mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 21:21:59 +00:00
517 lines
16 KiB
Plaintext
517 lines
16 KiB
Plaintext
#define SINGLE "single"
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#define VERTICAL "vertical"
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#define HORIZONTAL "horizontal"
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#define METAL 1
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#define WOOD 2
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#define SAND 3
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#define DROPWALL_UPTIME 1 MINUTES
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#define AUTO "automatic"
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//Barricades/cover
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/obj/structure/barricade
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name = "chest high wall"
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desc = "Looks like this would make good cover."
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anchored = TRUE
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density = TRUE
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max_integrity = 100
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var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
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var/bar_material = METAL
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var/drop_amount = 3
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var/stacktype = /obj/item/stack/sheet/metal
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/// This variable is used to allow projectiles to always shoot through a barrier from a certain direction
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var/directional_blockage = FALSE
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//The list of directions to block a projectile from
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var/list/directional_list = list()
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/obj/structure/barricade/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10)
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/obj/structure/barricade/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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make_debris()
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qdel(src)
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/obj/structure/barricade/proc/make_debris()
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if(stacktype)
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new stacktype(get_turf(src), drop_amount)
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/obj/structure/barricade/welder_act(mob/user, obj/item/I)
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if(bar_material != METAL)
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return
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
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return
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if(user.a_intent == INTENT_HARM)
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return
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if(!I.tool_use_check(user, 0))
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return
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WELDER_ATTEMPT_REPAIR_MESSAGE
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if(I.use_tool(src, user, 40, volume = I.tool_volume))
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WELDER_REPAIR_SUCCESS_MESSAGE
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obj_integrity = clamp(obj_integrity + 20, 0, max_integrity)
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update_icon()
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return TRUE
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/obj/structure/barricade/CanPass(atom/movable/mover, border_dir)//So bullets will fly over and stuff.
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if(locate(/obj/structure/barricade) in get_turf(mover))
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return TRUE
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else if(istype(mover) && mover.checkpass(PASSBARRICADE))
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return TRUE
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else if(isprojectile(mover))
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if(!anchored)
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return TRUE
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var/obj/item/projectile/proj = mover
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if(directional_blockage)
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if(one_eighty_check(mover))
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return FALSE
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if(proj.firer && Adjacent(proj.firer))
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return TRUE
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if(prob(proj_pass_rate))
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return TRUE
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return FALSE
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if(isitem(mover)) //thrown items with the dropwall
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if(directional_blockage)
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if(one_eighty_check(mover))
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return FALSE
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return !density
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/obj/structure/barricade/proc/one_eighty_check(atom/movable/mover)
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return turn(mover.dir, 180) in directional_list
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/////BARRICADE TYPES///////
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/obj/structure/barricade/wooden
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name = "wooden barricade"
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desc = "This space is blocked off by a wooden barricade."
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icon_state = "woodenbarricade"
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bar_material = WOOD
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stacktype = /obj/item/stack/sheet/wood
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/obj/structure/barricade/wooden/attackby__legacy__attackchain(obj/item/I, mob/user)
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if(istype(I,/obj/item/stack/sheet/wood))
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var/obj/item/stack/sheet/wood/W = I
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if(W.get_amount() < 5)
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to_chat(user, "<span class='warning'>You need at least five wooden planks to make a wall!</span>")
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return
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else
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to_chat(user, "<span class='notice'>You start adding [I] to [src]...</span>")
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if(do_after(user, 50, target = src))
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if(!W.use(5))
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return
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var/turf/T = get_turf(src)
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T.ChangeTurf(/turf/simulated/wall/mineral/wood/nonmetal)
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qdel(src)
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return //return is need to prevent people from exploiting zero-hit cooldowns with the do_after here
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return ..()
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/obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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user.visible_message("<span class='notice'>[user] starts ripping [src] down!</span>", "<span class='notice'>You struggle to pull [src] apart...</span>", "<span class='warning'>You hear wood splintering...</span>")
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if(!I.use_tool(src, user, 6 SECONDS, volume = I.tool_volume))
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return
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new /obj/item/stack/sheet/wood(get_turf(src), 5)
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qdel(src)
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/obj/structure/barricade/wooden/crude
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name = "crude plank barricade"
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desc = "This space is blocked off by a crude assortment of planks."
