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Paradise/code/game/objects/structures/fence.dm
kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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//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