Files
Paradise/code/game/machinery/deployable.dm
Bm0n 1d0e3dde0f Updates a considerable amount of legacy weapon sprites to modern TG/Bay versions (#18118)
* 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
2022-07-07 17:12:28 +01:00

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12 KiB
Plaintext

#define SINGLE "single"
#define VERTICAL "vertical"
#define HORIZONTAL "horizontal"
#define METAL 1
#define WOOD 2
#define SAND 3
#define DROPWALL_UPTIME 12
//Barricades/cover
/obj/structure/barricade
name = "chest high wall"
desc = "Looks like this would make good cover."
anchored = TRUE
density = TRUE
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/bar_material = METAL
var/drop_amount = 3
var/stacktype = /obj/item/stack/sheet/metal
/// This variable is used to allow projectiles to always shoot through a barrier from a certain direction
var/directional_blockage = FALSE
//The list of directions to block a projectile from
var/list/directional_list = list()
/obj/structure/barricade/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
make_debris()
qdel(src)
/obj/structure/barricade/proc/make_debris()
if(stacktype)
new stacktype(get_turf(src), drop_amount)
/obj/structure/barricade/welder_act(mob/user, obj/item/I)
if(bar_material != METAL)
return
if(obj_integrity >= max_integrity)
to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
return
if(user.a_intent == INTENT_HARM)
return
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_REPAIR_MESSAGE
if(I.use_tool(src, user, 40, volume = I.tool_volume))
WELDER_REPAIR_SUCCESS_MESSAGE
obj_integrity = clamp(obj_integrity + 20, 0, max_integrity)
update_icon()
return TRUE
/obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
if(locate(/obj/structure/barricade) in get_turf(mover))
return TRUE
else if(istype(mover, /obj/item/projectile))
if(!anchored)
return TRUE
var/obj/item/projectile/proj = mover
if(directional_blockage)
if(one_eighty_check(mover))
return FALSE
if(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(proj_pass_rate))
return TRUE
return FALSE
if(isitem(mover)) //thrown items with the dropwall
if(directional_blockage)
if(one_eighty_check(mover))
return FALSE
return !density
/obj/structure/barricade/proc/one_eighty_check(atom/movable/mover)
return turn(mover.dir, 180) in directional_list
/////BARRICADE TYPES///////
/obj/structure/barricade/wooden
name = "wooden barricade"
desc = "This space is blocked off by a wooden barricade."
icon = 'icons/obj/structures.dmi'
icon_state = "woodenbarricade"
bar_material = WOOD
stacktype = /obj/item/stack/sheet/wood
/obj/structure/barricade/wooden/attackby(obj/item/I, mob/user)
if(istype(I,/obj/item/stack/sheet/wood))
var/obj/item/stack/sheet/wood/W = I
if(W.get_amount() < 5)
to_chat(user, "<span class='warning'>You need at least five wooden planks to make a wall!</span>")
return
else
to_chat(user, "<span class='notice'>You start adding [I] to [src]...</span>")
if(do_after(user, 50, target = src))
if(!W.use(5))
return
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/mineral/wood/nonmetal)
qdel(src)
return
return ..()
/obj/structure/barricade/wooden/crude
name = "crude plank barricade"
desc = "This space is blocked off by a crude assortment of planks."
icon_state = "woodenbarricade-old"
drop_amount = 1
max_integrity = 50
proj_pass_rate = 65
/obj/structure/barricade/wooden/crude/snow
desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
icon_state = "woodenbarricade-snow-old"
max_integrity = 75
/obj/structure/barricade/sandbags
name = "sandbags"
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags-0"
base_icon_state = "sandbags"
max_integrity = 280
proj_pass_rate = 20
pass_flags = LETPASSTHROW
bar_material = SAND
climbable = TRUE
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SANDBAGS)
canSmoothWith = list(SMOOTH_GROUP_SANDBAGS, SMOOTH_GROUP_WALLS, SMOOTH_GROUP_SECURITY_BARRICADE)
stacktype = null
/obj/structure/barricade/security
name = "security barrier"
desc = "A deployable barrier. Provides good cover in fire fights."
