/* CONTAINS: Deployable items Barricades Deployable Kits for reference: access_security = 1 access_brig = 2 access_armory = 3 access_forensics_lockers= 4 access_medical = 5 access_morgue = 6 access_tox = 7 access_tox_storage = 8 access_genetics = 9 access_engine = 10 access_engine_equip= 11 access_maint_tunnels = 12 access_external_airlocks = 13 access_emergency_storage = 14 access_change_ids = 15 access_ai_upload = 16 access_teleporter = 17 access_eva = 18 access_heads = 19 access_captain = 20 access_all_personal_lockers = 21 access_chapel_office = 22 access_tech_storage = 23 access_atmospherics = 24 access_bar = 25 access_janitor = 26 access_crematorium = 27 access_kitchen = 28 access_robotics = 29 access_rd = 30 access_cargo = 31 access_construction = 32 access_pharmacy = 33 access_cargo_bot = 34 access_hydroponics = 35 access_manufacturing = 36 access_library = 37 access_lawyer = 38 access_virology = 39 access_cmo = 40 access_qm = 41 access_court = 42 access_clown = 43 access_mime = 44 */ //Barricades! /obj/structure/barricade name = "barricade" desc = "This space is blocked off by a barricade." icon = 'icons/obj/structures.dmi' icon_state = "barricade" build_amt = 5 anchored = 1.0 density = 1.0 var/health = 100 var/maxhealth = 100 /obj/structure/barricade/New(var/newloc, var/material_name) ..(newloc) if(!material_name) material_name = "wood" material = SSmaterials.get_material_by_name(material_name) if(!material) qdel(src) return name = "[material.display_name] barricade" desc = "This space is blocked off by a barricade made of [material.display_name]." color = material.icon_colour maxhealth = material.integrity health = maxhealth /obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/stack)) var/obj/item/stack/D = W if(D.get_material_name() != material.name) return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to. if (health < maxhealth) if (D.get_amount() < 1) to_chat(user, "You need one sheet of [material.display_name] to repair \the [src].") return visible_message("[user] begins to repair \the [src].") if(do_after(user,20) && health < maxhealth) if (D.use(1)) health = maxhealth visible_message("[user] repairs \the [src].") return return else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) switch(W.damtype) if("fire") src.health -= W.force * 1 if("brute") src.health -= W.force * 0.75 else animate_shake() playsound(src.loc, material.hitsound, 100, 1) if (src.health <= 0) visible_message("The barricade is smashed apart!") dismantle() qdel(src) return ..() /obj/structure/barricade/ex_act(severity) switch(severity) if(1.0) visible_message("\The [src] is blown apart!") qdel(src) return if(2.0) src.health -= 25 if (src.health <= 0) visible_message("\The [src] is blown apart!") dismantle() return /obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff. if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 /obj/structure/barricade/steel/New(var/newloc) .=..(newloc, MATERIAL_STEEL) //Actual Deployable machinery stuff /obj/machinery/deployable name = "deployable" desc = "deployable" icon = 'icons/obj/objects.dmi' req_access = list(access_security)//I'm changing this until these are properly tested./N /obj/machinery/deployable/barrier name = "deployable barrier" desc = "A deployable barrier. Swipe your ID card to lock/unlock it." icon = 'icons/obj/objects.dmi' anchored = 0.0 density = 1.0 icon_state = "barrier" var/health = 100.0 var/maxhealth = 100.0 var/locked = 0.0 // req_access = list(access_maint_tunnels) New() ..() src.icon_state = "[initial(icon_state)][src.locked]" attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/card/id/)) if (src.allowed(user)) if (src.emagged < 2.0) src.locked = !src.locked src.anchored = !src.anchored src.icon_state = "[initial(icon_state)][src.locked]" if ((src.locked == 1.0) && (src.emagged < 2.0)) to_chat(user, "Barrier lock toggled on.") return else if ((src.locked == 0.0) && (src.emagged < 2.0)) to_chat(user, "Barrier lock toggled off.") return else spark(src, 2, src) visible_message("BZZzZZzZZzZT") return return else if (W.iswrench()) if (src.health < src.maxhealth) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) src.health = src.maxhealth src.emagged = 0 src.req_access = list(access_security) visible_message("[user] repairs \the [src]!") return else if (src.emagged > 0) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) src.emagged = 0 src.req_access = list(access_security) visible_message("[user] repairs \the [src]!") return return else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) switch(W.damtype) if("fire") src.health -= W.force * 0.75 if("brute") src.health -= W.force * 0.5 else if (src.health <= 0) src.explode() ..