//Chain link fences //Sprites ported from /VG/ #define CUT_TIME 10 SECONDS #define CLIMB_TIME 5 SECONDS #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." description_info = "Projectiles can freely pass fences." 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() update_cut_status() return ..() /obj/structure/fence/examine(mob/user) . = ..() switch(hole_size) if(MEDIUM_HOLE) user.show_message("There is a large hole in \the [src].") if(LARGE_HOLE) user.show_message("\The [src] has been completely cut through.") /obj/structure/fence/get_description_interaction() var/list/results = list() if(cuttable && !invulnerable && hole_size < MAX_HOLE_SIZE) results += "[desc_panel_image("wirecutters")]to [hole_size > NO_HOLE ? "expand the":"cut a"] hole into the fence, allowing passage." return results /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 // Projectiles can pass through fences. /obj/structure/fence/CanPass(atom/movable/mover, turf/target) if(istype(mover, /obj/item/projectile)) return TRUE return ..() /obj/structure/fence/attackby(obj/item/W, mob/user) if(W.is_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("notice", "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].")) playsound(src, W.usesound, 50, 1) 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("notice", "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.")) climbable = TRUE if(LARGE_HOLE) visible_message(span("notice", "\The [user] completely cuts through \the [src].")) to_chat(user, span("notice", "The hole in \the [src] is now big enough to walk through.")) climbable = FALSE update_cut_status() return TRUE /obj/structure/fence/proc/update_cut_status() if(!cuttable) return 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" density = FALSE //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 var/locked = FALSE /obj/structure/fence/door/Initialize() update_door_status() return ..() /obj/structure/fence/door/opened icon_state = "door_opened" open = TRUE density = TRUE /obj/structure/fence/door/locked desc = "It looks like it has a strong padlock attached." locked = TRUE /obj/structure/fence/door/attack_hand(mob/user) if(can_open(user)) toggle(user) else to_chat(user, span("warning", "\The [src] is [!open ? "locked" : "stuck open"].")) return TRUE /obj/structure/fence/door/proc/toggle(mob/user) switch(open) if(FALSE) visible_message(span("notice", "\The [user] opens \the [src].")) open = TRUE if(TRUE) visible_message(span("notice", "\The [user] closes \the [src].")) open = FALSE update_door_status() playsound(src, 'sound/machines/click.ogg', 100, 1) /obj/structure/fence/door/proc/update_door_status() switch(open) if(FALSE) density = TRUE icon_state = "door_closed" if(TRUE) density = FALSE icon_state = "door_opened" /obj/structure/fence/door/proc/can_open(mob/user) if(locked) return FALSE return TRUE #undef CUT_TIME #undef CLIMB_TIME #undef NO_HOLE #undef MEDIUM_HOLE #undef LARGE_HOLE #undef MAX_HOLE_SIZE