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Bubberstation/code/game/objects/structures/fence.dm
SkyratBot c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00

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//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 100
#define CLIMB_TIME 150
#define NO_HOLE 0 //section is intact
#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
#define LARGE_HOLE 2 //large hole in the section - can walk through
#define MAX_HOLE_SIZE LARGE_HOLE
/obj/structure/fence
name = "fence"
desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
density = TRUE
anchored = TRUE
icon = 'icons/obj/fence.dmi'
icon_state = "straight"
var/cuttable = TRUE
var/hole_size= NO_HOLE
var/invulnerable = FALSE
/obj/structure/fence/Initialize(mapload)
. = ..()
update_cut_status()
/obj/structure/fence/examine(mob/user)
. = ..()
switch(hole_size)
if(MEDIUM_HOLE)
. += "There is a large hole in \the [src]."
if(LARGE_HOLE)
. += "\The [src] has been completely cut through."
/obj/structure/fence/end
icon_state = "end"
cuttable = FALSE
/obj/structure/fence/corner
icon_state = "corner"
cuttable = FALSE
/obj/structure/fence/post
icon_state = "post"
cuttable = FALSE
/obj/structure/fence/cut/medium
icon_state = "straight_cut2"
hole_size = MEDIUM_HOLE
/obj/structure/fence/cut/large
icon_state = "straight_cut3"
hole_size = LARGE_HOLE
/obj/structure/fence/attackby(obj/item/W, mob/user)
if(W.tool_behaviour == TOOL_WIRECUTTER)
if(!cuttable)
to_chat(user, span_warning("This section of the fence can't be cut!"))
return
if(invulnerable)
to_chat(user, span_warning("This fence is too strong to cut through!"))
return
var/current_stage = hole_size
if(current_stage >= MAX_HOLE_SIZE)
to_chat(user, span_warning("This fence has too much cut out of it already!"))
return
user.visible_message(span_danger("\The [user] starts cutting through \the [src] with \the [W]."),\
span_danger("You start cutting through \the [src] with \the [W]."))
if(do_after(user, CUT_TIME*W.toolspeed, target = src))
if(current_stage == hole_size)
switch(++hole_size)
if(MEDIUM_HOLE)
visible_message(span_notice("\The [user] cuts into \the [src] some more."))
to_chat(user, span_info("You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
AddElement(/datum/element/climbable)
if(LARGE_HOLE)
visible_message(span_notice("\The [user] completely cuts through \the [src]."))
to_chat(user, span_info("The hole in \the [src] is now big enough to walk through."))
RemoveElement(/datum/element/climbable)
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
var/new_density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight_cut2"
if(LARGE_HOLE)
icon_state = "straight_cut3"
new_density = FALSE
set_density(new_density)
//FENCE DOORS
/obj/structure/fence/door
name = "fence door"
desc = "Not very useful without a real lock."
icon_state = "door_closed"
cuttable = FALSE
var/open = FALSE
/obj/structure/fence/door/Initialize(mapload)
. = ..()
if(open) //SKYRAT EDIT CHANGE
update_door_status()
/obj/structure/fence/door/opened
icon_state = "door_opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
if(can_open(user))
toggle(user)
return TRUE
/obj/structure/fence/door/proc/toggle(mob/user)
open = !open
visible_message(span_notice("\The [user] [open ? "opens" : "closes"] \the [src]."))
update_door_status()
playsound(src, 'sound/machines/click.ogg', 100, TRUE)
/obj/structure/fence/door/proc/update_door_status()
set_density(!density)
icon_state = density ? "door_closed" : "door_opened"
/obj/structure/fence/door/proc/can_open(mob/user)
return TRUE
#undef CUT_TIME
#undef CLIMB_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
#undef MAX_HOLE_SIZE