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siliconsandGitHub 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00

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//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 10 SECONDS
#define CLIMB_TIME 5 SECONDS
///section is intact
#define NO_HOLE 0
///medium hole in the section - can climb through
#define MEDIUM_HOLE 1
///large hole in the section - can walk through
#define LARGE_HOLE 2
#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
/obj/structure/fence/Initialize(mapload)
update_cut_status()
return ..()
/obj/structure/fence/examine(mob/user, dist)
. = ..()
switch(hole_size)
if(MEDIUM_HOLE)
. += "There is a large hole in \the [src]."
if(LARGE_HOLE)
. += "\The [src] has been completely cut through."
/obj/structure/fence/get_description_interaction(mob/user)
var/list/results = list()
if(cuttable && !invulnerable && hole_size < MAX_HOLE_SIZE)
results += "[desc_panel_image("wirecutters", user)]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/CanAllowThrough(atom/movable/mover, turf/target)
if(istype(mover, /obj/projectile))
return TRUE
return ..()
/obj/structure/fence/attackby(obj/item/W, mob/user)
if(user.a_intent == INTENT_HARM)
return ..()
if(W.is_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.tool_sound, 50, 1)
if(do_after(user, CUT_TIME * W.tool_speed, 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."))
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."))
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
density = TRUE
climb_allowed = initial(climb_allowed)
climb_delay = initial(climb_delay)
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight-cut2"
climb_allowed = TRUE
if(LARGE_HOLE)
icon_state = "straight-cut3"
density = FALSE
climb_allowed = TRUE
climb_delay = 0
//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
/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, datum/event_args/actor/clickchain/e_args)
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/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
//Wooden Fence!
/obj/structure/fence/wooden
name = "wooden fence"
desc = "A fence made out of roughly hewn logs. Not as effective as a wall, but generally it keeps people out."
icon_state = "straight_wood"
color = "#824B28"
/obj/structure/fence/wooden/end
icon_state = "end_wood"
cuttable = FALSE
/obj/structure/fence/wooden/corner
icon_state = "corner_wood"
cuttable = FALSE
/obj/structure/fence/wooden/post
icon_state = "post_wood"
cuttable = FALSE
/obj/structure/fence/wooden/cut/medium
icon_state = "straight_wood-cut2"
hole_size = MEDIUM_HOLE
/obj/structure/fence/wooden/cut/large
icon_state = "straight_wood-cut3"
hole_size = LARGE_HOLE
/obj/structure/fence/door/wooden
name = "wooden gate"
icon_state = "door_wood-closed"
color = "#824B28"
/obj/structure/fence/door/wooden/opened
icon_state = "door_wood-opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/wooden/update_door_status()
switch(open)
if(FALSE)
density = TRUE
icon_state = "door_wood-closed"
if(TRUE)
density = FALSE
icon_state = "door_wood-opened"
//Bone Fence! (Icons Coming Shortly.)
/obj/structure/fence/bone
name = "bone fence"
desc = "A fence made from the carved bones of a giant creature. Not as effective as a wall, but generally it keeps people out."
icon_state = "straight_wood"
color = "#e6dfc8"
/obj/structure/fence/bone/end
icon_state = "end_wood"
cuttable = FALSE
/obj/structure/fence/bone/corner
icon_state = "corner_wood"
cuttable = FALSE
/obj/structure/fence/bone/post
icon_state = "post_wood"
cuttable = FALSE
/obj/structure/fence/bone/cut/medium
icon_state = "straight_wood-cut2"
hole_size = MEDIUM_HOLE
/obj/structure/fence/bone/cut/large
icon_state = "straight_wood-cut3"
hole_size = LARGE_HOLE
/obj/structure/fence/door/bone
name = "bone gate"
icon_state = "door_wood-closed"
color = "#e6dfc8"
/obj/structure/fence/door/bone/opened
icon_state = "door_wood-opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/bone/update_door_status()
switch(open)
if(FALSE)
density = TRUE
icon_state = "door_wood-closed"
if(TRUE)
density = FALSE
icon_state = "door_wood-opened"
#undef CUT_TIME
#undef CLIMB_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
#undef MAX_HOLE_SIZE