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* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
262 lines
7.2 KiB
Plaintext
262 lines
7.2 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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var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
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var/bar_material = METAL
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/obj/structure/barricade/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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make_debris()
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qdel(src)
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/obj/structure/barricade/proc/make_debris()
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return
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/obj/structure/barricade/attackby(obj/item/I, mob/living/user, params)
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if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode && bar_material == METAL)
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if(atom_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=0))
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return
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to_chat(user, span_notice("You begin repairing [src]..."))
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if(I.use_tool(src, user, 40, volume=40))
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atom_integrity = clamp(atom_integrity + 20, 0, max_integrity)
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else
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return ..()
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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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bar_material = WOOD
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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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/obj/structure/barricade/wooden/attackby(obj/item/I, mob/user)
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if(istype(I,/obj/item/stack/sheet/mineral/wood))
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var/obj/item/stack/sheet/mineral/wood/W = I
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if(W.amount < 5)
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to_chat(user, span_warning("You need at least five wooden planks to make a wall!"))
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return
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else
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to_chat(user, span_notice("You start adding [I] to [src]..."))
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playsound(src, 'sound/items/hammering_wood.ogg', 50, vary = TRUE)
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if(do_after(user, 50, target=src))
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W.use(5)
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var/turf/T = get_turf(src)
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T.PlaceOnTop(/turf/closed/wall/mineral/wood/nonmetal)
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qdel(src)
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return
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return ..()
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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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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 TOOL_ACT_TOOLTYPE_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 = "woodenbarricade-old"
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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 = "woodenbarricade-snow-old"
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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/liquids_height, 20) //SKYRAT EDIT ADDITION
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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/objects.dmi'
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icon_state = "barrier0"
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density = FALSE
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anchored = FALSE
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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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var/deploy_time = 40
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var/deploy_message = TRUE
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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/structure/barricade/security/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(deploy)), deploy_time)
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/obj/structure/barricade/security/proc/deploy()
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icon_state = "barrier1"
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set_density(TRUE)
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set_anchored(TRUE)
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if(deploy_message)
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visible_message(span_warning("[src] deploys!"))
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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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/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/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/AltClick(mob/living/carbon/user)
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if(!istype(user) || !user.canUseTopic(src, be_close = TRUE))
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return
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toggle_mode(user)
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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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/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/deployable_turret_folded/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg, delete_on_use = TRUE)
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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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