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CHOMPStation2/code/game/objects/structures/fence.dm
CHOMPStation2StaffMirrorBot 31ccf0c92a [MIRROR] Fence changes (#11325)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
2025-08-05 18:17:09 +02:00

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//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