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* Combat Mechs Can Punch More Things Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage). Gives punching objects a check so you don't accidently smash something without meaning to. Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs. * Take_Damage Boogaloo * More take_damage Stuff Adds click delay on attacking barriers. Proper noises when attacking material doors and barricades. More stuff can be broken by mech punch and simple mobs. * Adds changelong * usr to user
251 lines
7.3 KiB
Plaintext
251 lines
7.3 KiB
Plaintext
/*
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CONTAINS:
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Deployable items
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Barricades
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*/
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//Barricades!
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/obj/structure/barricade
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name = "barricade"
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desc = "This space is blocked off by a barricade."
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icon = 'icons/obj/structures.dmi'
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icon_state = "barricade"
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anchored = 1.0
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density = 1.0
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var/health = 100
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var/maxhealth = 100
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var/material/material
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/obj/structure/barricade/New(var/newloc, var/material_name)
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..(newloc)
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if(!material_name)
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material_name = "wood"
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material = get_material_by_name("[material_name]")
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if(!material)
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qdel(src)
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return
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name = "[material.display_name] barricade"
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desc = "This space is blocked off by a barricade made of [material.display_name]."
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color = material.icon_colour
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maxhealth = material.integrity
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health = maxhealth
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/obj/structure/barricade/get_material()
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return material
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/obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob)
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user.setClickCooldown(user.get_attack_speed(W))
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if(istype(W, /obj/item/stack))
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var/obj/item/stack/D = W
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if(D.get_material_name() != material.name)
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return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to.
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if(health < maxhealth)
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if(D.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one sheet of [material.display_name] to repair \the [src].</span>")
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return
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visible_message("<span class='notice'>[user] begins to repair \the [src].</span>")
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if(do_after(user,20) && health < maxhealth)
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if(D.use(1))
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health = maxhealth
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visible_message("<span class='notice'>[user] repairs \the [src].</span>")
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return
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return
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else
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switch(W.damtype)
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if("fire")
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health -= W.force * 1
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if("brute")
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health -= W.force * 0.75
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if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
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playsound(loc, 'sound/effects/woodcutting.ogg', 100, 1)
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else
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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CheckHealth()
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..()
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/obj/structure/barricade/proc/CheckHealth()
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if(health <= 0)
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dismantle()
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return
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/obj/structure/barricade/take_damage(var/damage)
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health -= damage
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CheckHealth()
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return
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/obj/structure/barricade/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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if(material == get_material_by_name("resin"))
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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else if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD)))
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playsound(loc, 'sound/effects/woodcutting.ogg', 100, 1)
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else
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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user.do_attack_animation(src)
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health -= damage
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CheckHealth()
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return
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/obj/structure/barricade/proc/dismantle()
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material.place_dismantled_product(get_turf(src))
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visible_message("<span class='danger'>\The [src] falls apart!</span>")
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qdel(src)
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return
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/obj/structure/barricade/ex_act(severity)
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switch(severity)
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if(1.0)
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dismantle()
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if(2.0)
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health -= 25
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CheckHealth()
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/obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return TRUE
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return FALSE
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//Actual Deployable machinery stuff
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/obj/machinery/deployable
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name = "deployable"
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desc = "deployable"
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icon = 'icons/obj/objects.dmi'
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req_access = list(access_security)//I'm changing this until these are properly tested./N
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/obj/machinery/deployable/barrier
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name = "deployable barrier"
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desc = "A deployable barrier. Swipe your ID card to lock/unlock it."
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icon = 'icons/obj/objects.dmi'
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anchored = 0.0
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density = 1.0
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icon_state = "barrier0"
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var/health = 100.0
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var/maxhealth = 100.0
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var/locked = 0.0
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// req_access = list(access_maint_tunnels)
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/obj/machinery/deployable/barrier/New()
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..()
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icon_state = "barrier[locked]"
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/obj/machinery/deployable/barrier/attackby(obj/item/weapon/W as obj, mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(istype(W, /obj/item/weapon/card/id/))
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if(allowed(user))
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if (emagged < 2.0)
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locked = !locked
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anchored = !anchored
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icon_state = "barrier[locked]"
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if((locked == 1.0) && (emagged < 2.0))
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to_chat(user, "Barrier lock toggled on.")
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return
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else if((locked == 0.0) && (emagged < 2.0))
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to_chat(user, "Barrier lock toggled off.")
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return
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else
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(2, 1, src)
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s.start()
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visible_message("<span class='warning'>BZZzZZzZZzZT</span>")
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return
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return
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else if(W.is_wrench())
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if(health < maxhealth)
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health = maxhealth
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emagged = 0
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req_access = list(access_security)
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visible_message("<span class='warning'>[user] repairs \the [src]!</span>")
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return
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else if(emagged > 0)
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emagged = 0
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req_access = list(access_security)
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visible_message("<span class='warning'>[user] repairs \the [src]!</span>")
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return
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return
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else
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switch(W.damtype)
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if("fire")
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health -= W.force * 0.75
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if("brute")
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health -= W.force * 0.5
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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CheckHealth()
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..()
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/obj/machinery/deployable/barrier/proc/CheckHealth()
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if(health <= 0)
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explode()
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return
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/obj/machinery/deployable/barrier/attack_generic(var/mob/user, var/damage, var/attack_verb)
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visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
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playsound(src, 'sound/weapons/smash.ogg', 50, 1)
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user.do_attack_animation(src)
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health -= damage
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CheckHealth()
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return
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/obj/machinery/deployable/barrier/take_damage(var/damage)
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health -= damage
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CheckHealth()
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return
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/obj/machinery/deployable/barrier/ex_act(severity)
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switch(severity)
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if(1.0)
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explode()
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return
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if(2.0)
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health -= 25
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CheckHealth()
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return
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/obj/machinery/deployable/barrier/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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return
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if(prob(50/severity))
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locked = !locked
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anchored = !anchored
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icon_state = "barrier[locked]"
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/obj/machinery/deployable/barrier/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return TRUE
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return FALSE
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/obj/machinery/deployable/barrier/proc/explode()
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visible_message("<span class='danger'>[src] blows apart!</span>")
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var/turf/Tsec = get_turf(src)
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/* var/obj/item/stack/rods/ =*/
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new /obj/item/stack/rods(Tsec)
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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explosion(src.loc,-1,-1,0)
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if(src)
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qdel(src)
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/obj/machinery/deployable/barrier/emag_act(var/remaining_charges, var/mob/user)
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if(emagged == 0)
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emagged = 1
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req_access.Cut()
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req_one_access.Cut()
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to_chat(user, "You break the ID authentication lock on \the [src].")
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(2, 1, src)
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s.start()
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visible_message("<span class='warning'>BZZzZZzZZzZT</span>")
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return 1
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else if(emagged == 1)
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emagged = 2
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to_chat(user, "You short out the anchoring mechanism on \the [src].")
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(2, 1, src)
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s.start()
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visible_message("<span class='warning'>BZZzZZzZZzZT</span>")
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return 1 |