diff --git a/code/game/objects/structures/fence.dm b/code/game/objects/structures/fence.dm
index edc0c24bdd5..b3babf75ef3 100644
--- a/code/game/objects/structures/fence.dm
+++ b/code/game/objects/structures/fence.dm
@@ -1,29 +1,34 @@
-//Chain link fences
//Sprites ported from /VG/
-
-#define CUT_TIME 100
-#define CLIMB_TIME 150
-#define FULL_CUT_TIME 300
-
+/// Time to climb through a fence with a `SMALL_HOLE`.
+#define CLIMB_TIME 15 SECONDS
+/// Time to cut fences with `can_have_holes` = `TRUE`.
+#define CUT_TIME 10 SECONDS
+/// Time to cut fences with `can_have_holes` = `FALSE`.
+#define FULL_CUT_TIME 30 SECONDS
+/// Fully intact fence.
#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
-#define HOLE_REPAIR (hole_size * 2) //How many rods to fix these sections
+/// Small hole in fence, can be climbed through.
+#define SMALL_HOLE 1
+/// Large hole in fence, can be walked through.
+#define LARGE_HOLE 2
+/// Material cost to fix a fence section.
+#define HOLE_REPAIR (hole_size * 2)
/obj/structure/fence
name = "fence"
desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
- density = TRUE
- anchored = TRUE
-
icon = 'icons/obj/fence.dmi'
icon_state = "straight"
-
- var/cuttable = TRUE
+ density = TRUE
+ anchored = TRUE
+ /// Does this fence get cut in stages or all at once?
+ var/can_have_holes = TRUE
+ /// How big is the hole in this fence, if present?
var/hole_size = NO_HOLE
- var/invulnerable = FALSE
- var/shock_cooldown = FALSE
+ /// Cooldown on the fence applying shocks.
+ var/shock_cooldown_duration = 1 SECONDS
+ // Cooldown exists to stop shock spam on bumping.
+ COOLDOWN_DECLARE(shock_cooldown)
/obj/structure/fence/Initialize(mapload)
. = ..()
@@ -32,140 +37,110 @@
/obj/structure/fence/examine(mob/user)
. = ..()
switch(hole_size)
- if(MEDIUM_HOLE)
- . += "There is a large hole in \the [src]."
+ if(SMALL_HOLE)
+ . += "There is a large hole in [src]."
if(LARGE_HOLE)
- . += "\The [src] has been completely cut through."
-
-/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
- climbable = TRUE
-
-/obj/structure/fence/cut/large
- icon_state = "straight_cut3"
- hole_size = LARGE_HOLE
+ . += "[src] has been completely cut through."
/obj/structure/fence/CanPass(atom/movable/mover, border_dir)
if(istype(mover) && mover.checkpass(PASSFENCE))
return TRUE
+
if(isprojectile(mover))
return TRUE
+
if(!density)
return TRUE
+
return FALSE
-/*
- Shock user with probability prb (if all connections & power are working)
- Returns TRUE if shocked, FALSE otherwise
- Totally not stolen from code\game\objects\structures\grille.dm
-*/
-/obj/structure/fence/proc/shock(mob/user, prb)
- if(!prob(prb))
- return FALSE
- if(!in_range(src, user)) //To prevent TK and mech users from getting shocked
- return FALSE
- var/turf/T = get_turf(src)
- var/obj/structure/cable/C = T.get_cable_node()
- if(C)
- if(electrocute_mob(user, C, src, 1, TRUE))
- do_sparks(3, 1, src)
- return TRUE
- return FALSE
+/obj/structure/fence/item_interaction(mob/living/user, obj/item/used, list/modifiers)
+ if(shock(user, 90))
+ return ITEM_INTERACT_COMPLETE
-/obj/structure/fence/wirecutter_act(mob/living/user, obj/item/W)
+ if(!istype(used, /obj/item/stack/rods))
+ return NONE
+
+ if(hole_size == NO_HOLE)
+ return ITEM_INTERACT_COMPLETE
+
+ var/obj/item/stack/rods/R = used
+ if(R.get_amount() < HOLE_REPAIR)
+ to_chat(user, "You need [HOLE_REPAIR] rods to fix this fence!")
+ return ITEM_INTERACT_COMPLETE
+
+ to_chat(user, "You begin repairing the fence...")
