Files
Yogstation/code/game/machinery/deployable.dm
Waterpig 58a00ef32d Adds barricading of airlocks and doors (#17848)
* I like wood 😩

* Makes them faster to remove

* 😩

* I hate molti

Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com>

---------

Co-authored-by: Molti <108117184+Moltijoe@users.noreply.github.com>
2023-02-10 10:01:21 +00:00

218 lines
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#define SINGLE "single"
#define VERTICAL "vertical"
#define HORIZONTAL "horizontal"
#define METAL 1
#define WOOD 2
#define SAND 3
//Barricades/cover
/obj/structure/barricade
name = "chest high wall"
desc = "Looks like this would make good cover."
anchored = TRUE
density = TRUE
max_integrity = 100
layer = ABOVE_WINDOW_LAYER // Barricades should probably be over windows especially if you can put them on windows
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/bar_material = METAL
/obj/structure/barricade/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
make_debris()
qdel(src)
/obj/structure/barricade/proc/make_debris()
return
/obj/structure/barricade/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WELDER && user.a_intent != INTENT_HARM && bar_material == METAL)
if(obj_integrity < max_integrity)
if(!I.tool_start_check(user, amount=0))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 40, volume=40))
obj_integrity = clamp(obj_integrity + 20, 0, max_integrity)
else
return ..()
/obj/structure/barricade/CanAllowThrough(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(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(proj_pass_rate))
return TRUE
return FALSE
/////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
var/drop_amount = 3
/obj/structure/barricade/wooden/attackby(obj/item/I, mob/user)
if(istype(I,/obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.amount < 5)
to_chat(user, span_warning("You need at least five wooden planks to make a wall!"))
return
else
to_chat(user, span_notice("You start adding [I] to [src]..."))
if(do_after(user, 5 SECONDS, src))
W.use(5)
new /turf/closed/wall/mineral/wood/nonmetal(get_turf(src))
qdel(src)
return
else if(I.tool_behaviour == TOOL_CROWBAR && user.a_intent != INTENT_HARM)
user.visible_message("[user.name] starts prying [src.name] apart.", \
span_notice("You start prying the barricade apart"))
if(I.use_tool(src, user, 190, volume=50))
to_chat(user, span_notice("You disassemble the barricade."))
new /obj/item/stack/sheet/mineral/wood(user.loc, 5)
qdel(src)
else
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/attackby(obj/item/I, mob/user) // Make it so you cant turn crude planks into walls
if(I.tool_behaviour == TOOL_CROWBAR && user.a_intent != INTENT_HARM)
user.visible_message("[user.name] starts prying [src.name] apart.", \
span_notice("You start prying the barricade apart"))
if(I.use_tool(src, user, 10 SECONDS, volume=50))
to_chat(user, span_notice("You disassemble the barricade."))
new /obj/item/stack/sheet/mineral/wood(user.loc, 5)
qdel(src)
/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/wooden/make_debris()
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
/obj/structure/barricade/sandbags
name = "sandbags"
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags"
max_integrity = 280
proj_pass_rate = 20
pass_flags = LETPASSTHROW
bar_material = SAND
climbable = TRUE
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/barricade/sandbags, /turf/closed/wall, /turf/closed/wall/r_wall, /obj/structure/falsewall, /obj/structure/falsewall/reinforced, /turf/closed/wall/rust, /turf/closed/wall/r_wall/rust, /obj/structure/barricade/security)
/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)
var/deploy_time = 40
var/deploy_message = TRUE
/obj/structure/barricade/security/Initialize()
. = ..()
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_warning("[src] deploys!"))
/obj/item/grenade/barrier
name = "barrier grenade"
desc = "Instant cover."
icon = 'icons/obj/grenade.dmi'
icon_state = "flashbang"
item_state = "flashbang"
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
. = ..()
. += span_notice("Alt-click to toggle modes.")
/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
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(src.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)
#undef SINGLE
#undef VERTICAL
#undef HORIZONTAL
#undef METAL
#undef WOOD
#undef SAND