#define SINGLE "single" #define VERTICAL "vertical" #define HORIZONTAL "horizontal" #define METAL 1 #define WOOD 2 #define SAND 3 //Barricades/cover /obj/structure/barricade name = "chest high wall" desc = "Looks like this would make good cover." anchored = TRUE density = TRUE max_integrity = 100 // The probability for a projectile to pass through the barrier. Lower values result in less projectiles passing through. var/proj_pass_rate = 50 // What type of material is our barricade made from? var/bar_material = METAL /obj/structure/barricade/atom_deconstruct(disassembled = TRUE) make_debris() /// Spawn debris & stuff upon deconstruction /obj/structure/barricade/proc/make_debris() PROTECTED_PROC(TRUE) return /obj/structure/barricade/welder_act(mob/living/user, obj/item/tool) if(user.combat_mode) return ITEM_INTERACT_SKIP_TO_ATTACK if(bar_material != METAL) return ITEM_INTERACT_BLOCKING if(atom_integrity >= max_integrity) balloon_alert(user, "already full integrity!") return ITEM_INTERACT_BLOCKING user.balloon_alert_to_viewers("repairing [src]...", "repairing...") if(!tool.use_tool(src, user, 4 SECONDS, amount = 10, volume=50)) return ITEM_INTERACT_BLOCKING balloon_alert(user, "repaired") repair_damage(20) return ITEM_INTERACT_SUCCESS /obj/structure/barricade/CanAllowThrough(atom/movable/mover, border_dir)//So bullets will fly over and stuff. . = ..() if(locate(/obj/structure/barricade) in get_turf(mover)) return TRUE else if(isprojectile(mover)) if(!anchored) return TRUE var/obj/projectile/proj = mover if(proj.firer && Adjacent(proj.firer)) return TRUE if(prob(proj_pass_rate)) return TRUE return FALSE /////BARRICADE TYPES/////// /obj/structure/barricade/wooden name = "wooden barricade" desc = "This space is blocked off by a wooden barricade." icon = 'icons/obj/structures.dmi' icon_state = "woodenbarricade" resistance_flags = FLAMMABLE bar_material = WOOD custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5) /// When destroyed or deconstructed, how many planks of wood does our barricade drop? Also determines how many it takes to repair the barricade and by how much. var/drop_amount = 3 /obj/structure/barricade/wooden/Initialize(mapload) . = ..() var/static/list/tool_behaviors = list(TOOL_CROWBAR = list(SCREENTIP_CONTEXT_LMB = "Deconstruct")) AddElement(/datum/element/contextual_screentip_tools, tool_behaviors) register_context() /obj/structure/barricade/wooden/item_interaction(mob/living/user, obj/item/stack/sheet/mineral/wood/our_wood, list/modifiers) if(user.combat_mode) return ITEM_INTERACT_SKIP_TO_ATTACK if(!istype(our_wood, /obj/item/stack/sheet/mineral/wood)) return NONE if(our_wood.amount < 5) balloon_alert(user, "not enough wood!") to_chat(user, span_warning("You need at least five wooden planks to make a barricade!")) return ITEM_INTERACT_BLOCKING to_chat(user, span_notice("You start adding [our_wood] to [src]...")) playsound(src, 'sound/items/hammering_wood.ogg', 50, vary = TRUE) if(!do_after(user, 5 SECONDS, target=src)) balloon_alert(user, "interrupted!") return ITEM_INTERACT_BLOCKING if(!our_wood.use(drop_amount)) return ITEM_INTERACT_BLOCKING var/turf/cur_turf = get_turf(src) cur_turf.place_on_top(/turf/closed/wall/mineral/wood/nonmetal) qdel(src) return ITEM_INTERACT_SUCCESS /obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/tool) balloon_alert(user, "deconstructing barricade...") if(!tool.use_tool(src, user, 2 SECONDS, volume=50)) return loc.balloon_alert(user, "barricade deconstructed") tool.play_tool_sound(src) new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount) qdel(src) return