+ if(do_after_once(user, 3 SECONDS * used.toolspeed, target = src) && hole_size != NO_HOLE && R.use(HOLE_REPAIR))
+ playsound(src, used.usesound, 80, 1)
+ hole_size = NO_HOLE
+ obj_integrity = max_integrity
+ to_chat(user, "You repair the fence.")
+ update_cut_status()
+ return ITEM_INTERACT_COMPLETE
+
+/obj/structure/fence/wirecutter_act(mob/living/user, obj/item/I)
. = TRUE
if(shock(user, 100))
return
- if(invulnerable)
+
+ if(flags & NODECONSTRUCT)
to_chat(user, "This fence is too strong to cut through!")
return
- if(!cuttable)
- user.visible_message("[user] starts dismantling [src] with [W].",\
- "You start dismantling [src] with [W].")
- if(W.use_tool(src, user, FULL_CUT_TIME, volume = W.tool_volume))
- user.visible_message("[user] completely dismantles [src].",\
- "You completely dismantle [src].")
- qdel(src)
+
+ user.visible_message(
+ "[user] starts cutting through [src] with [I].",
+ "You start cutting through [src] with [I]."
+ )
+ if(!can_have_holes)
+ if(I.use_tool(src, user, FULL_CUT_TIME, volume = I.tool_volume, do_after_once = TRUE))
+ user.visible_message(
+ "[user] completely dismantles [src].",
+ "You completely dismantle [src]."
+ )
+ deconstruct()
return
- var/current_stage = hole_size
- user.visible_message("[user] starts cutting through [src] with [W].",\
- "You start cutting through [src] with [W].")
- if(W.use_tool(src, user, CUT_TIME * W.toolspeed, volume = W.tool_volume))
- if(current_stage == hole_size)
- switch(hole_size)
- if(NO_HOLE)
- user.visible_message("[user] cuts into [src] some more.",\
- "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.")
- hole_size = MEDIUM_HOLE
- if(MEDIUM_HOLE)
- user.visible_message("[user] completely cuts through [src].",\
- "The hole in [src] is now big enough to walk through.")
- hole_size = LARGE_HOLE
- if(LARGE_HOLE)
- user.visible_message("[user] completely dismantles [src].",\
- "You completely take apart [src].")
- qdel(src)
- return
- update_cut_status()
-/obj/structure/fence/item_interaction(mob/living/user, obj/item/C, list/modifiers)
- if(shock(user, 90))
- return ITEM_INTERACT_COMPLETE
- if(istype(C, /obj/item/stack/rods))
- if(hole_size == NO_HOLE)
- return ITEM_INTERACT_COMPLETE
- var/obj/item/stack/rods/R = C
- if(R.get_amount() < HOLE_REPAIR)
- to_chat(user, "You need [HOLE_REPAIR] rods to fix this fence!")
- return ITEM_INTERACT_COMPLETE
- to_chat(user, "You begin repairing the fence...")
- if(do_after(user, 3 SECONDS * C.toolspeed, target = src) && hole_size != NO_HOLE && R.use(HOLE_REPAIR))
- playsound(src, C.usesound, 80, 1)
- hole_size = NO_HOLE
- obj_integrity = max_integrity
- to_chat(user, "You repair the fence.")
- update_cut_status()
- return ITEM_INTERACT_COMPLETE
-
-/obj/structure/fence/Bumped(atom/user)
- if(!ismob(user))
+ // Required to avoid tool spam from stacking and instantly cutting multiple stages at once.
+ if(!I.use_tool(src, user, CUT_TIME * I.toolspeed, volume = I.tool_volume, do_after_once = TRUE))
return
- if(shock_cooldown)
- return
- shock(user, 70)
- shock_cooldown = TRUE // We do not want bump shock spam!
- addtimer(CALLBACK(src, PROC_REF(shock_cooldown)), 1 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
+
+ switch(hole_size)
+ if(NO_HOLE)
+ user.visible_message(
+ "[user] cuts a hole into [src].",
+ "You could probably fit yourself through that hole. Although climbing through would be much faster if you made it even bigger..."
+ )
+ if(SMALL_HOLE)
+ user.visible_message(
+ "[user] completely cuts through [src].",
+ "The hole in [src] is now big enough to walk through."
+ )
+ if(LARGE_HOLE)
+ user.visible_message(
+ "[user] completely dismantles [src].",
+ "You completely dismantle [src]."
