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S.P.L.U.R.T-Station-13/code/game/objects/structures/fence.dm
2021-02-18 15:05:39 -03:00

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//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 100
#define CLIMB_TIME 150
#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
/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
/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
/obj/structure/fence/cut/large
icon_state = "straight_cut3"
hole_size = LARGE_HOLE
/obj/structure/fence/attackby(obj/item/W, mob/user)
if(W.tool_behaviour == TOOL_WIRECUTTER)
if(!cuttable)
to_chat(user, "<span class='notice'>This section of the fence can't be cut.</span>")
return
if(invulnerable)
to_chat(user, "<span class='notice'>This fence is too strong to cut through.</span>")
return
var/current_stage = hole_size
if(current_stage >= MAX_HOLE_SIZE)
to_chat(user, "<span class='notice'>This fence has too much cut out of it already.</span>")
return
user.visible_message("<span class='danger'>\The [user] starts cutting through \the [src] with \the [W].</span>",\
"<span class='danger'>You start cutting through \the [src] with \the [W].</span>")
if(do_after(user, CUT_TIME*W.toolspeed, target = src))
if(current_stage == hole_size)
switch(++hole_size)
if(MEDIUM_HOLE)
visible_message("<span class='notice'>\The [user] cuts into \the [src] some more.</span>")
to_chat(user, "<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>")
climbable = TRUE
if(LARGE_HOLE)
visible_message("<span class='notice'>\The [user] completely cuts through \the [src].</span>")
to_chat(user, "<span class='info'>The hole in \the [src] is now big enough to walk through.</span>")
climbable = FALSE
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight_cut2"
if(LARGE_HOLE)
icon_state = "straight_cut3"
density = FALSE
//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/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(can_open(user))
toggle(user)
return TRUE
/obj/structure/fence/door/proc/toggle(mob/user)
switch(open)
if(FALSE)
visible_message("<span class='notice'>\The [user] opens \the [src].</span>")
open = TRUE
if(TRUE)
visible_message("<span class='notice'>\The [user] closes \the [src].</span>")
open = FALSE
update_door_status()
playsound(src, 'sound/machines/click.ogg', 100, 1)
/obj/structure/fence/door/proc/update_door_status()
switch(open)
if(FALSE)
density = TRUE
icon_state = "door_closed"
if(TRUE)
density = FALSE
icon_state = "door_opened"
/obj/structure/fence/door/proc/can_open(mob/user)
return TRUE
#undef CUT_TIME
#undef CLIMB_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
#undef MAX_HOLE_SIZE