#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