() ex_act(severity) switch(severity) if(1.0) src.explode() return if(2.0) src.health -= 25 if (src.health <= 0) src.explode() return emp_act(severity) if(stat & (BROKEN|NOPOWER)) return if(prob(50/severity)) locked = !locked anchored = !anchored icon_state = "[initial(icon_state)][src.locked]" CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff. if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 proc/explode() visible_message("[src] blows apart!") /* var/obj/item/stack/rods/ =*/ new /obj/item/stack/rods(get_turf(src)) spark(src, 3, alldirs) explosion(src.loc,-1,-1,0) qdel(src) /obj/machinery/deployable/barrier/emag_act(var/remaining_charges, var/mob/user) if (src.emagged == 0) src.emagged = 1 src.req_access.Cut() src.req_one_access.Cut() to_chat(user, "You break the ID authentication lock on \the [src].") spark(src, 2, alldirs) visible_message("BZZzZZzZZzZT") return 1 else if (src.emagged == 1) src.emagged = 2 to_chat(user, "You short out the anchoring mechanism on \the [src].") spark(src, 2, alldirs) visible_message("BZZzZZzZZzZT") return 1 /obj/machinery/deployable/barrier/legion name = "legion barrier" desc = "A deployable barrier, bearing the marks of the Tau Ceti Foreign Legion. Swipe your ID card to lock/unlock it." icon_state = "barrier_legion" req_access = list(access_legion) /obj/item/deployable_kit name = "Emergency Floodlight Kit" desc = "A do-it-yourself kit for constructing the finest of emergency floodlights." icon = 'icons/obj/storage.dmi' icon_state = "inf_box" item_state = "box" var/kit_product = /obj/machinery/floodlight var/assembly_time = 8 SECONDS /obj/item/deployable_kit/attack_self(mob/user) to_chat(user, SPAN_NOTICE("You start assembling \the [src]...")) if(do_after(user, assembly_time)) assemble_kit(user) qdel(src) /obj/item/deployable_kit/proc/assemble_kit(mob/user) playsound(src.loc, 'sound/items/screwdriver.ogg', 25, 1) var/atom/A = new kit_product(user.loc) user.visible_message(SPAN_NOTICE("[user] assembles \a [A]."), SPAN_NOTICE("You assemble \a [A].")) A.add_fingerprint(user) /obj/item/deployable_kit/legion_barrier name = "legion barrier kit" desc = "A quick assembly kit for deploying id-lockable barriers in the field. Most commonly seen used for crowd control by corporate security." icon_state = "barrier_kit" w_class = ITEMSIZE_SMALL kit_product = /obj/machinery/deployable/barrier/legion /obj/item/deployable_kit/surgery_table name = "surgery table assembly kit" desc = "A quick assembly kit to deploy a surgery table in the field. Cannot be put together again after being unfolded, choose your spot wisely." icon = 'icons/obj/surgery.dmi' icon_state = "table_deployable" item_state = "table_parts" w_class = ITEMSIZE_LARGE kit_product = /obj/machinery/optable assembly_time = 20 SECONDS /obj/item/deployable_kit/surgery_table/assemble_kit(mob/user) ..() var/free_spot = null for(var/check_dir in cardinal) var/turf/T = get_step(src, check_dir) if(turf_clear(T)) free_spot = T break if(!free_spot) free_spot = src.loc new /obj/structure/curtain/open/medical(free_spot, src) new /obj/structure/curtain/open/medical(free_spot, src) /obj/item/deployable_kit/legion_turret name = "legion blaster turret assembly kit" desc = "A quick assembly kit to deploy a blaster turret in the field. Swipe with a TCFL id card to configure it once assembled." icon = 'icons/obj/turrets.dmi' icon_state = "blaster_turret_kit" item_state = "table_parts" drop_sound = 'sound/items/drop/axe.ogg' pickup_sound = 'sound/items/pickup/axe.ogg' w_class = ITEMSIZE_LARGE kit_product = /obj/machinery/porta_turret/legion assembly_time = 15 SECONDS /obj/item/deployable_kit/iv_drip name = "IV drip assembly kit" desc = "A quick assembly kit to put together an IV drip." icon = 'icons/obj/storage.dmi' icon_state = "inf_box" item_state = "syringe_kit" w_class = ITEMSIZE_NORMAL kit_product = /obj/machinery/iv_drip assembly_time = 4 SECONDS /obj/item/deployable_kit/remote_mech name = "mech control centre assembly kit" desc = "A quick assembly kit to put together a mech control centre." icon = 'icons/obj/storage.dmi' icon_state = "barrier_kit" w_class = ITEMSIZE_LARGE kit_product = /obj/structure/bed/chair/remote/mech/portable assembly_time = 20 SECONDS /obj/item/deployable_kit/remote_mech/attack_self(mob/user) var/area/A = get_area(user) if(!A.powered(EQUIP)) to_chat(user, SPAN_WARNING("\The [src] can not be deployed in an unpowered area.")) return FALSE ..() /obj/item/deployable_kit/remote_mech/brig name = "brig mech control centre assembly kit" desc = "A quick assembly kit to put together a brig mech control centre." kit_product = /obj/structure/bed/chair/remote/mech/prison/portable