//Sprites ported from /VG/ /// 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 /// 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." icon = 'icons/obj/fence.dmi' icon_state = "straight" 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 /// 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) . = ..() update_cut_status() /obj/structure/fence/examine(mob/user) . = ..() switch(hole_size) if(SMALL_HOLE) . += "There is a large hole in [src]." if(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 /obj/structure/fence/item_interaction(mob/living/user, obj/item/used, list/modifiers) if(shock(user, 90)) return ITEM_INTERACT_COMPLETE 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, SPAN_WARNING("You need [HOLE_REPAIR] rods to fix this fence!")) return ITEM_INTERACT_COMPLETE to_chat(user, SPAN_NOTICE("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, SPAN_NOTICE("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(flags & NODECONSTRUCT) to_chat(user, SPAN_WARNING("This fence is too strong to cut through!")) return user.visible_message( SPAN_WARNING("[user] starts cutting through [src] with [I]."), SPAN_NOTICE("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( SPAN_WARNING("[user] completely dismantles [src]."), SPAN_NOTICE("You completely dismantle [src].") ) deconstruct() return // 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 switch(hole_size) if(NO_HOLE) user.visible_message( SPAN_WARNING("[user] cuts a hole into [src]."), SPAN_NOTICE("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( SPAN_WARNING("[user] completely cuts through [src]."), SPAN_NOTICE("The hole in [src] is now big enough to walk through.") ) if(LARGE_HOLE) user.visible_message( SPAN_WARNING("[user] completely dismantles [src]."), SPAN_NOTICE("You completely dismantle [src].") ) deconstruct() return hole_size = hole_size + 1 update_cut_status() /obj/structure/fence/deconstruct(disassembled) . = ..() if(!(flags & NODECONSTRUCT)) qdel(src) /obj/structure/fence/proc/update_cut_status() if(!can_have_holes) return var/new_density = TRUE switch(hole_size) if(NO_HOLE) icon_state = initial(icon_state) climbable = FALSE if(SMALL_HOLE) icon_state = "straight_cut2" climbable = TRUE if(LARGE_HOLE) icon_state = "straight_cut3" new_density = FALSE climbable = FALSE set_density(new_density) /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 = "A chain link fence door. Not very useful without a real lock." icon_state = "door_closed" can_have_holes = FALSE var/open = FALSE /obj/structure/fence/door/Initialize(mapload) . = ..() update_door_status() /obj/structure/fence/door/attack_hand(mob/user, list/modifiers) ..() toggle(user) /obj/structure/fence/door/proc/toggle(mob/user) open = !open visible_message(SPAN_NOTICE("[user] [open ? "opens" : "closes"] [src].")) update_door_status() playsound(src, 'sound/machines/door_open.ogg', 20, TRUE) /obj/structure/fence/door/proc/update_door_status() set_density(!open) icon_state = open ? "door_opened" : "door_closed" /obj/structure/fence/door/opened icon_state = "door_opened" open = TRUE #undef CLIMB_TIME #undef CUT_TIME #undef FULL_CUT_TIME #undef NO_HOLE #undef SMALL_HOLE #undef LARGE_HOLE #undef HOLE_REPAIR