/blob_act() del(src) /obj/structure/grille/meteorhit(var/obj/M) del(src) /obj/structure/grille/Bumped(atom/user) if(ismob(user)) shock(user, 70) /obj/structure/grille/attack_paw(mob/user as mob) attack_hand(user) /obj/structure/grille/attack_hand(mob/user as mob) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) user.visible_message("[user] kicks [src].", \ "You kick [src].", \ "You hear twisting metal.") if(shock(user, 70)) return if(HULK in user.mutations) health -= 5 else health -= 3 healthcheck() /obj/structure/grille/attack_alien(mob/user as mob) if(istype(user, /mob/living/carbon/alien/larva)) return playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) user.visible_message("[user] mangles [src].", \ "You mangle [src].", \ "You hear twisting metal.") if(!shock(user, 70)) health -= 5 healthcheck() return /obj/structure/grille/attack_slime(mob/user as mob) if(!istype(user, /mob/living/carbon/slime/adult)) return playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) user.visible_message("[user] smashes against [src].", \ "You smash against [src].", \ "You hear twisting metal.") health -= rand(2,3) healthcheck() return /obj/structure/grille/attack_animal(var/mob/living/simple_animal/M as mob) if(M.melee_damage_upper == 0) return playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) M.visible_message("[M] smashes against [src].", \ "You smash against [src].", \ "You hear twisting metal.") health -= M.melee_damage_upper healthcheck() return /obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (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/bullet_act(var/obj/item/projectile/Proj) if(!Proj) return src.health -= Proj.damage*0.2 healthcheck() return 0 /obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob) if(iswirecutter(W)) if(!shock(user, 100)) playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1) new /obj/item/stack/rods(loc, 2) del(src) else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored)) if(!shock(user, 90)) playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1) anchored = !anchored user.visible_message("[user] [anchored ? "fastens" : "unfastens"] the grille.", \ "You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.") return //window placing begin else if( istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) ) var/dir_to_set = 1 if(loc == user.loc) dir_to_set = user.dir else if( ( x == user.x ) || (y == user.y) ) //Only supposed to work for cardinal directions. if( x == user.x ) if( y > user.y ) dir_to_set = 2 else dir_to_set = 1 else if( y == user.y ) if( x > user.x ) dir_to_set = 8 else dir_to_set = 4 else user << "You can't reach." return //Only works for cardinal direcitons, diagonals aren't supposed to work like this. for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set) user << "There is already a window facing this way there." return user << "You start placing the window." if(do_after(user,20)) if(!src) return //Grille destroyed while waiting for(var/obj/structure/window/WINDOW in loc) if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting. user << "There is already a window facing this way there." return var/obj/structure/window/WD if(istype(W,/obj/item/stack/sheet/rglass)) WD = new/obj/structure/window(loc,1) //reinforced window else WD = new/obj/structure/window(loc,0) //normal window WD.dir = dir_to_set WD.ini_dir = dir_to_set WD.anchored = 0 WD.state = 0 var/obj/item/stack/ST = W ST.use(1) user << "You place the [WD] on [src]." return //window placing end else if(istype(W, /obj/item/weapon/shard)) health -= W.force * 0.1 else if(!shock(user, 70)) playsound(loc, 'sound/effects/grillehit.ogg', 80, 1) switch(W.damtype) if("fire") health -= W.force if("brute") health -= W.force * 0.1 healthcheck() ..() return /obj/structure/grille/proc/healthcheck() if(health <= 0) if(!destroyed) icon_state = "brokengrille" density = 0 destroyed = 1 new /obj/item/stack/rods(loc) else if(health <= -6) new /obj/item/stack/rods(loc) del(src) return return // shock user with probability prb (if all connections & power are working) // returns 1 if shocked, 0 otherwise /obj/structure/grille/proc/shock(mob/user as mob, prb) if(!anchored || destroyed) // anchored/destroyed 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/effect/system/spark_spread/s = new /datum/effect/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(!destroyed) if(exposed_temperature > T0C + 1500) health -= 1 healthcheck() ..()