mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-29 11:41:14 +00:00
* test * holdup * more guns * EVEN MORE CHANGES * fuck * eugh * actual shit editor, love DM * i think I just need inhands now * final review, test pr * ooops * holy shit * new maka * foamforce new makarov * this is going to be hell to review. is it? * AHHHHH * small melee fixes * GOD DAMN STAFF * as above * i thought i fixed you, also grip added to wt550 inhand * acutally deconflicts with the new camera pr, removes the new animated missle(rip) * some fixes * a bit more sprite cleaning * i am suffering * reverts 9mm * seemingly forgot a few * i think we're good now
398 lines
12 KiB
Plaintext
398 lines
12 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 12
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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/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, turf/target)//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, /obj/item/projectile))
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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 = 'icons/obj/structures.dmi'
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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(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
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return ..()
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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 = LETPASSTHROW
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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, bio = 100, 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/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 = 'icons/obj/grenade.dmi'
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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/target_turf = get_step(src, NORTH)
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if(!(is_blocked_turf(target_turf)))
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new /obj/structure/barricade/security(target_turf)
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var/target_turf2 = get_step(src, SOUTH)
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if(!(is_blocked_turf(target_turf2)))
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new /obj/structure/barricade/security(target_turf2)
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if(HORIZONTAL)
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var/target_turf = get_step(src, EAST)
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if(!(is_blocked_turf(target_turf)))
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new /obj/structure/barricade/security(target_turf)
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var/target_turf2 = get_step(src, WEST)
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if(!(is_blocked_turf(target_turf2)))
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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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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 + 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 = NORTH
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var/uptime = DROPWALL_UPTIME SECONDS
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/obj/item/grenade/barrier/dropwall/toggle_mode(mob/user)
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switch(mode)
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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 = NORTH
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to_chat(user, "[src] is now in [dir2text(mode)] mode.")
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/obj/item/grenade/barrier/dropwall/prime()
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new /obj/structure/dropwall_generator(get_turf(loc), mode, uptime)
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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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/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(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/power_out), uptime)
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timer_overlay_proc(uptime/10)
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connected_shields += new /obj/structure/barricade/dropwall(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/target_turf = get_step(src, dir_left)
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if(!is_blocked_turf(target_turf))
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connected_shields += new /obj/structure/barricade/dropwall(target_turf, src, FALSE, direction, dir_left)
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var/target_turf2 = get_step(src, dir_right)
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if(!is_blocked_turf(target_turf2))
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connected_shields += new /obj/structure/barricade/dropwall(target_turf2, src, FALSE, direction, dir_right)
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/obj/structure/dropwall_generator/attacked_by(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/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(uptime) // This proc will make the timer on the generator tick down like a clock, over 12 equally sized portions (12 times over 12 seconds, every second by default)
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var/cycle = DROPWALL_UPTIME + 1 - uptime
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add_overlay("[cycle]")
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if(cycle != 1)
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cut_overlay("[(cycle - 1)]")
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if(cycle < 12)
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addtimer(CALLBACK(src, .proc/timer_overlay_proc, uptime - 1), DROPWALL_UPTIME / 12 SECONDS)
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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 reclamed."
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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 = 4000, MAT_GLASS = 2500) //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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#undef SINGLE
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#undef VERTICAL
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#undef HORIZONTAL
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#undef METAL
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#undef WOOD
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#undef SAND
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#undef DROPWALL_UPTIME
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