#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 = 1 density = 1 obj_integrity = 100 max_integrity = 100 var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover var/material = METAL /obj/structure/barricade/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) make_debris() qdel(src) /obj/structure/barricade/proc/make_debris() return /obj/structure/barricade/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent != INTENT_HARM && material == METAL) var/obj/item/weapon/weldingtool/WT = I if(obj_integrity < max_integrity) if(WT.remove_fuel(0,user)) to_chat(user, "You begin repairing [src]...") playsound(loc, WT.usesound, 40, 1) if(do_after(user, 40*I.toolspeed, target = src)) obj_integrity = Clamp(obj_integrity + 20, 0, max_integrity) else return ..() /obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0)//So bullets will fly over and stuff. if(height==0) return 1 if(locate(/obj/structure/barricade) in get_turf(mover)) return 1 else if(istype(mover, /obj/item/projectile)) if(!anchored) return 1 var/obj/item/projectile/proj = mover if(proj.firer && Adjacent(proj.firer)) return 1 if(prob(proj_pass_rate)) return 1 return 0 else return !density /////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" material = WOOD /obj/structure/barricade/wooden/make_debris() new /obj/item/stack/sheet/mineral/wood(get_turf(src), 3) /obj/structure/barricade/sandbags name = "sandbags" desc = "Bags of sand. Self explanatory." icon = 'icons/obj/smooth_structures/sandbags.dmi' icon_state = "sandbags" obj_integrity = 280 max_integrity = 280 proj_pass_rate = 20 pass_flags = LETPASSTHROW 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 = 0 anchored = 0 obj_integrity = 180 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/New() ..() addtimer(CALLBACK(src, .proc/deploy), deploy_time) /obj/structure/barricade/security/proc/deploy() icon_state = "barrier1" density = 1 anchored = 1 if(deploy_message) visible_message("[src] deploys!") /obj/item/weapon/grenade/barrier name = "barrier grenade" desc = "Instant cover. Alt+click to toggle modes." 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/weapon/grenade/barrier/AltClick(mob/living/user) if(!istype(user) || user.incapacitated()) return toggle_mode(user) /obj/item/weapon/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/weapon/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/weapon/grenade/barrier/ui_action_click(mob/user) toggle_mode(user) #undef SINGLE #undef VERTICAL #undef HORIZONTAL #undef METAL #undef WOOD #undef SAND