// Glass shards /obj/item/material/shard name = "shard" icon = 'icons/obj/shards.dmi' desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass) icon_state = "large" randpixel = 8 sharp = 1 edge = TRUE recyclable = TRUE w_class = WEIGHT_CLASS_SMALL force_divisor = 0.2 // 6 with hardness 30 (glass) thrown_force_divisor = 0.4 // 4 with weight 15 (glass) item_state = "shard-glass" attack_verb = list("stabbed", "slashed", "sliced", "cut") default_material = "glass" unbreakable = 1 //It's already broken. drops_debris = FALSE drop_sound = 'sound/effects/glass_step.ogg' surgerysound = 'sound/items/surgery/scalpel.ogg' /obj/item/material/shard/Initialize(newloc, material_key) . = ..() var/static/list/loc_connections = list( COMSIG_ATOM_ENTERED = PROC_REF(on_entered), ) AddElement(/datum/element/connect_loc, loc_connections) /obj/item/material/shard/set_material(var/new_material) ..(new_material) if(!istype(material)) return icon_state = "[material.shard_icon][pick("large", "medium", "small")]" randpixel_xy() update_icon() if(material.shard_type) name = "[material.display_name] [material.shard_type]" desc = "A small piece of [material.display_name]. It looks sharp, you wouldn't want to step on it barefoot. Could probably be used as ... a throwing weapon?" switch(material.shard_type) if(SHARD_SPLINTER, SHARD_SHRAPNEL) gender = PLURAL else gender = NEUTER else qdel(src) /obj/item/material/shard/update_icon() if(material) color = material.icon_colour // 1-(1-x)^2, so that glass shards with 0.3 opacity end up somewhat visible at 0.51 opacity alpha = 255 * (1 - (1 - material.opacity)*(1 - material.opacity)) else color = "#ffffff" alpha = 255 /obj/item/material/shard/attackby(obj/item/attacking_item, mob/user as mob) if(attacking_item.tool_behaviour == TOOL_WELDER && material.shard_can_repair) var/obj/item/weldingtool/WT = attacking_item if(WT.use(0, user)) material.place_sheet(user.loc) qdel(src) return return ..() /obj/item/material/shard/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs) if(isliving(arrived)) var/mob/M = arrived if(M.buckled_to) //wheelchairs, office chairs, rollerbeds return to_chat(M, SPAN_DANGER("You step on \the [src]!")) playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds if(ishuman(M)) var/mob/living/carbon/human/H = M if(H.species.siemens_coefficient<0.5 || isunathi(H) || isvaurca(H) || (H.species.flags & (NO_EMBED))) //Thick skin. return if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) ) return var/list/check = list(BP_L_FOOT, BP_R_FOOT) while(check.len) var/picked = pick(check) var/obj/item/organ/external/affecting = H.get_organ(picked) if(affecting) if(affecting.status & ORGAN_ROBOT) return if(affecting.take_damage(5, 0)) H.UpdateDamageIcon() H.updatehealth() if(H.can_feel_pain()) H.Weaken(3) return check -= picked return // Preset types - left here for the code that uses them /obj/item/material/shard/shrapnel/Initialize(newloc, material_key) . = ..(loc, MATERIAL_STEEL) /obj/item/material/shard/shrapnel/flechette/Initialize(newloc, material_key) . = ..(loc, MATERIAL_TITANIUM) /obj/item/material/shard/phoron/Initialize(newloc, material_key) . = ..(loc, MATERIAL_GLASS_PHORON) /obj/item/material/shard/wood/Initialize(newloc, material_key) . = ..(loc, MATERIAL_WOOD)