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* spanish? * aaaagain * keep maptext * Update robot_items.dm * Update span_defines.dm * compiles * Update silicon_mob.dm * compile
244 lines
6.5 KiB
Plaintext
244 lines
6.5 KiB
Plaintext
//Sprites ported from /VG/
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/// Time to climb through a fence with a `SMALL_HOLE`.
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#define CLIMB_TIME 15 SECONDS
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/// Time to cut fences with `can_have_holes` = `TRUE`.
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#define CUT_TIME 10 SECONDS
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/// Time to cut fences with `can_have_holes` = `FALSE`.
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#define FULL_CUT_TIME 30 SECONDS
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/// Fully intact fence.
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#define NO_HOLE 0 //section is intact
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/// Small hole in fence, can be climbed through.
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#define SMALL_HOLE 1
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/// Large hole in fence, can be walked through.
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#define LARGE_HOLE 2
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/// Material cost to fix a fence section.
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#define HOLE_REPAIR (hole_size * 2)
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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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icon = 'icons/obj/fence.dmi'
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icon_state = "straight"
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density = TRUE
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anchored = TRUE
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/// Does this fence get cut in stages or all at once?
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var/can_have_holes = TRUE
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/// How big is the hole in this fence, if present?
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var/hole_size = NO_HOLE
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/// Cooldown on the fence applying shocks.
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var/shock_cooldown_duration = 1 SECONDS
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// Cooldown exists to stop shock spam on bumping.
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COOLDOWN_DECLARE(shock_cooldown)
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/obj/structure/fence/Initialize(mapload)
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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(SMALL_HOLE)
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. += "There is a large hole in [src]."
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if(LARGE_HOLE)
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. += "[src] has been completely cut through."
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/obj/structure/fence/CanPass(atom/movable/mover, border_dir)
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if(istype(mover) && mover.checkpass(PASSFENCE))
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return TRUE
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if(isprojectile(mover))
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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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/obj/structure/fence/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(shock(user, 90))
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return ITEM_INTERACT_COMPLETE
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if(!istype(used, /obj/item/stack/rods))
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return NONE
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if(hole_size == NO_HOLE)
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return ITEM_INTERACT_COMPLETE
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var/obj/item/stack/rods/R = used
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if(R.get_amount() < HOLE_REPAIR)
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to_chat(user, SPAN_WARNING("You need [HOLE_REPAIR] rods to fix this fence!"))
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return ITEM_INTERACT_COMPLETE
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to_chat(user, SPAN_NOTICE("You begin repairing the fence..."))
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if(do_after_once(user, 3 SECONDS * used.toolspeed, target = src) && hole_size != NO_HOLE && R.use(HOLE_REPAIR))
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playsound(src, used.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_NOTICE("You repair the fence."))
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update_cut_status()
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return ITEM_INTERACT_COMPLETE
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/obj/structure/fence/wirecutter_act(mob/living/user, obj/item/I)
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. = TRUE
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if(shock(user, 100))
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return
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if(flags & NODECONSTRUCT)
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to_chat(user, SPAN_WARNING("This fence is too strong to cut through!"))
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return
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user.visible_message(
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SPAN_WARNING("[user] starts cutting through [src] with [I]."),
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SPAN_NOTICE("You start cutting through [src] with [I].")
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)
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if(!can_have_holes)
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if(I.use_tool(src, user, FULL_CUT_TIME, volume = I.tool_volume, do_after_once = TRUE))
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user.visible_message(
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SPAN_WARNING("[user] completely dismantles [src]."),
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SPAN_NOTICE("You completely dismantle [src].")
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)
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deconstruct()
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return
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// Required to avoid tool spam from stacking and instantly cutting multiple stages at once.
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if(!I.use_tool(src, user, CUT_TIME * I.toolspeed, volume = I.tool_volume, do_after_once = TRUE))
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return
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switch(hole_size)
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if(NO_HOLE)
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user.visible_message(
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SPAN_WARNING("[user] cuts a hole into [src]."),
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SPAN_NOTICE("You could probably fit yourself through that hole. Although climbing through would be much faster if you made it even bigger...")
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)
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if(SMALL_HOLE)
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user.visible_message(
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SPAN_WARNING("[user] completely cuts through [src]."),
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SPAN_NOTICE("The hole in [src] is now big enough to walk through.")
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)
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if(LARGE_HOLE)
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user.visible_message(
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SPAN_WARNING("[user] completely dismantles [src]."),
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SPAN_NOTICE("You completely dismantle [src].")
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)
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deconstruct()
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return
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hole_size = hole_size + 1
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update_cut_status()
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/obj/structure/fence/deconstruct(disassembled)
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. = ..()
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if(!(flags & NODECONSTRUCT))
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qdel(src)
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/obj/structure/fence/proc/update_cut_status()
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if(!can_have_holes)
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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(SMALL_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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/obj/structure/fence/Bumped(atom/user)
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if(!ismob(user) || !COOLDOWN_FINISHED(src, shock_cooldown))
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return
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shock(user, 70)
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COOLDOWN_START(src, shock_cooldown, shock_cooldown_duration)
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/obj/structure/fence/attack_hand(mob/user, list/modifiers)
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shock(user, 70)
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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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/*
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Shock `user` with probability `shock_chance` (if there's a powered wire node under the fence section).
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Returns `TRUE` if shocked, `FALSE` otherwise.
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*/
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/obj/structure/fence/proc/shock(mob/user, shock_chance)
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if(!prob(shock_chance))
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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/cut/medium
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icon_state = "straight_cut2"
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hole_size = SMALL_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/post
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icon_state = "post"
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can_have_holes = FALSE
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/obj/structure/fence/corner
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icon_state = "corner"
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can_have_holes = FALSE
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/obj/structure/fence/end
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icon_state = "end"
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can_have_holes = FALSE
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/obj/structure/fence/door
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name = "fence door"
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desc = "A chain link fence door. Not very useful without a real lock."
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icon_state = "door_closed"
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can_have_holes = FALSE
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var/open = FALSE
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/obj/structure/fence/door/Initialize(mapload)
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. = ..()
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update_door_status()
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/obj/structure/fence/door/attack_hand(mob/user, list/modifiers)
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..()
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toggle(user)
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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_NOTICE("[user] [open ? "opens" : "closes"] [src]."))
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update_door_status()
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playsound(src, 'sound/machines/door_open.ogg', 20, 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/opened
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icon_state = "door_opened"
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open = TRUE
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#undef CLIMB_TIME
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#undef CUT_TIME
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#undef FULL_CUT_TIME
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#undef NO_HOLE
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#undef SMALL_HOLE
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#undef LARGE_HOLE
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#undef HOLE_REPAIR
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