ITEM_INTERACT_SUCCESS /obj/structure/barricade/wooden/crude name = "crude plank barricade" desc = "This space is blocked off by a crude assortment of planks." icon_state = "plankbarricade" drop_amount = 1 max_integrity = 50 proj_pass_rate = 65 layer = SIGN_LAYER /obj/structure/barricade/wooden/crude/snow desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow." icon_state = "plankbarricade_snow" max_integrity = 75 /obj/structure/barricade/wooden/make_debris() new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount) /obj/structure/barricade/sandbags name = "sandbags" desc = "Bags of sand. Self explanatory." icon = 'icons/obj/smooth_structures/sandbags.dmi' icon_state = "sandbags-0" base_icon_state = "sandbags" max_integrity = 280 proj_pass_rate = 20 pass_flags_self = LETPASSTHROW bar_material = SAND smoothing_flags = SMOOTH_BITMASK smoothing_groups = SMOOTH_GROUP_SANDBAGS canSmoothWith = SMOOTH_GROUP_SANDBAGS + SMOOTH_GROUP_SECURITY_BARRICADE + SMOOTH_GROUP_WALLS /obj/structure/barricade/sandbags/Initialize(mapload) . = ..() AddElement(/datum/element/climbable) AddElement(/datum/element/elevation, pixel_shift = 12) /obj/structure/barricade/security name = "security barrier" desc = "A deployable barrier. Provides good cover in fire fights." icon = 'icons/obj/structures.dmi' icon_state = "barrier1" max_integrity = 180 proj_pass_rate = 20 armor_type = /datum/armor/barricade_security /datum/armor/barricade_security melee = 10 bullet = 50 laser = 50 energy = 50 bomb = 10 fire = 10 /obj/item/grenade/barrier name = "barrier grenade" desc = "Instant cover." icon = 'icons/obj/weapons/grenade.dmi' icon_state = "wallbang" inhand_icon_state = "flashbang" actions_types = list(/datum/action/item_action/toggle_barrier_spread) var/mode = SINGLE /obj/item/grenade/barrier/examine(mob/user) . = ..() . += span_notice("Alt-click to toggle modes.") /obj/item/grenade/barrier/click_alt(mob/living/carbon/user) toggle_mode(user) return CLICK_ACTION_SUCCESS /obj/item/grenade/barrier/proc/toggle_mode(mob/user) switch(mode) if(SINGLE) mode = VERTICAL if(VERTICAL) mode = HORIZONTAL if(HORIZONTAL) mode = SINGLE to_chat(user, span_notice("[src] is now in [mode] mode.")) /obj/item/grenade/barrier/detonate(mob/living/lanced_by) . = ..() if(!.) return new /obj/structure/barricade/security(get_turf(src.loc)) switch(mode) if(VERTICAL) var/turf/target_turf = get_step(src, NORTH) if(!target_turf.is_blocked_turf()) new /obj/structure/barricade/security(target_turf) var/turf/target_turf2 = get_step(src, SOUTH) if(!target_turf2.is_blocked_turf()) new /obj/structure/barricade/security(target_turf2) if(HORIZONTAL) var/turf/target_turf = get_step(src, EAST) if(!target_turf.is_blocked_turf()) new /obj/structure/barricade/security(target_turf) var/turf/target_turf2 = get_step(src, WEST) if(!target_turf2.is_blocked_turf()) new /obj/structure/barricade/security(target_turf2) qdel(src) /obj/item/grenade/barrier/ui_action_click(mob/user) toggle_mode(user) /obj/item/deployable_turret_folded name = "folded heavy machine gun" desc = "A folded and unloaded heavy machine gun, ready to be deployed and used." icon = 'icons/obj/weapons/turrets.dmi' icon_state = "folded_hmg" inhand_icon_state = "folded_hmg" max_integrity = 250 w_class = WEIGHT_CLASS_BULKY slot_flags = ITEM_SLOT_BACK /obj/item/deployable_turret_folded/Initialize(mapload) . = ..() AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg) #undef SINGLE #undef VERTICAL #undef HORIZONTAL #undef METAL #undef WOOD #undef SAND