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3e504a77ae
## About The Pull Request This PR refactors wall construction on girders, wooden barricades and metal foam to use a centralized element, which listens to item interaction signals and attempts to make any available wall recipe. This change is an atomized prerequisite to my blueprinting system, since that system requires a sane way to dynamically change the speed at which walls are built. This PR will later be expanded to refactor girder construction steps in general. I also added `proc/valid_typesof(base_type)` as a side effect of my previous attempts at refactoring this stuff. There's now what amounts to a code comment easter egg in the same file, because DM is wacko and you're going to get cursed now too. :) ## Why It's Good For The Game The old system had ~20 bespoke yet highly similar wall construction steps. Some of the wall recipes were also concatenated from a string on the used stack type. To put it bluntly, the code was fucking horrible. Same thing goes for the rest of the girder construction steps, they were all bespoke. ## Changelog 🆑 refactor: Refactored girders and wall construction. Report any bugs. tweak: Some niche wall types might have their wall delay changed by like 2 seconds. This doesn't affect normal walls, reinforced walls, falsewalls or any other important wall types. /🆑
226 lines
6.5 KiB
Plaintext
226 lines
6.5 KiB
Plaintext
#define SINGLE "single"
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#define VERTICAL "vertical"
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#define HORIZONTAL "horizontal"
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#define METAL 1
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#define WOOD 2
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#define SAND 3
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//Barricades/cover
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/obj/structure/barricade
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name = "chest high wall"
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desc = "Looks like this would make good cover."
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anchored = TRUE
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density = TRUE
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max_integrity = 100
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// The probability for a projectile to pass through the barrier. Lower values result in less projectiles passing through.
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var/proj_pass_rate = 50
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// What type of material is our barricade made from?
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var/bar_material = METAL
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/obj/structure/barricade/atom_deconstruct(disassembled = TRUE)
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make_debris()
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/// Spawn debris & stuff upon deconstruction
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/obj/structure/barricade/proc/make_debris()
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PROTECTED_PROC(TRUE)
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return
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/obj/structure/barricade/welder_act(mob/living/user, obj/item/tool)
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if(user.combat_mode)
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return ITEM_INTERACT_SKIP_TO_ATTACK
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if(bar_material != METAL)
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return ITEM_INTERACT_BLOCKING
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if(atom_integrity >= max_integrity)
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balloon_alert(user, "already full integrity!")
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return ITEM_INTERACT_BLOCKING
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user.balloon_alert_to_viewers("repairing [src]...", "repairing...")
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if(!tool.use_tool(src, user, 4 SECONDS, amount = 10, volume=50))
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return ITEM_INTERACT_BLOCKING
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balloon_alert(user, "repaired")
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repair_damage(20)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/barricade/CanAllowThrough(atom/movable/mover, border_dir)//So bullets will fly over and stuff.
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. = ..()
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if(locate(/obj/structure/barricade) in get_turf(mover))
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return TRUE
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else if(isprojectile(mover))
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if(!anchored)
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return TRUE
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var/obj/projectile/proj = mover
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if(proj.firer && Adjacent(proj.firer))
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return TRUE
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if(prob(proj_pass_rate))
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return TRUE
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return FALSE
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/////BARRICADE TYPES///////
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/obj/structure/barricade/wooden
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name = "wooden barricade"
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desc = "This space is blocked off by a wooden barricade."
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icon = 'icons/obj/structures.dmi'
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icon_state = "woodenbarricade"
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resistance_flags = FLAMMABLE
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bar_material = WOOD
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custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
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/// 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.
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var/drop_amount = 3
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/obj/structure/barricade/wooden/Initialize(mapload)
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. = ..()
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var/static/list/tool_behaviors = list(TOOL_CROWBAR = list(SCREENTIP_CONTEXT_LMB = "Deconstruct"))
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AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
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register_context()
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AddElement(/datum/element/uses_girder_wall_recipes)
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/obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/tool)
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balloon_alert(user, "deconstructing barricade...")
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if(!tool.use_tool(src, user, 2 SECONDS, volume=50))
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return
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loc.balloon_alert(user, "barricade deconstructed")
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tool.play_tool_sound(src)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/barricade/wooden/crude
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name = "crude plank barricade"
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desc = "This space is blocked off by a crude assortment of planks."
