#define SINGLE "single" #define VERTICAL "vertical" #define HORIZONTAL "horizontal" #define METAL 1 #define WOOD 2 #define SAND 3 #define DROPWALL_UPTIME 1 MINUTES #define AUTO "automatic" //Barricades/cover /obj/structure/barricade name = "chest high wall" desc = "Looks like this would make good cover." anchored = TRUE density = TRUE max_integrity = 100 var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover var/bar_material = METAL var/drop_amount = 3 var/stacktype = /obj/item/stack/sheet/metal /// This variable is used to allow projectiles to always shoot through a barrier from a certain direction var/directional_blockage = FALSE //The list of directions to block a projectile from var/list/directional_list = list() /obj/structure/barricade/Initialize(mapload) . = ..() AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10) /obj/structure/barricade/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) make_debris() qdel(src) /obj/structure/barricade/proc/make_debris() if(stacktype) new stacktype(get_turf(src), drop_amount) /obj/structure/barricade/welder_act(mob/user, obj/item/I) if(bar_material != METAL) return if(obj_integrity >= max_integrity) to_chat(user, "[src] does not need repairs.") return if(user.a_intent == INTENT_HARM) return if(!I.tool_use_check(user, 0)) return WELDER_ATTEMPT_REPAIR_MESSAGE if(I.use_tool(src, user, 40, volume = I.tool_volume)) WELDER_REPAIR_SUCCESS_MESSAGE obj_integrity = clamp(obj_integrity + 20, 0, max_integrity) update_icon() return TRUE /obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff. if(locate(/obj/structure/barricade) in get_turf(mover)) return TRUE else if(isprojectile(mover)) if(!anchored) return TRUE var/obj/item/projectile/proj = mover if(directional_blockage) if(one_eighty_check(mover)) return FALSE if(proj.firer && Adjacent(proj.firer)) return TRUE if(prob(proj_pass_rate)) return TRUE return FALSE if(isitem(mover)) //thrown items with the dropwall if(directional_blockage) if(one_eighty_check(mover)) return FALSE return !density /obj/structure/barricade/proc/one_eighty_check(atom/movable/mover) return turn(mover.dir, 180) in directional_list /////BARRICADE TYPES/////// /obj/structure/barricade/wooden name = "wooden barricade" desc = "This space is blocked off by a wooden barricade." icon = 'icons/obj/structures.dmi' icon_state = "woodenbarricade" bar_material = WOOD stacktype = /obj/item/stack/sheet/wood /obj/structure/barricade/wooden/attackby(obj/item/I, mob/user) if(istype(I,/obj/item/stack/sheet/wood)) var/obj/item/stack/sheet/wood/W = I if(W.get_amount() < 5) to_chat(user, "You need at least five wooden planks to make a wall!") return else to_chat(user, "You start adding [I] to [src]...") if(do_after(user, 50, target = src)) if(!W.use(5)) return var/turf/T = get_turf(src) T.ChangeTurf(/turf/simulated/wall/mineral/wood/nonmetal) qdel(src) return //return is need to prevent people from exploiting zero-hit cooldowns with the do_after here return ..() /obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return user.visible_message("[user] starts ripping [src] down!", "You struggle to pull [src] apart...", "You hear wood splintering...") if(!I.use_tool(src, user, 6 SECONDS, volume = I.tool_volume)) return new /obj/item/stack/sheet/wood(get_turf(src), 5) qdel(src) /obj/structure/barricade/wooden/crude name = "crude plank barricade" desc = "This space is blocked off by a crude assortment of planks." icon_state = "woodenbarricade-old" drop_amount = 1 max_integrity = 50 proj_pass_rate = 65 /obj/structure/barricade/wooden/crude/snow desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow." icon_state = "woodenbarricade-snow-old" max_integrity = 75 /obj/structure/barricade/sandbags name = "sandbags" desc = "Bags of sand. Self explanatory." icon = 'icons/obj/smooth_structures/sandbags.dmi' icon_state = "sandbags-0" base_icon_state = "sandbags" max_integrity = 280 proj_pass_rate = 20 pass_flags_self = LETPASSTHROW | PASSTAKE bar_material = SAND climbable = TRUE smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_SANDBAGS) canSmoothWith = list(SMOOTH_GROUP_SANDBAGS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SECURITY_BARRICADE) stacktype = null /obj/structure/barricade/security name = "security barrier" desc = "A deployable barrier. Provides good cover in fire fights." icon = 'icons/obj/objects.dmi' icon_state = "barrier0" density = FALSE anchored = FALSE max_integrity = 180 proj_pass_rate = 20 armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 10, acid = 0) stacktype = null var/deploy_time = 40 var/deploy_message = TRUE /obj/structure/barricade/security/Initialize(mapload) . = ..() addtimer(CALLBACK(src, PROC_REF(deploy)), deploy_time) /obj/structure/barricade/security/proc/deploy() icon_state = "barrier1" density = TRUE anchored = TRUE if(deploy_message) visible_message("[src] deploys!") /obj/item/grenade/barrier name = "barrier grenade" desc = "Instant cover." icon = 'icons/obj/grenade.dmi' icon_state = "wallbang" item_state = "flashbang" actions_types = list(/datum/action/item_action/toggle_barrier_spread) var/mode = SINGLE /obj/item/grenade/barrier/examine(mob/user) . = ..() . += "Alt-click to toggle modes." /obj/item/grenade/barrier/AltClick(mob/living/carbon/user) if(!istype(user) || !user.Adjacent(src) || user.incapacitated()) return toggle_mode(user) /obj/item/grenade/barrier/proc/toggle_mode(mob/user) switch(mode) if(SINGLE) mode = VERTICAL if(VERTICAL) mode = HORIZONTAL if(HORIZONTAL) mode = SINGLE to_chat(user, "[src] is now in [mode] mode.") /obj/item/grenade/barrier/prime() new /obj/structure/barricade/security(get_turf(loc)) switch(mode) if(VERTICAL) var/target_turf = get_step(src, NORTH) if(!(is_blocked_turf(target_turf))) new /obj/structure/barricade/security(target_turf) var/target_turf2 = get_step(src, SOUTH) if(!(is_blocked_turf(target_turf2))) new /obj/structure/barricade/security(target_turf2) if(HORIZONTAL) var/target_turf = get_step(src, EAST) if(!(is_blocked_turf(target_turf))) new /obj/structure/barricade/security(target_turf) var/target_turf2 = get_step(src, WEST) if(!(is_blocked_turf(target_turf2))) new /obj/structure/barricade/security(target_turf2) qdel(src) /obj/item/grenade/barrier/ui_action_click(mob/user) toggle_mode(user) /obj/structure/barricade/mime name = "floor" desc = "Is... this a floor?" icon = 'icons/effects/water.dmi' icon_state = "wet_floor_static" stacktype = /obj/item/stack/sheet/mineral/tranquillite /obj/structure/barricade/mime/mrcd stacktype = null /obj/structure/barricade/dropwall name = "dropwall" desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it." icon = 'icons/obj/dropwall.dmi' icon_state = "dropwall_dead" //sprite chosen in init armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, RAD = 100, FIRE = 10, ACID = 0) // Copied from the security barrier, but no melee armor density = FALSE directional_blockage = TRUE proj_pass_rate = 100 //don't worry about it, covered by directional blockage. stacktype = null /// This variable is used to tell the shield to ping it's owner when it is broke. var/core_shield = FALSE /// This variable is to tell the shield what it's source is. var/obj/structure/dropwall_generator/source = null explosion_block = 8 //should be enough for a potasium water nade that isn't a maxcap. If you stand next to a maxcap with this however, it will end poorly /obj/structure/barricade/dropwall/Initialize(mapload, owner, core, dir_1, dir_2) . = ..() source = owner core_shield = core directional_list += dir_1 directional_list += dir_2 if(dir_2) icon_state = "[dir2text(dir_1)][dir2text(dir_1 + dir_2)]" else icon_state = "[dir2text(dir_1)]" /obj/structure/barricade/dropwall/Destroy() if(core_shield) source.protected = FALSE source = null return ..