Files
Paradise/code/game/objects/structures/fence.dm
2021-09-24 14:45:23 +01:00

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//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 100
#define CLIMB_TIME 150
#define FULL_CUT_TIME 300
#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
/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
var/hole_size = NO_HOLE
var/invulnerable = FALSE
var/shock_cooldown = FALSE
/obj/structure/fence/Initialize()
. = ..()
update_cut_status()
/obj/structure/fence/examine(mob/user)
. = ..()
switch(hole_size)
if(MEDIUM_HOLE)
. += "There is a large hole in \the [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
/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSFENCE))
return TRUE
if(istype(mover, /obj/item/projectile))
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/wirecutter_act(mob/living/user, obj/item/W)
. = TRUE
if(shock(user, 100))
return
if(invulnerable)
to_chat(user, "<span class='warning'>This fence is too strong to cut through!</span>")
return
if(!cuttable)
user.visible_message("<span class='warning'>[user] starts dismantling [src] with [W].</span>",\
"<span class='warning'>You start dismantling [src] with [W].</span>")
if(W.use_tool(src, user, FULL_CUT_TIME, volume = W.tool_volume))
user.visible_message("<span class='notice'>[user] completely dismantles [src].</span>",\
"<span class='info'>You completely dismantle [src].</span>")
qdel(src)
return
var/current_stage = hole_size
user.visible_message("<span class='warning'>[user] starts cutting through [src] with [W].</span>",\
"<span class='warning'>You start cutting through [src] with [W].</span>")
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("<span class='notice'>[user] cuts into [src] some more.</span>",\
"<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>")
hole_size = MEDIUM_HOLE
if(MEDIUM_HOLE)
user.visible_message("<span class='notice'>[user] completely cuts through [src].</span>",\
"<span class='info'>The hole in [src] is now big enough to walk through.</span>")
hole_size = LARGE_HOLE
if(LARGE_HOLE)
user.visible_message("<span class='notice'>[user] completely dismantles [src].</span>",\
"<span class='info'>You completely take apart [src].</span>")
qdel(src)
return
update_cut_status()
/obj/structure/fence/attackby(obj/item/C, mob/user)
if(shock(user, 90))
return
if(istype(C, /obj/item/stack/rods))
if(hole_size == NO_HOLE)
return
var/obj/item/stack/rods/R = C
if(R.get_amount() < HOLE_REPAIR)
to_chat(user, "<span class='warning'>You need [HOLE_REPAIR] rods to fix this fence!</span>")
return
to_chat(user, "<span class='notice'>You begin repairing the fence...</span>")
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, "<span class='notice'>You repair the fence.</span>")
update_cut_status()
return
. = ..()
/obj/structure/fence/Bumped(atom/user)
if(!ismob(user))
return
if(shock_cooldown)
return
shock(user, 70)
shock_cooldown = TRUE // We do not want bump shock spam!
addtimer(CALLBACK(src, .proc/shock_cooldown), 1 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
/obj/structure/fence/proc/shock_cooldown()
shock_cooldown = FALSE
/obj/structure/fence/attack_animal(mob/user)
. = ..()
if(. && !QDELETED(src) && !shock(user, 70))
take_damage(rand(5,10), BRUTE, "melee", 1)
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
var/new_density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
climbable = FALSE
if(MEDIUM_HOLE)
icon_state = "straight_cut2"
climbable = TRUE
if(LARGE_HOLE)
icon_state = "straight_cut3"
new_density = FALSE
climbable = FALSE
set_density(new_density)
//FENCE DOORS
/obj/structure/fence/door
name = "fence door"
desc = "Not very useful without a real lock."
icon_state = "door_closed"
cuttable = FALSE
var/open = FALSE
/obj/structure/fence/door/Initialize()
. = ..()
update_door_status()
/obj/structure/fence/door/opened
icon_state = "door_opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
shock(user, 70)
if(can_open(user))
toggle(user)
return TRUE
/obj/structure/fence/door/proc/toggle(mob/user)
open = !open
visible_message("<span class='notice'>\The [user] [open ? "opens" : "closes"] \the [src].</span>")
update_door_status()
playsound(src, 'sound/machines/door_open.ogg', 100, TRUE)
/obj/structure/fence/door/proc/update_door_status()
set_density(!open)
icon_state = open ? "door_opened" : "door_closed"
/obj/structure/fence/door/proc/can_open(mob/user)
return TRUE
#undef CUT_TIME
#undef CLIMB_TIME
#undef FULL_CUT_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
#undef MAX_HOLE_SIZE
#undef HOLE_REPAIR