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CHOMPStation2/code/game/machinery/deployable.dm

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/*
CONTAINS:
Deployable items
Barricades
for reference:
access_security = 1
access_brig = 2
access_armory = 3
access_forensics_lockers= 4
access_medical = 5
access_morgue = 6
access_tox = 7
access_tox_storage = 8
access_genetics = 9
access_engine = 10
access_engine_equip= 11
access_maint_tunnels = 12
access_external_airlocks = 13
access_emergency_storage = 14
access_change_ids = 15
access_ai_upload = 16
access_teleporter = 17
access_eva = 18
access_heads = 19
access_captain = 20
access_all_personal_lockers = 21
access_chapel_office = 22
access_tech_storage = 23
access_atmospherics = 24
access_bar = 25
access_janitor = 26
access_crematorium = 27
access_kitchen = 28
access_robotics = 29
access_rd = 30
access_cargo = 31
access_construction = 32
access_chemistry = 33
access_cargo_bot = 34
access_hydroponics = 35
access_manufacturing = 36
access_library = 37
access_lawyer = 38
access_virology = 39
access_cmo = 40
access_qm = 41
access_court = 42
access_clown = 43
access_mime = 44
*/
//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/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/stack/material))
var/obj/item/stack/material/D = W
if(D.material.name != material.name)
user << "<span class='warning'>That is the wrong material needed to repair \the [src].</span>"
return
if (health < maxhealth)
if (D.get_amount() < 1)
user << "<span class='warning'>You need one sheet of [material.display_name] to repair \the [src].</span>"
return
visible_message("<span class='notice'>[user] begins to repair \the [src].</span>")
if(do_after(user,20) && health < maxhealth)
if (D.use(1))
health = maxhealth
visible_message("<span class='notice'>[user] repairs \the [src].</span>")
return
return
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
switch(W.damtype)
if("fire")
src.health -= W.force * 1
if("brute")
src.health -= W.force * 0.75
else
if (src.health <= 0)
visible_message("<span class='danger'>The barricade is smashed apart!</span>")
dismantle()
qdel(src)
return
..()
/obj/structure/barricade/proc/dismantle()
material.place_dismantled_product(get_turf(src))
qdel(src)
return
/obj/structure/barricade/ex_act(severity)
switch(severity)
if(1.0)
visible_message("<span class='danger'>\The [src] is blown apart!</span>")
qdel(src)
return
if(2.0)
src.health -= 25
if (src.health <= 0)
visible_message("<span class='danger'>\The [src] is blown apart!</span>")
dismantle()
return
/obj/structure/barricade/blob_act()
src.health -= 25
if (src.health <= 0)
visible_message("<span class='danger'>The blob eats through \the [src]!</span>")
qdel(src)
return
/obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
if(air_group || (height==0))
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
//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)
New()
..()
src.icon_state = "barrier[src.locked]"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/card/id/))
if (src.allowed(user))
if (src.emagged < 2.0)
src.locked = !src.locked
src.anchored = !src.anchored
src.icon_state = "barrier[src.locked]"
if ((src.locked == 1.0) && (src.emagged < 2.0))
user << "Barrier lock toggled on."
return
else if ((src.locked == 0.0) && (src.emagged < 2.0))
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("<span class='warning'>BZZzZZzZZzZT</span>")
return
return
else if (istype(W, /obj/item/weapon/wrench))
if (src.health < src.maxhealth)
src.health = src.maxhealth
src.emagged = 0
src.req_access = list(access_security)
visible_message("<span class='warning'>[user] repairs \the [src]!</span>")
return
else if (src.emagged > 0)
src.emagged = 0
src.req_access = list(access_security)
visible_message("<span class='warning'>[user] repairs \the [src]!</span>")
return
return
else
switch(W.damtype)
if("fire")
src.health -= W.force * 0.75
if("brute")
src.health -= W.force * 0.5
else
if (src.health <= 0)
src.explode()
..()
ex_act(severity)
switch(severity)
if(1.0)
src.explode()
return
if(2.0)
src.health -= 25
if (src.health <= 0)
src.explode()
return
emp_act(severity)
if(stat & (BROKEN|NOPOWER))
return
if(prob(50/severity))
locked = !locked
anchored = !anchored
icon_state = "barrier[src.locked]"
blob_act()
src.health -= 25
if (src.health <= 0)
src.explode()
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
if(air_group || (height==0))
return 1
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
proc/explode()
visible_message("<span class='danger'>[src] blows apart!</span>")
var/turf/Tsec = get_turf(src)
/* var/obj/item/stack/rods/ =*/
PoolOrNew(/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 (src.emagged == 0)
src.emagged = 1
src.req_access.Cut()
src.req_one_access.Cut()
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("<span class='warning'>BZZzZZzZZzZT</span>")
return 1
else if (src.emagged == 1)
src.emagged = 2
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("<span class='warning'>BZZzZZzZZzZT</span>")
return 1