/* Glass stack types * Contains: * * Glass sheets * * Reinforced glass sheets * * Wired glass sheets * * Phoron Glass Sheets * * Reinforced Phoron Glass Sheets (AKA Holy fuck strong windows) * * Glass shards - TODO: Move this into code/game/object/item/weapons */ /* * Glass sheets */ /obj/item/stack/material/glass name = "glass" singular_name = "glass sheet" icon_state = "sheet-glass" var/created_window = /obj/structure/window/basic var/is_reinforced = 0 var/list/construction_options = list("One Direction", "Full Window") default_type = "glass" icon_has_variants = TRUE drop_sound = 'sound/items/drop/glass.ogg' pickup_sound = 'sound/items/pickup/glass.ogg' /obj/item/stack/material/glass/mechanics_hints(mob/user, distance, is_adjacent) . += ..() . += "Left-click this item in-hand to view its crafting menu." /obj/item/stack/material/glass/assembly_hints(mob/user, distance, is_adjacent) . += ..() . += "Combining this item with metal rods will create reinforced glass." /obj/item/stack/material/glass/attack_self(mob/user as mob) construct_window(user) /obj/item/stack/material/glass/proc/construct_window(mob/user as mob) if(!user || !src) return 0 if(!istype(user.loc,/turf)) return 0 if(!user.IsAdvancedToolUser()) return 0 var/title = "Sheet-[name]" title += " ([src.get_amount()] sheet\s left)" switch(input(title, "What would you like to construct?") as null|anything in construction_options) if("One Direction") if(!src) return 1 if(src.loc != user) return 1 var/list/directions = new/list(GLOB.cardinals) var/i = 0 for (var/obj/structure/window/win in user.loc) i++ if(i >= 4) to_chat(user, SPAN_WARNING("There are too many windows in this location.")) return 1 directions-=win.dir if(!(win.dir in GLOB.cardinals)) to_chat(user, SPAN_WARNING("Can't let you do that.")) return 1 //Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc. var/dir_to_set = 2 for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) )) var/found = 0 for(var/obj/structure/window/WT in user.loc) if(WT.dir == direction) found = 1 if(!found) dir_to_set = direction break new created_window( user.loc, dir_to_set, 1 ) src.use(1) if("Full Window") if(!src) return 1 if(src.loc != user) return 1 if(src.get_amount() < 4) to_chat(user, SPAN_WARNING("You need more glass to do that.")) return 1 if(locate(/obj/structure/window) in user.loc) to_chat(user, SPAN_WARNING("There is a window in the way.")) return 1 new created_window( user.loc, SOUTHWEST, 1 ) src.use(4) if("Windoor") if(!is_reinforced) return 1 if(!src || src.loc != user) return 1 if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc)) to_chat(user, SPAN_WARNING("There is already a windoor assembly in that location.")) return 1 if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc)) to_chat(user, SPAN_WARNING("There is already a windoor in that location.")) return 1 if(src.get_amount() < 5) to_chat(user, SPAN_WARNING("You need more glass to do that.")) return 1 new /obj/structure/windoor_assembly(user.loc, user.dir, 1) src.use(5) return 0 /* * Reinforced glass sheets */ /obj/item/stack/material/glass/reinforced name = "reinforced glass" singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" default_type = "reinforced glass" created_window = /obj/structure/window/reinforced is_reinforced = 1 construction_options = list("One Direction", "Full Window", "Windoor") /* * Wired glass sheets */ /obj/item/stack/material/glass/wired name = "wired glass tile" singular_name = "wired glass floor tile" desc = "A glass tile, which is wired, somehow." icon = 'icons/obj/item/stacks/tiles.dmi' icon_state = "glass_wire" created_window = null default_type = "wired glass" construction_options = list() icon_has_variants = FALSE /obj/item/stack/material/glass/wired/attackby(obj/item/attacking_item, mob/user) if(istype(attacking_item, /obj/item/stack/material/steel)) var/obj/item/stack/material/steel/M = attacking_item if (M.use(1)) var/obj/item/L = new /obj/item/stack/tile/light user.drop_from_inventory(L, get_turf(src)) to_chat(user, SPAN_NOTICE("You make a light tile.")) use(1) else to_chat(user, SPAN_WARNING("You need one metal sheet to finish the light tile!")) else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER) user.drop_from_inventory(attacking_item, get_turf(src)) to_chat(user, SPAN_NOTICE("You detach the wire from the [name].")) playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1) new /obj/item/stack/cable_coil(user.loc, 5) new /obj/item/stack/material/glass(user.loc) use(1) else return ..() /* * Phoron Glass sheets */ /obj/item/stack/material/glass/phoronglass name = "phoron glass" singular_name = "phoron glass sheet" icon_state = "sheet-phoronglass" created_window = /obj/structure/window/borosilicate default_type = "phoron glass" icon_has_variants = FALSE /* * Reinforced phoron glass sheets */ /obj/item/stack/material/glass/phoronrglass name = "reinforced phoron glass" singular_name = "reinforced phoron glass sheet" icon_state = "sheet-phoronrglass" default_type = "reinforced phoron glass" created_window = /obj/structure/window/borosilicate/reinforced is_reinforced = 1 icon_has_variants = FALSE