diff --git a/baystation12.dme b/baystation12.dme index 26ddab85b63db..6ddbaa7cd564c 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -2116,6 +2116,7 @@ #include "code\modules\halo\structures\closets.dm" #include "code\modules\halo\structures\cryopod.dm" #include "code\modules\halo\structures\decals.dm" +#include "code\modules\halo\structures\dense_obstructions.dm" #include "code\modules\halo\structures\diesel_gen.dm" #include "code\modules\halo\structures\electric_fence.dm" #include "code\modules\halo\structures\explosive.dm" diff --git a/code/modules/halo/structures/_destructible.dm b/code/modules/halo/structures/_destructible.dm index 0147d82238048..172374fcc909c 100644 --- a/code/modules/halo/structures/_destructible.dm +++ b/code/modules/halo/structures/_destructible.dm @@ -10,6 +10,7 @@ var/health = 200 var/maxHealth = 200 var/closerange_freefire = 1 //mobs within 1 tile are allowed to shoot through if set to 1 + var/climb_desc = "climb over" var/list/maneuvring_mobs = list() var/repair_material_name var/cover_rating = 10 @@ -351,12 +352,12 @@ var/turf/T = get_step(user, climb_dir) if(T.CanPass(user, T)) user.dir = climb_dir - to_chat(user, "You start climbing over [src]...") + to_chat(user, "You start to [climb_desc] [src]...") if(do_after(user, mob_climb_time)) - src.visible_message("[user] climbs over [src].") + src.visible_message("[user] begins to [climb_desc] [src].") user.loc = T else - to_chat(user,"You cannot climb over [src] as it is being blocked.") + to_chat(user,"You cannot [climb_desc] [src] as it is being blocked.") /obj/structure/destructible/proc/verb_climb() set name = "Climb over structure" diff --git a/code/modules/halo/structures/dense_obstructions.dm b/code/modules/halo/structures/dense_obstructions.dm new file mode 100644 index 0000000000000..3b2a87aa7478d --- /dev/null +++ b/code/modules/halo/structures/dense_obstructions.dm @@ -0,0 +1,145 @@ + +#define DENSE_OBSTRUCTION_PATH_ITER_CAP 25 + +//Used for fields of obstructing trees, boulders, flora, etc. Takes a while to pass over them, and blocks view, but can be destroyed with enough firepower. +//You could also just use this for normal clusters of icons by removing the density, I suppose. + +/obj/structure/destructible/dense_obstruction + name = "dense obstruction" + desc = "A dense obstruction." + icon = 'code/modules/halo/flora/jungleflora.dmi' + icon_state = "bush_1" + climb_desc = "manouver past" + plane = ABOVE_HUMAN_PLANE + density = 1 + opacity = 1 + alpha = 150 + pixel_x = 0 + health = 1250 + maxHealth = 1250 + closerange_freefire = 0 + bump_climb = 1 + mob_climb_time = 4 SECONDS + explosion_damage_mult = 0.1 + var/list/states_ignore = list("rocks_1","rocks_2","rocks_3","rocks_4") //States in the provided icon file to ignore whilst randomising tree type. + var/max_offset = 12 + var/min_offset = -12 + var/obstruction_num = 5 //How many obstacles make up our density? + + var/obst_num_hp_cache = 0//Internal use only. + var/next_icon_loss_threshold = 0 + +/obj/structure/destructible/dense_obstruction/update_icon() + if(obst_num_hp_cache == 0) + obst_num_hp_cache = maxHealth / obstruction_num //Our HP interval to lose an icon. + next_icon_loss_threshold = maxHealth - obst_num_hp_cache + if(overlays.len == 0) //Only on first init. + icon_state = "blank" //The baseline icon shouldn't be visible. + var/icon/icon_obj = new(icon) + var/list/valid_Istates = icon_obj.IconStates() - states_ignore + qdel(icon_obj) + for(var/iter = 0 to obstruction_num) + var/image/I = image(icon,pick(valid_Istates)) + var/x_offset = rand(min_offset,max_offset) + var/y_offset = rand(min_offset,max_offset) + I.pixel_x = src.pixel_x + x_offset + I.pixel_y = src.pixel_y + y_offset + I.alpha = alpha + overlays += I + else + if(health < next_icon_loss_threshold) + next_icon_loss_threshold -= obst_num_hp_cache + var/image/img = overlays[overlays.len] + overlays -= img + + +/obj/structure/destructible/dense_obstruction/Initialize() + . = ..