Files
fulpstation/code/game/objects/structures/grille.dm
2020-07-09 00:20:46 -07:00

279 lines
9.6 KiB
Plaintext

/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_1 = CONDUCT_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
pressure_resistance = 5*ONE_ATMOSPHERE
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
max_integrity = 50
integrity_failure = 0.4
var/rods_type = /obj/item/stack/rods
var/rods_amount = 2
var/rods_broken = TRUE
var/grille_type = null
var/broken_type = /obj/structure/grille/broken
/obj/structure/grille/Destroy()
update_cable_icons_on_turf(get_turf(src))
return ..()
/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
update_icon()
/obj/structure/grille/update_icon()
if(QDELETED(src) || broken)
return
var/ratio = obj_integrity / max_integrity
ratio = CEILING(ratio*4, 1) * 25
if(smooth)
queue_smooth(src)
if(ratio > 50)
return
icon_state = "grille50_[rand(0,3)]"
/obj/structure/grille/examine(mob/user)
. = ..()
if(anchored)
. += "<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)
. += "<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/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
if(RCD_WINDOWGRILLE)
if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
else
return list("mode" = RCD_WINDOWGRILLE, "delay" = 20, "cost" = 8)
return FALSE
/obj/structure/grille/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the grille.</span>")
qdel(src)
return TRUE
if(RCD_WINDOWGRILLE)
if(locate(/obj/structure/window) in loc)
return FALSE
to_chat(user, "<span class='notice'>You construct the window.</span>")
var/obj/structure/window/WD = new the_rcd.window_type(drop_location())
WD.setAnchored(TRUE)
return TRUE
return FALSE
/obj/structure/grille/Bumped(atom/movable/AM)
if(!ismob(AM))
return
var/mob/M = AM
shock(M, 70)
/obj/structure/grille/attack_animal(mob/user)
. = ..()
if(!.)
return
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille
take_damage(rand(5,10), BRUTE, "melee", 1)
/obj/structure/grille/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/grille/hulk_damage()
return 60
/obj/structure/grille/attack_hulk(mob/living/carbon/human/user)
if(shock(user, 70))
return
. = ..()
/obj/structure/grille/attack_hand(mob/living/user)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("<span class='warning'>[user] hits [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "hit")
if(!shock(user, 70))
take_damage(rand(5,10), BRUTE, "melee", 1)
/obj/structure/grille/attack_alien(mob/living/user)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, "melee", 1)
/obj/structure/grille/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(mover.pass_flags & PASSGRILLE)
return TRUE
else if(!. && istype(mover, /obj/projectile))
return prob(30)
/obj/structure/grille/CanAStarPass(ID, dir, caller)
. = !density
if(ismovable(caller))
var/atom/movable/mover = caller
. = . || (mover.pass_flags & PASSGRILLE)
/obj/structure/grille/attackby(obj/item/W, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
if(W.tool_behaviour == TOOL_WIRECUTTER)
if(!shock(user, 100))
W.play_tool_sound(src, 100)
deconstruct()
else if((W.tool_behaviour == TOOL_SCREWDRIVER) && (isturf(loc) || anchored))
if(!shock(user, 90))
W.play_tool_sound(src, 100)
setAnchored(!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(src.loc)
R.use(1)
qdel(src)
return
//window placing begin
else if(is_glass_sheet(W))
if (!broken)
var/obj/item/stack/ST = W
if (ST.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
return
var/dir_to_set = SOUTHWEST
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
return
for(var/obj/structure/window/WINDOW in loc)
to_chat(user, "<span class='warning'>There is already a window there!</span>")
return
to_chat(user, "<span class='notice'>You start placing the window...</span>")
if(do_after(user,20, target = src))
if(!src.loc || !anchored) //Grille broken or unanchored while waiting
return
for(var/obj/structure/window/WINDOW in loc) //Another window already installed on grille
return
var/obj/structure/window/WD
if(istype(W, /obj/item/stack/sheet/plasmarglass))
WD = new/obj/structure/window/plasma/reinforced/fulltile(drop_location()) //reinforced plasma window
else if(istype(W, /obj/item/stack/sheet/plasmaglass))
WD = new/obj/structure/window/plasma/fulltile(drop_location()) //plasma window
else if(istype(W, /obj/item/stack/sheet/rglass))
WD = new/obj/structure/window/reinforced/fulltile(drop_location()) //reinforced window
else if(istype(W, /obj/item/stack/sheet/titaniumglass))
WD = new/obj/structure/window/shuttle(drop_location())
else if(istype(W, /obj/item/stack/sheet/plastitaniumglass))
WD = new/obj/structure/window/plasma/reinforced/plastitanium(drop_location())
else
WD = new/obj/structure/window/fulltile(drop_location()) //normal window
WD.setDir(dir_to_set)
WD.ini_dir = dir_to_set
WD.setAnchored(FALSE)
WD.state = 0
ST.use(2)
to_chat(user, "<span class='notice'>You place [WD] on [src].</span>")
return
//window placing end
else if(istype(W, /obj/item/shard) || !shock(user, 70))
return ..()
/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, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/welder.ogg', 80, TRUE)
/obj/structure/grille/deconstruct(disassembled = TRUE)
if(!loc) //if already qdel'd somehow, we do nothing
return
if(!(flags_1&NODECONSTRUCT_1))
var/obj/R = new rods_type(drop_location(), rods_amount)
transfer_fingerprints_to(R)
qdel(src)
..()
/obj/structure/grille/obj_break()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
new broken_type(src.loc)
var/obj/R = new rods_type(drop_location(), 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) // anchored/broken grilles are never connected
return FALSE
if(!prob(prb))
return FALSE
if(!in_range(src, user))//To prevent TK and mech users from getting shocked
return FALSE
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
if(electrocute_mob(user, C, src, 1, TRUE))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
return TRUE
else
return FALSE
return FALSE
/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, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(isobj(AM))
if(prob(50) && anchored && !broken)
var/obj/O = AM
if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
tesla_zap(src, 3, C.newavail() * 0.01, ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_ALLOW_DUPLICATES) //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.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.
return ..()
/obj/structure/grille/get_dumping_location(datum/component/storage/source,mob/user)
return null
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = FALSE
obj_integrity = 20
broken = TRUE
rods_amount = 1
rods_broken = FALSE
grille_type = /obj/structure/grille
broken_type = null