icon = 'icons/obj/objects.dmi'
icon_state = "barrier0"
density = FALSE
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
stacktype = null
var/deploy_time = 40
var/deploy_message = TRUE
/obj/structure/barricade/security/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, .proc/deploy), deploy_time)
/obj/structure/barricade/security/proc/deploy()
icon_state = "barrier1"
density = TRUE
anchored = TRUE
if(deploy_message)
visible_message("<span class='warning'>[src] deploys!</span>")
/obj/item/grenade/barrier
name = "barrier grenade"
desc = "Instant cover."
icon = 'icons/obj/grenade.dmi'
icon_state = "wallbang"
item_state = "flashbang"
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to toggle modes.</span>"
/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
if(!istype(user) || !user.Adjacent(src) || user.incapacitated())
return
toggle_mode(user)
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
if(SINGLE)
mode = VERTICAL
if(VERTICAL)
mode = HORIZONTAL
if(HORIZONTAL)
mode = SINGLE
to_chat(user, "[src] is now in [mode] mode.")
/obj/item/grenade/barrier/prime()
new /obj/structure/barricade/security(get_turf(loc))
switch(mode)
if(VERTICAL)
var/target_turf = get_step(src, NORTH)
if(!(is_blocked_turf(target_turf)))
new /obj/structure/barricade/security(target_turf)
var/target_turf2 = get_step(src, SOUTH)
if(!(is_blocked_turf(target_turf2)))
new /obj/structure/barricade/security(target_turf2)
if(HORIZONTAL)
var/target_turf = get_step(src, EAST)
if(!(is_blocked_turf(target_turf)))
new /obj/structure/barricade/security(target_turf)
var/target_turf2 = get_step(src, WEST)
if(!(is_blocked_turf(target_turf2)))
new /obj/structure/barricade/security(target_turf2)
qdel(src)
/obj/item/grenade/barrier/ui_action_click(mob/user)
toggle_mode(user)
/obj/structure/barricade/mime
name = "floor"
desc = "Is... this a floor?"
icon = 'icons/effects/water.dmi'
icon_state = "wet_floor_static"
stacktype = /obj/item/stack/sheet/mineral/tranquillite
/obj/structure/barricade/mime/mrcd
stacktype = null
/obj/structure/barricade/dropwall
name = "dropwall"
desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it."
icon = 'icons/obj/dropwall.dmi'
icon_state = "dropwall_dead" //sprite chosen in init
density = FALSE
directional_blockage = TRUE
proj_pass_rate = 100 //don't worry about it, covered by directional blockage.
stacktype = null
/// This variable is used to tell the shield to ping it's owner when it is broke.
var/core_shield = FALSE
/// This variable is to tell the shield what it's source is.
var/obj/structure/dropwall_generator/source = null
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
/obj/structure/barricade/dropwall/Initialize(mapload, owner, core, dir_1, dir_2)
. = ..()
source = owner
core_shield = core
directional_list += dir_1
directional_list += dir_2
if(dir_2)
icon_state = "[dir2text(dir_1 + dir_2)]"
else
icon_state = "[dir2text(dir_1)]"
/obj/structure/barricade/dropwall/Destroy()
if(core_shield)
source.protected = FALSE
source = null
return ..()
/obj/structure/barricade/dropwall/emp_act(severity)
..()
take_damage(40 / severity, BRUTE) //chances are the EMP will also hit the generator, we don't want it to double up too heavily
/obj/structure/barricade/dropwall/bullet_act(obj/item/projectile/P)
if(P.shield_buster)
qdel(src)
else
return ..()
/obj/item/grenade/barrier/dropwall
name = "dropwall shield generator"
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."
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
icon = 'icons/obj/dropwall.dmi'
icon_state = "dropwall"
item_state = "grenade"
mode = NORTH
var/uptime = DROPWALL_UPTIME SECONDS
/obj/item/grenade/barrier/dropwall/toggle_mode(mob/user)
switch(mode)
if(NORTH)
mode = EAST
if(EAST)
mode = SOUTH
if(SOUTH)
mode = WEST
if(WEST)
mode = NORTH
to_chat(user, "[src] is now in [dir2text(mode)] mode.")
