Files
Polaris/code/game/objects/structures/grille.dm
Neerti 2f7db506eb Adds Variable Click Delay
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
2017-11-28 16:11:56 -05:00

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/obj/structure/grille
name = "grille"
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
density = 1
anchored = 1
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
explosion_resistance = 1
var/health = 10
var/destroyed = 0
/obj/structure/grille/ex_act(severity)
qdel(src)
/obj/structure/grille/update_icon()
if(destroyed)
icon_state = "[initial(icon_state)]-b"
else
icon_state = initial(icon_state)
/obj/structure/grille/Bumped(atom/user)
if(ismob(user)) shock(user, 70)
/obj/structure/grille/attack_hand(mob/user as mob)
user.setClickCooldown(user.get_attack_speed())
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
user.do_attack_animation(src)
var/damage_dealt = 1
var/attack_message = "kicks"
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(H))
attack_message = "mangles"
damage_dealt = 5
if(shock(user, 70))
return
if(HULK in user.mutations)
damage_dealt += 5
else
damage_dealt += 1
attack_generic(user,damage_dealt,attack_message)
/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
//Flimsy grilles aren't so great at stopping projectiles. However they can absorb some of the impact
var/damage = Proj.get_structure_damage()
var/passthrough = 0
if(!damage) return
//20% chance that the grille provides a bit more cover than usual. Support structure for example might take up 20% of the grille's area.
//If they click on the grille itself then we assume they are aiming at the grille itself and the extra cover behaviour is always used.
switch(Proj.damage_type)
if(BRUTE)
//bullets
if(Proj.original == src || prob(20))
Proj.damage *= between(0, Proj.damage/60, 0.5)
if(prob(max((damage-10)/25, 0))*100)
passthrough = 1
else
Proj.damage *= between(0, Proj.damage/60, 1)
passthrough = 1
if(BURN)
//beams and other projectiles are either blocked completely by grilles or stop half the damage.
if(!(Proj.original == src || prob(20)))
Proj.damage *= 0.5
passthrough = 1
if(passthrough)
. = PROJECTILE_CONTINUE
damage = between(0, (damage - Proj.damage)*(Proj.damage_type == BRUTE? 0.4 : 1), 10) //if the bullet passes through then the grille avoids most of the damage
src.health -= damage*0.2
spawn(0) healthcheck() //spawn to make sure we return properly if the grille is deleted
/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(iswirecutter(W))
if(!shock(user, 100))
playsound(src, W.usesound, 100, 1)
new /obj/item/stack/rods(get_turf(src), destroyed ? 1 : 2)
qdel(src)
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"] the grille.</span>", \
"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.</span>")
return
//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/ST = W
if(!ST.material.created_window)
return 0
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 << "<span class='notice'>You can't reach.</span>"
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 << "<span class='notice'>There is already a window facing this way there.</span>"
return
user << "<span class='notice'>You start placing the window.</span>"
if(do_after(user,20))
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 << "<span class='notice'>There is already a window facing this way there.</span>"
return
var/wtype = ST.material.created_window
if (ST.use(1))
var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
user << "<span class='notice'>You place the [WD] on [src].</span>"
WD.update_icon()
return
//window placing end
else if(!(W.flags & CONDUCT) || !shock(user, 70))
user.setClickCooldown(user.get_attack_speed(W))
user.do_attack_animation(src)
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)
density = 0
destroyed = 1
update_icon()
new /obj/item/stack/rods(get_turf(src))
else
if(health <= -6)
new /obj/item/stack/rods(get_turf(src))
qdel(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))
if(C.powernet)
C.powernet.trigger_warning()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
if(user.stunned)
return 1
else
return 0
return 0
/obj/structure/grille/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(!destroyed)
if(exposed_temperature > T0C + 1500)
health -= 1
healthcheck()
..()
/obj/structure/grille/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
user.do_attack_animation(src)
health -= damage
spawn(1) healthcheck()
return 1
// Used in mapping to avoid
/obj/structure/grille/broken
destroyed = 1
icon_state = "grille-b"
density = 0
New()
..()
health = rand(-5, -1) //In the destroyed but not utterly threshold.
healthcheck() //Send this to healthcheck just in case we want to do something else with it.
/obj/structure/grille/cult
name = "cult grille"
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
icon_state = "grillecult"
health = 40 //Make it strong enough to avoid people breaking in too easily
/obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0)
if(air_group)
return 0 //Make sure air doesn't drain
..()
/obj/structure/grille/broken/cult
icon_state = "grillecult-b"
/obj/structure/grille/rustic
name = "rustic grille"
desc = "A lattice of metal, arranged in an old, rustic fashion."
icon_state = "grillerustic"
/obj/structure/grille/broken/rustic
icon_state = "grillerustic-b"