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icon_state = "woodenbarricade-old"
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drop_amount = 1
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max_integrity = 50
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proj_pass_rate = 65
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/obj/structure/barricade/wooden/crude/snow
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desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
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icon_state = "woodenbarricade-snow-old"
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max_integrity = 75
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/obj/structure/barricade/sandbags
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name = "sandbags"
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desc = "Bags of sand. Self explanatory."
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icon = 'icons/obj/smooth_structures/sandbags.dmi'
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icon_state = "sandbags-0"
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base_icon_state = "sandbags"
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max_integrity = 280
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proj_pass_rate = 20
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pass_flags_self = LETPASSTHROW | PASSTAKE
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bar_material = SAND
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climbable = TRUE
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_SANDBAGS)
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canSmoothWith = list(SMOOTH_GROUP_SANDBAGS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SECURITY_BARRICADE)
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stacktype = null
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/obj/structure/barricade/security
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name = "security barrier"
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desc = "A deployable barrier. Provides good cover in fire fights."
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icon = 'icons/obj/objects.dmi'
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icon_state = "barrier0"
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density = FALSE
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anchored = FALSE
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max_integrity = 180
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proj_pass_rate = 20
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armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 10, acid = 0)
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stacktype = null
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var/deploy_time = 40
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var/deploy_message = TRUE
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/obj/structure/barricade/security/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(deploy)), deploy_time)
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/obj/structure/barricade/security/proc/deploy()
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icon_state = "barrier1"
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density = TRUE
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anchored = TRUE
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if(deploy_message)
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visible_message("<span class='warning'>[src] deploys!</span>")
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/obj/item/grenade/barrier
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name = "barrier grenade"
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desc = "Instant cover."
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icon_state = "wallbang"
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item_state = "flashbang"
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actions_types = list(/datum/action/item_action/toggle_barrier_spread)
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var/mode = SINGLE
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/obj/item/grenade/barrier/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click to toggle modes.</span>"
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/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
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if(!istype(user) || !user.Adjacent(src) || user.incapacitated())
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return
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toggle_mode(user)
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/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
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switch(mode)
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if(SINGLE)
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mode = VERTICAL
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if(VERTICAL)
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mode = HORIZONTAL
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if(HORIZONTAL)
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mode = SINGLE
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to_chat(user, "[src] is now in [mode] mode.")
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/obj/item/grenade/barrier/prime()
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new /obj/structure/barricade/security(get_turf(loc))
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switch(mode)
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if(VERTICAL)
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var/turf/target_turf = get_step(src, NORTH)
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if(!(target_turf.is_blocked_turf()))
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new /obj/structure/barricade/security(target_turf)
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var/turf/target_turf2 = get_step(src, SOUTH)
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if(!(target_turf2.is_blocked_turf()))
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new /obj/structure/barricade/security(target_turf2)
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if(HORIZONTAL)
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var/turf/target_turf = get_step(src, EAST)
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if(!(target_turf.is_blocked_turf()))
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new /obj/structure/barricade/security(target_turf)
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var/turf/target_turf2 = get_step(src, WEST)
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if(!(target_turf2.is_blocked_turf()))
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new /obj/structure/barricade/security(target_turf2)
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qdel(src)
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/obj/item/grenade/barrier/ui_action_click(mob/user)
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toggle_mode(user)
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/obj/structure/barricade/mime
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name = "floor"
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desc = "Is... this a floor?"
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icon = 'icons/effects/water.dmi'
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icon_state = "wet_floor_static"
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stacktype = /obj/item/stack/sheet/mineral/tranquillite
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/obj/structure/barricade/mime/mrcd
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stacktype = null
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/obj/structure/barricade/dropwall
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name = "dropwall"
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desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it."
