//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 var/electric = FALSE /obj/structure/fence/Initialize(mapload) update_cut_status() return ..() /obj/structure/fence/examine(mob/user) . = ..() switch(hole_size) if(MEDIUM_HOLE) . += "There is a large hole in it." if(LARGE_HOLE) . += "It 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/attack_hand(mob/user) if(electric && isliving(user) && !user.is_incorporeal()) if(electrocute(user)) return . = ..() /obj/structure/fence/attackby(obj/item/W, mob/user) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) if(electric && isliving(user) && !user.is_incorporeal() && !(W.flags & NOCONDUCT)) if(electrocute(user)) return if(W.has_tool_quality(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_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.")) AddElement(/datum/element/climbable) 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.")) RemoveElement(/datum/element/climbable) update_cut_status() return TRUE /obj/structure/fence/Bumped(AM) . = ..() if(electric && isliving(AM)) var/mob/living/L = AM if(!L.is_incorporeal()) electrocute(L) /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 var/lock_id = null //does the door have an associated key? var/lock_type = "simple" //string matched to "pick_type" on /obj/item/lockpick var/can_pick = TRUE //can it be picked/bypassed? var/lock_difficulty = 1 //multiplier to picking/bypassing time var/keysound = 'sound/items/toolbelt_equip.ogg' /obj/structure/fence/door/Initialize(mapload) 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/attackby(obj/item/W as obj, mob/user as mob) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) if(istype(W,/obj/item/simple_key)) var/obj/item/simple_key/key = W if(open) to_chat(user,span_notice("\The [src] must be closed in order for you to lock it.")) else if(key.key_id != src.lock_id) to_chat(user,span_warning("The [key] doesn't fit \the [src]'s lock!")) else if(key.key_id == src.lock_id) visible_message(span_notice("[user] [key.keyverb] \the [key] and [locked ? "unlocks" : "locks"] \the [src].")) locked = !locked playsound(src, keysound,100, 1) return else if(istype(W,/obj/item/lockpick)) var/obj/item/lockpick/L = W if(!locked) to_chat(user, span_notice("\The [src] isn't locked.")) return else if(lock_type != L.pick_type) //make sure our types match to_chat(user, span_warning("\The [L] can't pick \the [src]. Another tool might work?")) return else if(!can_pick) to_chat(user, span_warning("\The [src] can't be [L.pick_verb]ed.")) return else to_chat(user, span_notice("You start to [L.pick_verb] the lock on \the [src]...")) playsound(src, keysound,100, 1) if(do_after(user, L.pick_time * lock_difficulty)) to_chat(user, span_notice("Success!")) locked = FALSE return else attack_hand(user) return /obj/structure/fence/door/attack_ai(mob/user as mob) if(isAI(user)) //so the AI can't open it return else if(isrobot(user)) //but cyborgs can if(get_dist(user,src) <= 1) //not remotely though return attack_hand(user) /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 /obj/structure/fence/wood cuttable = FALSE name = "fence" desc = "A wooden 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 = "wood_straight" /obj/structure/fence/wood/end icon_state = "wood_end" /obj/structure/fence/wood/corner icon_state = "wood_corner" /obj/structure/fence/hedge cuttable = FALSE name = "hedge" desc = "A large hedge. Not as effective as a wall, but generally it keeps people out." description_info = "Projectiles can freely pass fences." density = TRUE anchored = TRUE opacity = 1 icon = 'icons/obj/fence.dmi' icon_state = "hedge_straight" /obj/structure/fence/hedge/end icon_state = "hedge_end" /obj/structure/fence/hedge/corner icon_state = "hedge_corner" #undef CUT_TIME #undef CLIMB_TIME #undef NO_HOLE #undef MEDIUM_HOLE #undef LARGE_HOLE #undef MAX_HOLE_SIZE