() + update_icon() + + +//Variants// +/obj/structure/destructible/dense_obstruction/flora_assorted + name = "dense flora" + desc = "Hard to see through, but easy to move through. Provides minimal protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/ausflora.dmi' + icon_state = "fern_1" + density = 0 + cover_rating = 20 + states_ignore = list() //States in the provided icon file to ignore whilst randomising tree type. + max_offset = 7 + min_offset = -7 + obstruction_num = 4 + +/obj/structure/destructible/dense_obstruction/flora_jungle + name = "dense flora" + desc = "Hard to see through, but easy to move through. Provides minimal protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/jungleflora.dmi' + icon_state = "bush_1" + density = 0 + cover_rating = 20 + states_ignore = list("rocks_1","rocks_2","rocks_3","rocks_4") //States in the provided icon file to ignore whilst randomising tree type. + max_offset = 10 + min_offset = -10 + obstruction_num = 6 + +/obj/structure/destructible/dense_obstruction/flora_jungle_large + name = "dense flora" + desc = "Hard to see through, and hard to move through. Provides minimal protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/swamp_ausflora_large.dmi' + icon_state = "bush_1" + pixel_x = -16 + cover_rating = 30 + states_ignore = list("rocks_1","rocks_2","rocks_3","rocks_4") //States in the provided icon file to ignore whilst randomising tree type. + max_offset = 10 + min_offset = -10 + obstruction_num = 3 + +/obj/structure/destructible/dense_obstruction/rocks + name = "boulders" + desc = "Hard to see through, and hard to move through. Provides significant protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/jungleflora.dmi' + icon_state = "rocks_1" + cover_rating = 60 + states_ignore = list("bush_1","bush_2","bush_3") //States in the provided icon file to ignore whilst randomising tree type. + max_offset = 10 + min_offset = -10 + obstruction_num = 5 + +/obj/structure/destructible/dense_obstruction/rocks_large + name = "boulders" + desc = "Hard to see through, and hard to move through. Provides significant protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/swamp_ausflora_large.dmi' + icon_state = "rocks_1" + pixel_x = -16 + cover_rating = 60 + states_ignore = list("bush_1","bush_2","bush_3") //States in the provided icon file to ignore whilst randomising tree type. + max_offset = 10 + min_offset = -10 + obstruction_num = 3 + +/obj/structure/destructible/dense_obstruction/trees + name = "dense trees" + desc = "Hard to see through, and hard to move through. Provides excellent protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/jungletree.dmi' + icon_state = "tree_1" + cover_rating = 80 + states_ignore = list() //States in the provided icon file to ignore whilst randomising tree type. + pixel_x = -32 + pixel_y = -6 + max_offset = 7 + min_offset = -7 + obstruction_num = 2 + +/obj/structure/destructible/dense_obstruction/trees_large + name = "dense trees" + desc = "Hard to see through, and hard to move through. Provides excellent protection against gunfire. Can be destroyed with enough concentrated firepower." + icon = 'code/modules/halo/flora/jungletreelarge.dmi' + icon_state = "tree_1" + cover_rating = 80 + states_ignore = list() //States in the provided icon file to ignore whilst randomising tree type. + pixel_x = -64 + pixel_y = -16 + max_offset = 7 + min_offset = -7 + obstruction_num = 2 \ No newline at end of file