() /obj/structure/barricade/dropwall/emp_act(severity) ..() take_damage(40 / severity, BRUTE) //chances are the EMP will also hit the generator, we don't want it to double up too heavily /obj/structure/barricade/dropwall/bullet_act(obj/item/projectile/P) if(P.shield_buster) qdel(src) else return ..() /obj/item/grenade/barrier/dropwall name = "dropwall shield generator" desc = "This generator designed by Shellguard Munitions's spartan division is used to deploy a temporary cover that blocks projectiles and explosions from a direction, while allowing projectiles to pass freely from behind." actions_types = list(/datum/action/item_action/toggle_barrier_spread) icon = 'icons/obj/dropwall.dmi' icon_state = "dropwall" item_state = "grenade" mode = AUTO var/generator_type = /obj/structure/dropwall_generator var/uptime = DROPWALL_UPTIME /// If this is true we do not arm again, due to the sleep var/deployed = FALSE /// Mob who armed it. Needed for the get_dir proc var/armer /obj/item/grenade/barrier/dropwall/toggle_mode(mob/user) switch(mode) if(AUTO) mode = NORTH if(NORTH) mode = EAST if(EAST) mode = SOUTH if(SOUTH) mode = WEST if(WEST) mode = AUTO to_chat(user, "[src] is now in [mode == AUTO ? mode : dir2text(mode)] mode.") /obj/item/grenade/barrier/dropwall/attack_self(mob/user) . = ..() armer = user /obj/item/grenade/barrier/dropwall/end_throw() if(active) addtimer(CALLBACK(src, PROC_REF(prime)), 1) //Wait for the throw to fully end /obj/item/grenade/barrier/dropwall/prime() if(deployed) return if(mode == AUTO) mode = angle2dir_cardinal(get_angle(armer, get_turf(src))) new generator_type(get_turf(loc), mode, uptime) deployed = TRUE armer = null qdel(src) /obj/structure/dropwall_generator name = "deployed dropwall shield generator" desc = "This generator designed by Shellguard Munitions's spartan division is used to deploy a temporary cover that blocks projectiles and explosions from a direction, while allowing projectiles to pass freely from behind." icon = 'icons/obj/dropwall.dmi' icon_state = "dropwall_deployed" max_integrity = 25 // 2 shots var/list/connected_shields = list() /// This variable is used to prevent damage to it's core shield when it is up. var/protected = FALSE ///The core shield that protects the generator var/obj/structure/barricade/dropwall/core_shield = null /// The type of dropwall var/barricade_type = /obj/structure/barricade/dropwall /obj/structure/dropwall_generator/Initialize(mapload, direction, uptime) . = ..() if(direction) deploy(direction, uptime) /obj/structure/dropwall_generator/Destroy() QDEL_LIST_CONTENTS(connected_shields) core_shield = null return ..() /obj/structure/dropwall_generator/proc/deploy(direction, uptime) anchored = TRUE protected = TRUE addtimer(CALLBACK(src, PROC_REF(power_out)), uptime) timer_overlay_proc(1) connected_shields += new barricade_type(get_turf(loc), src, TRUE, direction) core_shield = connected_shields[1] var/dir_left = turn(direction, -90) var/dir_right = turn(direction, 90) var/target_turf = get_step(src, dir_left) if(!is_blocked_turf(target_turf)) connected_shields += new barricade_type(target_turf, src, FALSE, direction, dir_left) var/target_turf2 = get_step(src, dir_right) if(!is_blocked_turf(target_turf2)) connected_shields += new barricade_type(target_turf2, src, FALSE, direction, dir_right) /obj/structure/dropwall_generator/attacked_by(obj/item/I, mob/living/user) //No, you can not just go up to the generator and whack it. Central shield needs to go down first. if(protected) visible_message("[src]'s shield absorbs the blow!") core_shield.take_damage(I.force, I.damtype, MELEE, TRUE) else return ..() /obj/structure/dropwall_generator/bullet_act(obj/item/projectile/P) if(!protected) return ..