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall_dead" //sprite chosen in init
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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
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density = FALSE
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directional_blockage = TRUE
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proj_pass_rate = 100 //don't worry about it, covered by directional blockage.
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stacktype = null
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/// This variable is used to tell the shield to ping it's owner when it is broke.
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var/core_shield = FALSE
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/// This variable is to tell the shield what it's source is.
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var/obj/structure/dropwall_generator/source = null
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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
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/obj/structure/barricade/dropwall/Initialize(mapload, owner, core, dir_1, dir_2)
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. = ..()
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source = owner
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core_shield = core
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directional_list += dir_1
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directional_list += dir_2
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if(dir_2)
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icon_state = "[dir2text(dir_1)][dir2text(dir_1 + dir_2)]"
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else
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icon_state = "[dir2text(dir_1)]"
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/obj/structure/barricade/dropwall/Destroy()
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if(core_shield)
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source.protected = FALSE
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source = null
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return ..()
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/obj/structure/barricade/dropwall/emp_act(severity)
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..()
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take_damage(40 / severity, BRUTE) //chances are the EMP will also hit the generator, we don't want it to double up too heavily
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/obj/structure/barricade/dropwall/bullet_act(obj/item/projectile/P)
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if(P.shield_buster)
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qdel(src)
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else
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return ..()
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/obj/item/grenade/barrier/dropwall
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name = "dropwall shield generator"
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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."
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actions_types = list(/datum/action/item_action/toggle_barrier_spread)
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall"
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item_state = "grenade"
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mode = AUTO
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var/generator_type = /obj/structure/dropwall_generator
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var/uptime = DROPWALL_UPTIME
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/// If this is true we do not arm again, due to the sleep
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var/deployed = FALSE
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/// Mob who armed it. Needed for the get_dir proc
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var/armer
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/obj/item/grenade/barrier/dropwall/toggle_mode(mob/user)
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switch(mode)
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if(AUTO)
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mode = NORTH
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if(NORTH)
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mode = EAST
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if(EAST)
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mode = SOUTH
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if(SOUTH)
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mode = WEST
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if(WEST)
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mode = AUTO
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to_chat(user, "[src] is now in [mode == AUTO ? mode : dir2text(mode)] mode.")
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/obj/item/grenade/barrier/dropwall/attack_self__legacy__attackchain(mob/user)
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. = ..()
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armer = user
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/obj/item/grenade/barrier/dropwall/end_throw()
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if(active)
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addtimer(CALLBACK(src, PROC_REF(prime)), 1) //Wait for the throw to fully end
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/obj/item/grenade/barrier/dropwall/prime()
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if(deployed)
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return
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if(mode == AUTO)
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mode = angle2dir_cardinal(get_angle(armer, get_turf(src)))
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new generator_type(get_turf(loc), mode, uptime)
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deployed = TRUE
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armer = null
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qdel(src)
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/obj/structure/dropwall_generator
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name = "deployed dropwall shield generator"
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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."
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall_deployed"
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max_integrity = 25 // 2 shots
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var/list/connected_shields = list()
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/// This variable is used to prevent damage to it's core shield when it is up.
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var/protected = FALSE
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///The core shield that protects the generator
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var/obj/structure/barricade/dropwall/core_shield = null
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/// The type of dropwall
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var/barricade_type = /obj/structure/barricade/dropwall
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/obj/structure/dropwall_generator/Initialize(mapload, direction, uptime)
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. = ..()
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if(direction)
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deploy(direction, uptime)
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/obj/structure/dropwall_generator/Destroy()
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QDEL_LIST_CONTENTS(connected_shields)
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core_shield = null
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return ..()
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/obj/structure/dropwall_generator/proc/deploy(direction, uptime)
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anchored = TRUE
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protected = TRUE
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addtimer(CALLBACK(src, PROC_REF(power_out)), uptime)
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timer_overlay_proc(1)
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connected_shields += new barricade_type(get_turf(loc), src, TRUE, direction)
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core_shield = connected_shields[1]
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var/dir_left = turn(direction, -90)
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var/dir_right = turn(direction, 90)
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var/turf/target_turf = get_step(src, dir_left)
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if(!target_turf.is_blocked_turf())
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connected_shields += new barricade_type(target_turf, src, FALSE, direction, dir_left)
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var/turf/target_turf2 = get_step(src, dir_right)
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if(!target_turf2.is_blocked_turf())
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connected_shields += new barricade_type(target_turf2, src, FALSE, direction, dir_right)
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/obj/structure/dropwall_generator/attacked_by__legacy__attackchain(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.