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icon_state = "plankbarricade"
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drop_amount = 1
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max_integrity = 50
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proj_pass_rate = 65
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layer = SIGN_LAYER
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/obj/structure/barricade/wooden/crude/snow
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desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
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icon_state = "plankbarricade_snow"
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max_integrity = 75
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/obj/structure/barricade/wooden/make_debris()
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new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
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/obj/structure/barricade/sandbags
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name = "sandbags"
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desc = "Bags of sand. Self explanatory."
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icon = 'icons/obj/smooth_structures/sandbags.dmi'
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icon_state = "sandbags-0"
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base_icon_state = "sandbags"
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max_integrity = 280
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proj_pass_rate = 20
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pass_flags_self = LETPASSTHROW
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bar_material = SAND
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = SMOOTH_GROUP_SANDBAGS
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canSmoothWith = SMOOTH_GROUP_SANDBAGS + SMOOTH_GROUP_SECURITY_BARRICADE + SMOOTH_GROUP_WALLS
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/obj/structure/barricade/sandbags/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/climbable)
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AddElement(/datum/element/elevation, pixel_shift = 12)
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/obj/structure/barricade/security
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name = "security barrier"
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desc = "A deployable barrier. Provides good cover in fire fights."
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icon = 'icons/obj/structures.dmi'
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icon_state = "barrier1"
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max_integrity = 180
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proj_pass_rate = 20
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armor_type = /datum/armor/barricade_security
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/datum/armor/barricade_security
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melee = 10
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bullet = 50
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laser = 50
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energy = 50
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bomb = 10
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fire = 10
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/obj/item/grenade/barrier
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name = "barrier grenade"
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desc = "Instant cover."
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icon = 'icons/obj/weapons/grenade.dmi'
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icon_state = "wallbang"
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inhand_icon_state = "flashbang"
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actions_types = list(/datum/action/item_action/toggle_barrier_spread)
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var/mode = SINGLE
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/obj/item/grenade/barrier/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to toggle modes.")
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/obj/item/grenade/barrier/click_alt(mob/living/carbon/user)
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toggle_mode(user)
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return CLICK_ACTION_SUCCESS
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/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
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switch(mode)
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if(SINGLE)
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mode = VERTICAL
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if(VERTICAL)
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mode = HORIZONTAL
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if(HORIZONTAL)
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mode = SINGLE
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to_chat(user, span_notice("[src] is now in [mode] mode."))
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/obj/item/grenade/barrier/detonate(mob/living/lanced_by)
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. = ..()
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if(!.)
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return
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new /obj/structure/barricade/security(get_turf(src.loc))
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switch(mode)
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if(VERTICAL)
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var/turf/target_turf = get_step(src, NORTH)
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if(!target_turf.is_blocked_turf())
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new /obj/structure/barricade/security(target_turf)
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var/turf/target_turf2 = get_step(src, SOUTH)
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if(!target_turf2.is_blocked_turf())
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new /obj/structure/barricade/security(target_turf2)
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if(HORIZONTAL)
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var/turf/target_turf = get_step(src, EAST)
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if(!target_turf.is_blocked_turf())
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new /obj/structure/barricade/security(target_turf)
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var/turf/target_turf2 = get_step(src, WEST)
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if(!target_turf2.is_blocked_turf())
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new /obj/structure/barricade/security(target_turf2)
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qdel(src)
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/obj/item/grenade/barrier/ui_action_click(mob/user)
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toggle_mode(user)
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/obj/item/deployable_turret_folded
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name = "folded heavy machine gun"
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desc = "A folded and unloaded heavy machine gun, ready to be deployed and used."
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icon = 'icons/obj/weapons/turrets.dmi'
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icon_state = "folded_hmg"
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inhand_icon_state = "folded_hmg"
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max_integrity = 250
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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/obj/item/deployable_turret_folded/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg)
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#undef SINGLE
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#undef VERTICAL
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#undef HORIZONTAL
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#undef METAL
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#undef WOOD
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#undef SAND
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