#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 var/health = 100 var/maxhealth = 100 var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover var/ranged_damage_modifier = 1 //Multiply for ranged damage var/material = METAL var/debris_type /obj/structure/barricade/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1) switch(damage_type) if(BRUTE) if(sound_effect) if(damage) playsound(loc, 'sound/weapons/smash.ogg', 50, 1) else playsound(loc, 'sound/weapons/tap.ogg', 50, 1) if(BURN) if(sound_effect) playsound(src.loc, 'sound/items/Welder.ogg', 100, 1) else damage = 0 health -= damage if(health <= 0) make_debris() qdel(src) /obj/structure/barricade/proc/make_debris() return /obj/structure/barricade/attack_animal(mob/living/simple_animal/M) M.changeNext_move(CLICK_CD_MELEE) M.do_attack_animation(src) if(M.melee_damage_upper == 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN)) return visible_message("[M] [M.attacktext] [src]!") add_logs(M, src, "attacked") take_damage(M.melee_damage_upper) /obj/structure/barricade/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent != "harm" && material == METAL) var/obj/item/weapon/weldingtool/WT = I if(health < maxhealth) if(WT.remove_fuel(0,user)) user << "You begin repairing [src]..." playsound(loc, 'sound/items/Welder.ogg', 40, 1) if(do_after(user, 40/I.toolspeed, target = src)) health = Clamp(health + 20, 0, maxhealth) else return ..() /obj/structure/barricade/attacked_by(obj/item/I, mob/living/user) ..() take_damage(I.force) /obj/structure/barricade/bullet_act(obj/item/projectile/P) . = ..() visible_message("\The [src] is hit by [P]!") take_damage(P.damage*ranged_damage_modifier) /obj/structure/barricade/ex_act(severity, target) switch(severity) if(1) qdel(src) if(2) take_damage(25, BRUTE, 0) /obj/structure/barricade/blob_act(obj/effect/blob/B) take_damage(25, BRUTE, 0) /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" health = 280 maxhealth = 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 health = 180 maxhealth = 180 proj_pass_rate = 20 ranged_damage_modifier = 0.5 /obj/structure/barricade/security/New() ..() addtimer(src, "deploy", 40) /obj/structure/barricade/security/proc/deploy() icon_state = "barrier1" density = 1 anchored = 1 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 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