#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 = 1 density = 1 var/health = 100 var/maxhealth = 100 var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover var/ranged_damage_modifier = 1 //Multiply for ranged damage var/material = METAL var/debris_type /obj/structure/barricade/proc/take_damage(damage, leave_debris=1, message) health -= damage if(health <= 0) if(message) visible_message(message) else visible_message("\The [src] is smashed apart!") if(leave_debris && debris_type) new debris_type(get_turf(src), 3) qdel(src) /obj/structure/barricade/attack_animal(mob/living/simple_animal/M) M.changeNext_move(CLICK_CD_MELEE) M.do_attack_animation(src) if(M.melee_damage_upper == 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN)) return visible_message("[M] [M.attacktext] [src]!") add_logs(M, src, "attacked") take_damage(M.melee_damage_upper) /obj/structure/barricade/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == "help" && material == METAL) var/obj/item/weapon/weldingtool/WT = I if(health < maxhealth) if(WT.remove_fuel(0,user)) user << "You begin repairing [src]..." playsound(loc, 'sound/items/Welder.ogg', 40, 1) if(do_after(user, 40/I.toolspeed, target = src)) health = Clamp(health + 20, 0, maxhealth) return else user.changeNext_move(CLICK_CD_MELEE) visible_message("[user] hits [src] with [I]!", "You hit [src] with [I]!") take_damage(I.force) user.do_attack_animation(src) /obj/structure/barricade/bullet_act(var/obj/item/projectile/P) if(P) ..() take_damage(P.damage*ranged_damage_modifier) visible_message("\The [src] is hit by [P]!") /obj/structure/barricade/ex_act(severity, target) switch(severity) if(1) visible_message("\The [src] is blown apart!") qdel(src) if(2) take_damage(25, message = "\The [src] is blown apart!") /obj/structure/barricade/blob_act() take_damage(25, leave_debris = 0, message = "The blob eats through \the [src]!") /obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0)//So bullets will fly over and stuff. if(height==0) return 1 if(istype(mover, /obj/item/projectile)) if(!anchored) return 1 var/obj/item/projectile/proj = mover if(proj.firer && Adjacent(proj.firer)) return 1 if(prob(proj_pass_rate)) return 1 return 0 else return 0 /////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" material = WOOD /obj/structure/barricade/security name = "security barrier" desc = "A deployable barrier. Provides good cover in fire fights." icon = 'icons/obj/objects.dmi' icon_state = "barrier0" density = 0 anchored = 0 health = 180 maxhealth = 180 proj_pass_rate = 20 ranged_damage_modifier = 0.5 /obj/structure/barricade/security/New() ..() spawn(40) icon_state = "barrier1" density = 1 anchored = 1 visible_message("[src] deploys!") /obj/item/weapon/grenade/barrier name = "barrier grenade" desc = "Instant cover. Alt+click to toggle modes." icon = 'icons/obj/grenade.dmi' icon_state = "flashbang" item_state = "flashbang" actions_types = list(/datum/action/item_action/toggle_barrier_spread) var/mode = SINGLE /obj/item/weapon/grenade/barrier/AltClick(mob/living/user) if(!istype(user) || user.incapacitated()) return toggle_mode(user) /obj/item/weapon/grenade/barrier/proc/toggle_mode(mob/user) switch(mode) if(SINGLE) mode = VERTICAL if(VERTICAL) mode = HORIZONTAL if(HORIZONTAL) mode = SINGLE user << "[src] is now in [mode] mode." /obj/item/weapon/grenade/barrier/prime() new /obj/structure/barricade/security(get_turf(src.loc)) switch(mode) if(VERTICAL) var/target_turf = get_step(src, NORTH) if(!(is_blocked_turf(target_turf))) new /obj/structure/barricade/security(target_turf) var/target_turf2 = get_step(src, SOUTH) if(!(is_blocked_turf(target_turf2))) new /obj/structure/barricade/security(target_turf2) if(HORIZONTAL) var/target_turf = get_step(src, EAST) if(!(is_blocked_turf(target_turf))) new /obj/structure/barricade/security(target_turf) var/target_turf2 = get_step(src, WEST) if(!(is_blocked_turf(target_turf2))) new /obj/structure/barricade/security(target_turf2) qdel(src) /obj/item/weapon/grenade/barrier/ui_action_click(mob/user) toggle_mode(user) #undef SINGLE #undef VERTICAL #undef HORIZONTAL #undef METAL #undef WOOD #undef SAND