() else visible_message("[src]'s shield absorbs the blow!") core_shield.take_damage(P.damage, P.damage_type, P.flag) /obj/structure/dropwall_generator/emp_act(severity) ..() if(protected) for(var/obj/structure/barricade/dropwall/O in connected_shields) O.emp_act(severity) else qdel(src) /obj/structure/dropwall_generator/ex_act(severity) if(protected && severity > EXPLODE_DEVASTATE) //We would throw the explosion at the shield, but it is already getting hit return qdel(src) /obj/structure/dropwall_generator/proc/power_out() visible_message("[src] runs out of power, causing its shields to fail!") new /obj/item/used_dropwall(get_turf(src)) qdel(src) /obj/structure/dropwall_generator/proc/timer_overlay_proc(loops) // This proc will make the timer on the generator tick down like a clock, over 12 equally sized portions (12 times over 60 seconds, every 5 seconds by default) add_overlay("[loops]") if(loops != 1) cut_overlay("[(loops - 1)]") if(loops < 12) addtimer(CALLBACK(src, PROC_REF(timer_overlay_proc), loops + 1), DROPWALL_UPTIME / 12) /obj/item/used_dropwall name = "broken dropwall generator" desc = "This dropwall has ran out of charge, but some materials could possibly be reclaimed." icon = 'icons/obj/dropwall.dmi' icon_state = "dropwall_dead" item_state = "grenade" materials = list(MAT_METAL = 500, MAT_GLASS = 300) //plasma burned up for power or something, plus not that much to reclaim /obj/item/storage/box/syndie_kit/dropwall name = "dropwall generator box" /obj/item/storage/box/syndie_kit/dropwall/populate_contents() for(var/I in 1 to 5) new /obj/item/grenade/barrier/dropwall(src) /obj/item/grenade/barrier/dropwall/firewall name = "firewall shield generator" generator_type = /obj/structure/dropwall_generator/firewall /obj/structure/dropwall_generator/firewall name = "deployed firewall shield generator" barricade_type = /obj/structure/barricade/dropwall/firewall /obj/structure/barricade/dropwall/firewall /obj/structure/barricade/dropwall/firewall/Initialize(mapload, owner, core, dir_1, dir_2) . = ..() var/target_matrix = list( 2, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 1 ) color = target_matrix /obj/structure/barricade/dropwall/firewall/Crossed(atom/movable/AM, oldloc) . = ..() if(!isprojectile(AM)) return var/obj/item/projectile/P = AM P.immolate ++ /obj/item/grenade/turret name = "Pop-Up Turret grenade" desc = "Inflates into a Pop-Up turret, shoots everyone on sight who wasn't the primer." icon = 'icons/obj/grenade.dmi' icon_state = "wallbang" item_state = "flashbang" var/owner_uid /obj/item/grenade/turret/attack_self(mob/user) owner_uid = user.UID() return ..() /obj/item/grenade/turret/prime() var/obj/machinery/porta_turret/inflatable_turret/turret = new(get_turf(loc)) turret.owner_uid = owner_uid qdel(src) /obj/structure/barricade/foam name = "foam blockage" desc = "This foam blocks the airlock from being opened." icon = 'icons/obj/foam_blobs.dmi' icon_state = "foamed_1" layer = DOOR_HELPER_LAYER // The integrity goes up with 25 per level, with an extra 25 when going from 4 to 5 obj_integrity = 25 max_integrity = 25 /// What level is the foam at? var/foam_level = 1 /obj/structure/barricade/foam/Destroy() for(var/obj/machinery/door/airlock in loc.contents) airlock.foam_level = 0 return ..() /obj/structure/barricade/foam/examine(mob/user) . = ..() . += "It would need [(5 - foam_level)] more blobs of foam to fully block the airlock." /obj/structure/barricade/foam/CanPass(atom/movable/mover, turf/target) return istype(mover, /obj/item/projectile/c_foam) // Only c_foam blobs hit the airlock underneat/pass through the foam. The rest is hitting the barricade /obj/structure/barricade/foam/welder_act(mob/user, obj/item/I) return FALSE #undef SINGLE #undef VERTICAL #undef HORIZONTAL #undef METAL #undef WOOD #undef SAND #undef DROPWALL_UPTIME #undef AUTO