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224 lines
6.4 KiB
Plaintext
224 lines
6.4 KiB
Plaintext
//Chain link fences
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//Sprites ported from /VG/
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#define CUT_TIME 100
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#define CLIMB_TIME 150
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#define FULL_CUT_TIME 300
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#define NO_HOLE 0 //section is intact
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#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
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#define LARGE_HOLE 2 //large hole in the section - can walk through
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#define MAX_HOLE_SIZE LARGE_HOLE
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#define HOLE_REPAIR (hole_size * 2) //How many rods to fix these sections
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/obj/structure/fence
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name = "fence"
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desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
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density = TRUE
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anchored = TRUE
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icon = 'icons/obj/fence.dmi'
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icon_state = "straight"
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var/cuttable = TRUE
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var/hole_size = NO_HOLE
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var/invulnerable = FALSE
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var/shock_cooldown = FALSE
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/obj/structure/fence/Initialize()
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. = ..()
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update_cut_status()
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/obj/structure/fence/examine(mob/user)
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. = ..()
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switch(hole_size)
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if(MEDIUM_HOLE)
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. += "There is a large hole in \the [src]."
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if(LARGE_HOLE)
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. += "\The [src] has been completely cut through."
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/obj/structure/fence/end
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icon_state = "end"
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cuttable = FALSE
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/obj/structure/fence/corner
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icon_state = "corner"
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cuttable = FALSE
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/obj/structure/fence/post
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icon_state = "post"
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cuttable = FALSE
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/obj/structure/fence/cut/medium
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icon_state = "straight_cut2"
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hole_size = MEDIUM_HOLE
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climbable = TRUE
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/obj/structure/fence/cut/large
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icon_state = "straight_cut3"
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hole_size = LARGE_HOLE
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/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
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if(istype(mover, /obj/item/projectile))
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return TRUE
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if(!density)
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return TRUE
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return FALSE
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/*
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Shock user with probability prb (if all connections & power are working)
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Returns TRUE if shocked, FALSE otherwise
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Totally not stolen from code\game\objects\structures\grille.dm
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*/
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/obj/structure/fence/proc/shock(mob/user, prb)
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if(!prob(prb))
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return FALSE
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if(!in_range(src, user)) //To prevent TK and mech users from getting shocked
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return FALSE
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var/turf/T = get_turf(src)
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var/obj/structure/cable/C = T.get_cable_node()
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if(C)
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if(electrocute_mob(user, C, src, 1, TRUE))
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do_sparks(3, 1, src)
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return TRUE
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return FALSE
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/obj/structure/fence/wirecutter_act(mob/living/user, obj/item/W)
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. = TRUE
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if(shock(user, 100))
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return
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if(invulnerable)
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to_chat(user, "<span class='warning'>This fence is too strong to cut through!</span>")
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return
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if(!cuttable)
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user.visible_message("<span class='warning'>[user] starts dismantling [src] with [W].</span>",\
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"<span class='warning'>You start dismantling [src] with [W].</span>")
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if(W.use_tool(src, user, FULL_CUT_TIME, volume = W.tool_volume))
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user.visible_message("<span class='notice'>[user] completely dismantles [src].</span>",\
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"<span class='info'>You completely dismantle [src].</span>")
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qdel(src)
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return
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var/current_stage = hole_size
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user.visible_message("<span class='warning'>[user] starts cutting through [src] with [W].</span>",\
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"<span class='warning'>You start cutting through [src] with [W].</span>")
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if(W.use_tool(src, user, CUT_TIME * W.toolspeed, volume = W.tool_volume))
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if(current_stage == hole_size)
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switch(hole_size)
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if(NO_HOLE)
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user.visible_message("<span class='notice'>[user] cuts into [src] some more.</span>",\
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"<span class='info'>You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger.</span>")
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hole_size = MEDIUM_HOLE
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if(MEDIUM_HOLE)
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user.visible_message("<span class='notice'>[user] completely cuts through [src].</span>",\
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"<span class='info'>The hole in [src] is now big enough to walk through.</span>")
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hole_size = LARGE_HOLE
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if(LARGE_HOLE)
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user.visible_message("<span class='notice'>[user] completely dismantles [src].</span>",\
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"<span class='info'>You completely take apart [src].</span>")
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qdel(src)
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return
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update_cut_status()
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/obj/structure/fence/attackby(obj/item/C, mob/user)
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if(shock(user, 90))
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return
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if(istype(C, /obj/item/stack/rods))
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if(hole_size == NO_HOLE)
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return
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var/obj/item/stack/rods/R = C
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if(R.get_amount() < HOLE_REPAIR)
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to_chat(user, "<span class='warning'>You need [HOLE_REPAIR] rods to fix this fence!</span>")
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return
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to_chat(user, "<span class='notice'>You begin repairing the fence...</span>")
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if(do_after(user, 3 SECONDS * C.toolspeed, target = src) && hole_size != NO_HOLE && R.use(HOLE_REPAIR))
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playsound(src, C.usesound, 80, 1)
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hole_size = NO_HOLE
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You repair the fence.</span>")
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update_cut_status()
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return
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. = ..()
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/obj/structure/fence/Bumped(atom/user)
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if(!ismob(user))
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return
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if(shock_cooldown)
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return
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shock(user, 70)
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shock_cooldown = TRUE // We do not want bump shock spam!
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addtimer(CALLBACK(src, .proc/shock_cooldown), 1 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
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/obj/structure/fence/proc/shock_cooldown()
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shock_cooldown = FALSE
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/obj/structure/fence/attack_animal(mob/user)
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. = ..()
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if(. && !QDELETED(src) && !shock(user, 70))
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take_damage(rand(5,10), BRUTE, "melee", 1)
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/obj/structure/fence/proc/update_cut_status()
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if(!cuttable)
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return
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var/new_density = TRUE
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switch(hole_size)
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if(NO_HOLE)
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icon_state = initial(icon_state)
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climbable = FALSE
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if(MEDIUM_HOLE)
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icon_state = "straight_cut2"
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climbable = TRUE
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if(LARGE_HOLE)
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icon_state = "straight_cut3"
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new_density = FALSE
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climbable = FALSE
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set_density(new_density)
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//FENCE DOORS
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/obj/structure/fence/door
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name = "fence door"
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desc = "Not very useful without a real lock."
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icon_state = "door_closed"
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cuttable = FALSE
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var/open = FALSE
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/obj/structure/fence/door/Initialize()
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. = ..()
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update_door_status()
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/obj/structure/fence/door/opened
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icon_state = "door_opened"
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open = TRUE
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density = TRUE
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/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
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shock(user, 70)
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if(can_open(user))
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toggle(user)
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return TRUE
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/obj/structure/fence/door/proc/toggle(mob/user)
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open = !open
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visible_message("<span class='notice'>\The [user] [open ? "opens" : "closes"] \the [src].</span>")
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update_door_status()
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playsound(src, 'sound/machines/door_open.ogg', 100, TRUE)
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/obj/structure/fence/door/proc/update_door_status()
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set_density(!open)
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icon_state = open ? "door_opened" : "door_closed"
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/obj/structure/fence/door/proc/can_open(mob/user)
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return TRUE
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#undef CUT_TIME
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#undef CLIMB_TIME
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#undef FULL_CUT_TIME
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#undef NO_HOLE
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#undef MEDIUM_HOLE
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#undef LARGE_HOLE
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#undef MAX_HOLE_SIZE
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#undef HOLE_REPAIR
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