+ )
+ deconstruct()
+ return
-/obj/structure/fence/proc/shock_cooldown()
- shock_cooldown = FALSE
+ hole_size = hole_size + 1
+ update_cut_status()
-/obj/structure/fence/attack_animal(mob/user)
+/obj/structure/fence/deconstruct(disassembled)
. = ..()
- if(. && !QDELETED(src) && !shock(user, 70))
- take_damage(rand(5,10), BRUTE, "melee", 1)
+ if(!(flags & NODECONSTRUCT))
+ qdel(src)
/obj/structure/fence/proc/update_cut_status()
- if(!cuttable)
+ if(!can_have_holes)
return
+
var/new_density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
climbable = FALSE
- if(MEDIUM_HOLE)
+ if(SMALL_HOLE)
icon_state = "straight_cut2"
climbable = TRUE
if(LARGE_HOLE)
@@ -174,32 +149,80 @@
climbable = FALSE
set_density(new_density)
-//FENCE DOORS
+/obj/structure/fence/Bumped(atom/user)
+ if(!ismob(user) || !COOLDOWN_FINISHED(src, shock_cooldown))
+ return
+
+ shock(user, 70)
+ COOLDOWN_START(src, shock_cooldown, shock_cooldown_duration)
+
+/obj/structure/fence/attack_hand(mob/user, list/modifiers)
+ shock(user, 70)
+
+/obj/structure/fence/attack_animal(mob/user)
+ . = ..()
+ if(. && !QDELETED(src) && !shock(user, 70))
+ take_damage(rand(5,10), BRUTE, "melee", 1)
+
+/*
+ Shock `user` with probability `shock_chance` (if there's a powered wire node under the fence section).
+ Returns `TRUE` if shocked, `FALSE` otherwise.
+*/
+/obj/structure/fence/proc/shock(mob/user, shock_chance)
+ if(!prob(shock_chance))
+ return FALSE
+
+ if(!in_range(src, user)) // To prevent TK and mech users from getting shocked
+ return FALSE
+
+ var/turf/T = get_turf(src)
+ var/obj/structure/cable/C = T.get_cable_node()
+ if(C)
+ if(electrocute_mob(user, C, src, 1, TRUE))
+ do_sparks(3, 1, src)
+ return TRUE
+
+ return FALSE
+
+/obj/structure/fence/cut/medium
+ icon_state = "straight_cut2"
+ hole_size = SMALL_HOLE
+ climbable = TRUE
+
+/obj/structure/fence/cut/large
+ icon_state = "straight_cut3"
+ hole_size = LARGE_HOLE
+
+/obj/structure/fence/post
+ icon_state = "post"
+ can_have_holes = FALSE
+
+/obj/structure/fence/corner
+ icon_state = "corner"
+ can_have_holes = FALSE
+
+/obj/structure/fence/end
+ icon_state = "end"
+ can_have_holes = FALSE
/obj/structure/fence/door
name = "fence door"
- desc = "Not very useful without a real lock."
+ desc = "A chain link fence door. Not very useful without a real lock."
icon_state = "door_closed"
- cuttable = FALSE
+ can_have_holes = FALSE
var/open = FALSE
/obj/structure/fence/door/Initialize(mapload)
. = ..()
update_door_status()
-/obj/structure/fence/door/opened
- icon_state = "door_opened"
- open = TRUE
-
/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
- shock(user, 70)
- if(can_open(user))
- toggle(user)
- return TRUE
+ ..()
+ toggle(user)
/obj/structure/fence/door/proc/toggle(mob/user)
open = !open
- visible_message("\The [user] [open ? "opens" : "closes"] \the [src].")
+ visible_message("[user] [open ? "opens" : "closes"] [src].")
update_door_status()
playsound(src, 'sound/machines/door_open.ogg', 20, TRUE)
@@ -207,15 +230,14 @@
set_density(!open)
icon_state = open ? "door_opened" : "door_closed"
-/obj/structure/fence/door/proc/can_open(mob/user)
- return TRUE
+/obj/structure/fence/door/opened
+ icon_state = "door_opened"
+ open = TRUE
-#undef CUT_TIME
#undef CLIMB_TIME
+#undef CUT_TIME
#undef FULL_CUT_TIME
-
#undef NO_HOLE
-#undef MEDIUM_HOLE
+#undef SMALL_HOLE
#undef LARGE_HOLE
-#undef MAX_HOLE_SIZE
#undef HOLE_REPAIR