/obj/item/grenade/barrier/dropwall/prime()
new /obj/structure/dropwall_generator(get_turf(loc), mode, uptime)
qdel(src)
/obj/structure/dropwall_generator
name = "deployed dropwall shield generator"
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."
icon = 'icons/obj/dropwall.dmi'
icon_state = "dropwall_deployed"
max_integrity = 25 // 2 shots
var/list/connected_shields = list()
/// This variable is used to prevent damage to it's core shield when it is up.
var/protected = FALSE
///The core shield that protects the generator
var/obj/structure/barricade/dropwall/core_shield = null
/obj/structure/dropwall_generator/Initialize(mapload, direction, uptime)
. = ..()
if(direction)
deploy(direction, uptime)
/obj/structure/dropwall_generator/Destroy()
QDEL_LIST(connected_shields)
core_shield = null
return ..()
/obj/structure/dropwall_generator/proc/deploy(direction, uptime)
anchored = TRUE
protected = TRUE
addtimer(CALLBACK(src, .proc/power_out), uptime)
timer_overlay_proc(uptime/10)
connected_shields += new /obj/structure/barricade/dropwall(get_turf(loc), src, TRUE, direction)
core_shield = connected_shields[1]
var/dir_left = turn(direction, -90)
var/dir_right = turn(direction, 90)
var/target_turf = get_step(src, dir_left)
if(!is_blocked_turf(target_turf))
connected_shields += new /obj/structure/barricade/dropwall(target_turf, src, FALSE, direction, dir_left)
var/target_turf2 = get_step(src, dir_right)
if(!is_blocked_turf(target_turf2))
connected_shields += new /obj/structure/barricade/dropwall(target_turf2, src, FALSE, direction, dir_right)
/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.
if(protected)
visible_message("<span class='warning'>[src]'s shield absorbs the blow!</span>")
core_shield.take_damage(I.force, I.damtype, MELEE, TRUE)
else
return ..()
/obj/structure/dropwall_generator/bullet_act(obj/item/projectile/P)
if(!protected)
return ..()
else
visible_message("<span class='warning'>[src]'s shield absorbs the blow!</span>")
core_shield.take_damage(P.damage, P.damage_type, P.flag)
/obj/structure/dropwall_generator/emp_act(severity)
..()
if(protected)
for(var/obj/structure/barricade/dropwall/O in connected_shields)
O.emp_act(severity)
else
qdel(src)
/obj/structure/dropwall_generator/proc/power_out()
visible_message("<span class='warning'>[src] runs out of power, causing its shields to fail!</span>")
new /obj/item/used_dropwall(get_turf(src))
qdel(src)
/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)
var/cycle = DROPWALL_UPTIME + 1 - uptime
add_overlay("[cycle]")
if(cycle != 1)
cut_overlay("[(cycle - 1)]")
if(cycle < 12)
addtimer(CALLBACK(src, .proc/timer_overlay_proc, uptime - 1), DROPWALL_UPTIME / 12 SECONDS)
/obj/item/used_dropwall
name = "broken dropwall generator"
desc = "This dropwall has ran out of charge, but some materials could possibly be reclamed."
icon = 'icons/obj/dropwall.dmi'
icon_state = "dropwall_dead"
item_state = "grenade"
materials = list(MAT_METAL = 4000, MAT_GLASS = 2500) //plasma burned up for power or something, plus not that much to reclaim
/obj/item/storage/box/syndie_kit/dropwall
name = "dropwall generator box"
/obj/item/storage/box/syndie_kit/dropwall/populate_contents()
for(var/I in 1 to 5)
new /obj/item/grenade/barrier/dropwall(src)
#undef SINGLE
#undef VERTICAL
#undef HORIZONTAL
#undef METAL
#undef WOOD
#undef SAND
#undef DROPWALL_UPTIME