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if(protected)
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visible_message("<span class='warning'>[src]'s shield absorbs the blow!</span>")
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core_shield.take_damage(I.force, I.damtype, MELEE, TRUE)
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else
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return ..()
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/obj/structure/dropwall_generator/bullet_act(obj/item/projectile/P)
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if(!protected)
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return ..()
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else
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visible_message("<span class='warning'>[src]'s shield absorbs the blow!</span>")
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core_shield.take_damage(P.damage, P.damage_type, P.flag)
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/obj/structure/dropwall_generator/emp_act(severity)
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..()
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if(protected)
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for(var/obj/structure/barricade/dropwall/O in connected_shields)
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O.emp_act(severity)
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else
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qdel(src)
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/obj/structure/dropwall_generator/ex_act(severity)
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if(protected && severity > EXPLODE_DEVASTATE) //We would throw the explosion at the shield, but it is already getting hit
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return
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qdel(src)
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/obj/structure/dropwall_generator/proc/power_out()
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visible_message("<span class='warning'>[src] runs out of power, causing its shields to fail!</span>")
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new /obj/item/used_dropwall(get_turf(src))
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qdel(src)
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/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)
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add_overlay("[loops]")
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if(loops != 1)
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cut_overlay("[(loops - 1)]")
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if(loops < 12)
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addtimer(CALLBACK(src, PROC_REF(timer_overlay_proc), loops + 1), DROPWALL_UPTIME / 12)
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/obj/item/used_dropwall
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name = "broken dropwall generator"
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desc = "This dropwall has ran out of charge, but some materials could possibly be reclaimed."
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icon = 'icons/obj/dropwall.dmi'
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icon_state = "dropwall_dead"
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item_state = "grenade"
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materials = list(MAT_METAL = 500, MAT_GLASS = 300) //plasma burned up for power or something, plus not that much to reclaim
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/obj/item/storage/box/syndie_kit/dropwall
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name = "dropwall generator box"
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/obj/item/storage/box/syndie_kit/dropwall/populate_contents()
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for(var/I in 1 to 5)
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new /obj/item/grenade/barrier/dropwall(src)
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/obj/item/grenade/barrier/dropwall/firewall
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name = "firewall shield generator"
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generator_type = /obj/structure/dropwall_generator/firewall
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/obj/structure/dropwall_generator/firewall
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name = "deployed firewall shield generator"
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barricade_type = /obj/structure/barricade/dropwall/firewall
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/obj/structure/barricade/dropwall/firewall
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/obj/structure/barricade/dropwall/firewall/Initialize(mapload, owner, core, dir_1, dir_2)
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. = ..()
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var/target_matrix = list(
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2, 0, 0, 0,
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0, 1, 0, 0,
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2, 0, 0, 0,
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0, 0, 0, 1
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)
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color = target_matrix
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|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
|
|
)
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
|
|
/obj/structure/barricade/dropwall/firewall/proc/on_atom_entered(datum/source, atom/movable/entered)
|
|
if(!isprojectile(entered))
|
|
return
|
|
var/obj/item/projectile/P = entered
|
|
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_state = "wallbang"
|
|
item_state = "flashbang"
|
|
var/owner_uid
|
|
|
|
/obj/item/grenade/turret/attack_self__legacy__attackchain(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, border_dir)
|
|
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
|