/* CONTAINS: Deployable items Barricades */ //Barricades! /obj/structure/barricade name = "barricade" desc = "This space is blocked off by a barricade." icon = 'icons/obj/structures.dmi' icon_state = "barricade" anchored = 1.0 density = 1.0 var/health = 100 var/maxhealth = 100 var/material/material /obj/structure/barricade/New(var/newloc, var/material_name) ..(newloc) if(!material_name) material_name = "wood" material = get_material_by_name("[material_name]") if(!material) qdel(src) return name = "[material.display_name] barricade" desc = "This space is blocked off by a barricade made of [material.display_name]." color = material.icon_colour maxhealth = material.integrity health = maxhealth /obj/structure/barricade/get_material() return material /obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob) user.setClickCooldown(user.get_attack_speed(W)) if(istype(W, /obj/item/stack)) var/obj/item/stack/D = W if(D.get_material_name() != material.name) return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to. if(health < maxhealth) if(D.get_amount() < 1) to_chat(user, "You need one sheet of [material.display_name] to repair \the [src].") return visible_message("[user] begins to repair \the [src].") if(do_after(user,20) && health < maxhealth) if(D.use(1)) health = maxhealth visible_message("[user] repairs \the [src].") return return else switch(W.damtype) if("fire") health -= W.force * 1 if("brute") health -= W.force * 0.75 if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD))) playsound(loc, 'sound/effects/woodcutting.ogg', 100, 1) else playsound(src, 'sound/weapons/smash.ogg', 50, 1) CheckHealth() ..() /obj/structure/barricade/proc/CheckHealth() if(health <= 0) dismantle() return /obj/structure/barricade/take_damage(var/damage) health -= damage CheckHealth() return /obj/structure/barricade/attack_generic(var/mob/user, var/damage, var/attack_verb) visible_message("[user] [attack_verb] the [src]!") if(material == get_material_by_name("resin")) playsound(loc, 'sound/effects/attackblob.ogg', 100, 1) else if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD))) playsound(loc, 'sound/effects/woodcutting.ogg', 100, 1) else playsound(src, 'sound/weapons/smash.ogg', 50, 1) user.do_attack_animation(src) health -= damage CheckHealth() return /obj/structure/barricade/proc/dismantle() material.place_dismantled_product(get_turf(src)) visible_message("\The [src] falls apart!") qdel(src) return /obj/structure/barricade/ex_act(severity) switch(severity) if(1.0) dismantle() if(2.0) health -= 25 CheckHealth() /obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff. if(istype(mover) && mover.checkpass(PASSTABLE)) return TRUE return FALSE //Actual Deployable machinery stuff /obj/machinery/deployable name = "deployable" desc = "deployable" icon = 'icons/obj/objects.dmi' req_access = list(access_security)//I'm changing this until these are properly tested./N /obj/machinery/deployable/barrier name = "deployable barrier" desc = "A deployable barrier. Swipe your ID card to lock/unlock it." icon = 'icons/obj/objects.dmi' anchored = 0.0 density = 1.0 icon_state = "barrier0" var/health = 100.0 var/maxhealth = 100.0 var/locked = 0.0 // req_access = list(access_maint_tunnels) /obj/machinery/deployable/barrier/New() ..() icon_state = "barrier[locked]" /obj/machinery/deployable/barrier/attackby(obj/item/weapon/W as obj, mob/user as mob) user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) if(istype(W, /obj/item/weapon/card/id/)) if(allowed(user)) if (emagged < 2.0) locked = !locked anchored = !anchored icon_state = "barrier[locked]" if((locked == 1.0) && (emagged < 2.0)) to_chat(user, "Barrier lock toggled on.") return else if((locked == 0.0) && (emagged < 2.0)) to_chat(user, "Barrier lock toggled off.") return else var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() visible_message("BZZzZZzZZzZT") return return else if(W.is_wrench()) if(health < maxhealth) health = maxhealth emagged = 0 req_access = list(access_security) visible_message("[user] repairs \the [src]!") return else if(emagged > 0) emagged = 0 req_access = list(access_security) visible_message("[user] repairs \the [src]!") return return else switch(W.damtype) if("fire") health -= W.force * 0.75 if("brute") health -= W.force * 0.5 playsound(src, 'sound/weapons/smash.ogg', 50, 1) CheckHealth() ..() /obj/machinery/deployable/barrier/proc/CheckHealth() if(health <= 0) explode() return /obj/machinery/deployable/barrier/attack_generic(var/mob/user, var/damage, var/attack_verb) visible_message("[user] [attack_verb] the [src]!") playsound(src, 'sound/weapons/smash.ogg', 50, 1) user.do_attack_animation(src) health -= damage CheckHealth() return /obj/machinery/deployable/barrier/take_damage(var/damage) health -= damage CheckHealth() return /obj/machinery/deployable/barrier/ex_act(severity) switch(severity) if(1.0) explode() return if(2.0) health -= 25 CheckHealth() return /obj/machinery/deployable/barrier/emp_act(severity) if(stat & (BROKEN|NOPOWER)) return if(prob(50/severity)) locked = !locked anchored = !anchored icon_state = "barrier[locked]" /obj/machinery/deployable/barrier/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff. if(istype(mover) && mover.checkpass(PASSTABLE)) return TRUE return FALSE /obj/machinery/deployable/barrier/proc/explode() visible_message("[src] blows apart!") var/turf/Tsec = get_turf(src) /* var/obj/item/stack/rods/ =*/ new /obj/item/stack/rods(Tsec) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() explosion(src.loc,-1,-1,0) if(src) qdel(src) /obj/machinery/deployable/barrier/emag_act(var/remaining_charges, var/mob/user) if(emagged == 0) emagged = 1 req_access.Cut() req_one_access.Cut() to_chat(user, "You break the ID authentication lock on \the [src].") var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() visible_message("BZZzZZzZZzZT") return 1 else if(emagged == 1) emagged = 2 to_chat(user, "You short out the anchoring mechanism on \the [src].") var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() visible_message("BZZzZZzZZzZT") return 1