/* CONTAINS: Deployable items Barricades for reference: access_security = 1 access_brig = 2 access_armory = 3 access_forensics_lockers= 4 access_medical = 5 access_morgue = 6 access_tox = 7 access_tox_storage = 8 access_genetics = 9 access_engine = 10 access_engine_equip= 11 access_maint_tunnels = 12 access_external_airlocks = 13 access_emergency_storage = 14 access_change_ids = 15 access_ai_upload = 16 access_teleporter = 17 access_eva = 18 access_heads = 19 access_captain = 20 access_all_personal_lockers = 21 access_chapel_office = 22 access_tech_storage = 23 access_atmospherics = 24 access_bar = 25 access_janitor = 26 access_crematorium = 27 access_kitchen = 28 access_robotics = 29 access_rd = 30 access_cargo = 31 access_construction = 32 access_chemistry = 33 access_cargo_bot = 34 access_hydroponics = 35 access_manufacturing = 36 access_library = 37 access_lawyer = 38 access_virology = 39 access_cmo = 40 access_qm = 41 access_court = 42 access_clown = 43 access_mime = 44 */ //Barricades! /obj/structure/barricade name = "barricade" desc = "This space is blocked off by a barricade." icon = 'icons/obj/structures.dmi' icon_state = "barricade" anchored = 1.0 density = 1.0 var/health = 100 var/maxhealth = 100 var/material/material /obj/structure/barricade/New(var/newloc, var/material_name) ..(newloc) if(!material_name) material_name = "wood" material = get_material_by_name("[material_name]") if(!material) qdel(src) return name = "[material.display_name] barricade" desc = "This space is blocked off by a barricade made of [material.display_name]." color = material.icon_colour maxhealth = material.integrity health = maxhealth /obj/structure/barricade/get_material() return material /obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/stack)) var/obj/item/stack/D = W if(D.get_material_name() != material.name) return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to. if (health < maxhealth) if (D.get_amount() < 1) user << "You need one sheet of [material.display_name] to repair \the [src]." return visible_message("[user] begins to repair \the [src].") if(do_after(user,20) && health < maxhealth) if (D.use(1)) health = maxhealth visible_message("[user] repairs \the [src].") return return else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) switch(W.damtype) if("fire") src.health -= W.force * 1 if("brute") src.health -= W.force * 0.75 else if (src.health <= 0) visible_message("The barricade is smashed apart!") dismantle() qdel(src) return ..() /obj/structure/barricade/proc/dismantle() material.place_dismantled_product(get_turf(src)) qdel(src) return /obj/structure/barricade/ex_act(severity) switch(severity) if(1.0) visible_message("\The [src] is blown apart!") qdel(src) return if(2.0) src.health -= 25 if (src.health <= 0) visible_message("\The [src] is blown apart!") dismantle() return /obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff. if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 //Actual Deployable machinery stuff /obj/machinery/deployable name = "deployable" desc = "deployable" icon = 'icons/obj/objects.dmi' req_access = list(access_security)//I'm changing this until these are properly tested./N /obj/machinery/deployable/barrier name = "deployable barrier" desc = "A deployable barrier. Swipe your ID card to lock/unlock it." icon = 'icons/obj/objects.dmi' anchored = 0.0 density = 1.0 icon_state = "barrier0" var/health = 100.0 var/maxhealth = 100.0 var/locked = 0.0 // req_access = list(access_maint_tunnels) New() ..() src.icon_state = "barrier[src.locked]" attackby(obj/item/weapon/W as obj, mob/user as mob) if (istype(W, /obj/item/weapon/card/id/)) if (src.allowed(user)) if (src.emagged < 2.0) src.locked = !src.locked src.anchored = !src.anchored src.icon_state = "barrier[src.locked]" if ((src.locked == 1.0) && (src.emagged < 2.0)) user << "Barrier lock toggled on." return else if ((src.locked == 0.0) && (src.emagged < 2.0)) user << "Barrier lock toggled off." return else var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() visible_message("BZZzZZzZZzZT") return return else if (istype(W, /obj/item/weapon/wrench)) if (src.health < src.maxhealth) src.health = src.maxhealth src.emagged = 0 src.req_access = list(access_security) visible_message("[user] repairs \the [src]!") return else if (src.emagged > 0) src.emagged = 0 src.req_access = list(access_security) visible_message("[user] repairs \the [src]!") return return else switch(W.damtype) if("fire") src.health -= W.force * 0.75 if("brute") src.health -= W.force * 0.5 else if (src.health <= 0) src.explode() ..() ex_act(severity) switch(severity) if(1.0) src.explode() return if(2.0) src.health -= 25 if (src.health <= 0) src.explode() return emp_act(severity) if(stat & (BROKEN|NOPOWER)) return if(prob(50/severity)) locked = !locked anchored = !anchored icon_state = "barrier[src.locked]" CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff. if(air_group || (height==0)) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 else return 0 proc/explode() visible_message("[src] blows apart!") var/turf/Tsec = get_turf(src) /* var/obj/item/stack/rods/ =*/ PoolOrNew(/obj/item/stack/rods, Tsec) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() explosion(src.loc,-1,-1,0) if(src) qdel(src) /obj/machinery/deployable/barrier/emag_act(var/remaining_charges, var/mob/user) if (src.emagged == 0) src.emagged = 1 src.req_access.Cut() src.req_one_access.Cut() user << "You break the ID authentication lock on \the [src]." var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() visible_message("BZZzZZzZZzZT") return 1 else if (src.emagged == 1) src.emagged = 2 user << "You short out the anchoring mechanism on \the [src]." var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() visible_message("BZZzZZzZZzZT") return 1