Files
kiwistation/code/game/objects/structures/grille.dm
T
Cuboos bf079d29d4 POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.

Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)

Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.

Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)

CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.

CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)

Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
2016-10-14 10:19:23 +13:00

259 lines
7.8 KiB
Plaintext

/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 = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
obj_integrity = 50
max_integrity = 50
integrity_failure = 20
var/obj/item/stack/rods/stored
/obj/structure/grille/New()
..()
stored = new/obj/item/stack/rods(src)
stored.amount = 2
/obj/structure/grille/ratvar_act()
if(broken)
new /obj/structure/grille/ratvar/broken(src.loc)
else
new /obj/structure/grille/ratvar(src.loc)
qdel(src)
/obj/structure/grille/Bumped(atom/user)
if(ismob(user))
shock(user, 70)
/obj/structure/grille/attack_paw(mob/user)
attack_hand(user)
/obj/structure/grille/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(user.a_intent == "harm")
if(!shock(user, 70))
..(user, 1)
return 1
/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] hits [src].</span>", \
"<span class='danger'>You hit [src].</span>", \
"<span class='italics'>You hear twisting metal.</span>")
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>", \
"<span class='danger'>You mangle [src].</span>", \
"<span class='italics'>You hear twisting metal.</span>")
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) && density)
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(istype(W, /obj/item/weapon/wirecutters))
if(!shock(user, 100))
playsound(loc, W.usesound, 100, 1)
deconstruct()
else if((istype(W, /obj/item/weapon/screwdriver)) && (isturf(loc) || anchored))
if(!shock(user, 90))
playsound(loc, 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>")
obj_integrity = max_integrity
density = 1
broken = 0
icon_state = initial(icon_state)
R.use(1)
return
//window placing begin
else if(istype(W, /obj/item/stack/sheet/rglass) || istype(W, /obj/item/stack/sheet/glass))
if (!broken)
var/obj/item/stack/ST = W
if (ST.get_amount() < 2)
user << "<span class='warning'>You need at least two sheets of glass for that!</span>"
return
var/dir_to_set = SOUTHWEST
if(!anchored)
user << "<span class='warning'>[src] needs to be fastened to the floor first!</span>"
return
for(var/obj/structure/window/WINDOW in loc)
user << "<span class='warning'>There is already a window there!</span>"
return
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/rglass))
WD = new/obj/structure/window/reinforced/fulltile(loc) //reinforced window
else
WD = new/obj/structure/window/fulltile(loc) //normal window
WD.setDir(dir_to_set)
WD.ini_dir = dir_to_set
WD.anchored = 0
WD.state = 0
ST.use(2)
user << "<span class='notice'>You place [WD] on [src].</span>"
return
//window placing end
else if(istype(W, /obj/item/weapon/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(loc, 'sound/effects/grillehit.ogg', 80, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 80, 1)
/obj/structure/grille/deconstruct(disassembled = TRUE)
if(!loc) //if already qdel'd somehow, we do nothing
return
if(!(flags&NODECONSTRUCT))
transfer_fingerprints_to(stored)
var/turf/T = loc
stored.forceMove(T)
..()
/obj/structure/grille/obj_break()
if(!broken && !(flags & NODECONSTRUCT))
icon_state = "broken[initial(icon_state)]"
density = 0
broken = 1
stored.amount = 1
var/obj/item/stack/rods/newrods = new(loc)
transfer_fingerprints_to(newrods)
// 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 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(AM as mob|obj)
if(isobj(AM))
if(prob(50) && anchored && !broken)
var/turf/T = get_turf(src)
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src.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.
return ..()
/obj/structure/grille/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
return 0
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = 0
obj_integrity = 20
broken = 1
/obj/structure/grille/broken/New()
..()
stored.amount = 1
icon_state = "brokengrille"
/obj/structure/grille/ratvar
icon_state = "ratvargrille"
desc = "A strangely-shaped grille."
/obj/structure/grille/ratvar/New()
..()
change_construction_value(1)
if(broken)
PoolOrNew(/obj/effect/overlay/temp/ratvar/grille/broken, get_turf(src))
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/grille, get_turf(src))
PoolOrNew(/obj/effect/overlay/temp/ratvar/beam/grille, get_turf(src))
/obj/structure/grille/ratvar/Destroy()
change_construction_value(-1)
return ..()
/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
density = 0
obj_integrity = 20
broken = 1
/obj/structure/grille/ratvar/broken/New()
..()
stored.amount = 1
icon_state = "brokenratvargrille"