a394ccdc2b
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
326 lines
11 KiB
Plaintext
326 lines
11 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_1 = CONDUCT_1
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pressure_resistance = 5*ONE_ATMOSPHERE
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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max_integrity = 50
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integrity_failure = 0.4
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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 = TRUE
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var/grille_type = null
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var/broken_type = /obj/structure/grille/broken
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
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/obj/structure/grille/Destroy()
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update_cable_icons_on_turf(get_turf(src))
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return ..()
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/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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update_icon()
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/obj/structure/grille/update_icon()
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if(QDELETED(src) || broken)
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return
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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if(smooth)
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queue_smooth(src)
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if(ratio > 50)
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return
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icon_state = "grille50_[rand(0,3)]"
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/obj/structure/grille/examine(mob/user)
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. = ..()
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if(anchored)
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. += "<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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. += "<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/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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if(RCD_WINDOWGRILLE)
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if(the_rcd.window_type == /obj/structure/window/reinforced/fulltile)
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 12)
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else
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return list("mode" = RCD_WINDOWGRILLE, "delay" = 20, "cost" = 8)
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return FALSE
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/obj/structure/grille/rcd_act(mob/user, var/obj/item/construction/rcd/the_rcd, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the grille.</span>")
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qdel(src)
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return TRUE
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if(RCD_WINDOWGRILLE)
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if(locate(/obj/structure/window) in loc)
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return FALSE
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to_chat(user, "<span class='notice'>You construct the window.</span>")
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var/obj/structure/window/WD = new the_rcd.window_type(drop_location())
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WD.setAnchored(TRUE)
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return TRUE
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return FALSE
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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(src.loc)
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else
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new /obj/structure/grille/ratvar(src.loc)
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qdel(src)
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/obj/structure/grille/Bumped(atom/movable/AM)
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if(!ismob(AM))
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return
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var/mob/M = AM
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shock(M, 70)
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/obj/structure/grille/attack_animal(mob/user)
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. = ..()
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if(!.)
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return
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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_paw(mob/user)
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return attack_hand(user)
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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)
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if(shock(user, 70))
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return
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. = ..()
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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>", null, null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "hit")
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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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user.do_attack_animation(src)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='warning'>[user] mangles [src].</span>", null, null, COMBAT_MESSAGE_RANGE)
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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)
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if(istype(mover) && (mover.pass_flags & PASSGRILLE))
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return TRUE
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else
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if(istype(mover, /obj/projectile) && density)
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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.pass_flags & 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(W.tool_behaviour == TOOL_WIRECUTTER)
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if(!shock(user, 100))
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W.play_tool_sound(src, 100)
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deconstruct()
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else if((W.tool_behaviour == TOOL_SCREWDRIVER) && (isturf(loc) || anchored))
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if(!shock(user, 90))
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W.play_tool_sound(src, 100)
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setAnchored(!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(src.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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if (!broken)
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var/obj/item/stack/ST = W
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if (ST.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
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return
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var/dir_to_set = SOUTHWEST
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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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for(var/obj/structure/window/WINDOW in loc)
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to_chat(user, "<span class='warning'>There is already a window 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(!src.loc || !anchored) //Grille broken or unanchored while waiting
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return
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for(var/obj/structure/window/WINDOW in loc) //Another window already installed on grille
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return
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var/obj/structure/window/WD
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if(istype(W, /obj/item/stack/sheet/plasmarglass))
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WD = new/obj/structure/window/plasma/reinforced/fulltile(drop_location()) //reinforced plasma window
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else if(istype(W, /obj/item/stack/sheet/plasmaglass))
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WD = new/obj/structure/window/plasma/fulltile(drop_location()) //plasma window
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else if(istype(W, /obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window/reinforced/fulltile(drop_location()) //reinforced window
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else if(istype(W, /obj/item/stack/sheet/titaniumglass))
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WD = new/obj/structure/window/shuttle(drop_location())
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else if(istype(W, /obj/item/stack/sheet/plastitaniumglass))
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WD = new/obj/structure/window/plasma/reinforced/plastitanium(drop_location())
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else
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WD = new/obj/structure/window/fulltile(drop_location()) //normal window
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WD.setDir(dir_to_set)
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WD.ini_dir = dir_to_set
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WD.setAnchored(FALSE)
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WD.state = 0
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ST.use(2)
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to_chat(user, "<span class='notice'>You place [WD] on [src].</span>")
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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/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, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/welder.ogg', 80, TRUE)
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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(!(flags_1&NODECONSTRUCT_1))
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var/obj/R = new rods_type(drop_location(), 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 && !(flags_1 & NODECONSTRUCT_1))
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new broken_type(src.loc)
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var/obj/R = new rods_type(drop_location(), 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) // anchored/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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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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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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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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..()
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/obj/structure/grille/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(isobj(AM))
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if(prob(50) && anchored && !broken)
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var/obj/O = AM
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if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time
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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(src, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
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tesla_zap(src, 3, C.newavail() * 0.01, TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE | TESLA_MOB_STUN | TESLA_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.
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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/get_dumping_location(datum/component/storage/source,mob/user)
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return null
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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 = 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 = FALSE
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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/Initialize()
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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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addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 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 = FALSE
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grille_type = /obj/structure/grille/ratvar
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broken_type = null
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