mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-12 08:27:13 +01:00
4ecb0bc21c
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship.
287 lines
9.4 KiB
Plaintext
287 lines
9.4 KiB
Plaintext
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// ----------------------------------- window spawner base
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/obj/effect/map_effect/window_spawner
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name = "window spawner"
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icon = 'icons/effects/map_effects.dmi'
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atmos_canpass = CANPASS_NEVER
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var/window_path = /obj/structure/window/basic
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var/frame_path = /obj/structure/window_frame
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var/grille_path = /obj/structure/grille/over
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var/firedoor_path = /obj/structure/machinery/door/firedoor
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/// For full window panes and full windows
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var/single_window = FALSE
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/// For full windows
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var/spawn_frame = FALSE
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/// For electrified windows
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var/spawn_grille = FALSE
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var/spawn_firedoor = FALSE
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/// If not null, sets frame to this color
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var/frame_color = null
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var/activated
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/obj/effect/map_effect/window_spawner/CanPass() // Stops ZAS expanding zones past us, the windows will block the zone anyway.
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return FALSE
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/obj/effect/map_effect/window_spawner/attack_hand()
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attack_generic()
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/obj/effect/map_effect/window_spawner/attack_ghost()
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attack_generic()
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/obj/effect/map_effect/window_spawner/attack_generic(mob/user, damage, attack_message, environment_smash, armor_penetration, attack_flags, damage_type)
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activate()
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/obj/effect/map_effect/window_spawner/Initialize(mapload)
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if (!window_path)
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return INITIALIZE_HINT_QDEL
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..()
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activate()
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return INITIALIZE_HINT_QDEL
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/obj/effect/map_effect/window_spawner/proc/activate()
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if(activated)
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return
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if(spawn_frame)
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var/obj/frame = new frame_path(loc)
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if(istype(frame) && frame_color)
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frame.color = frame_color
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if(spawn_grille)
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new grille_path(loc)
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if(spawn_firedoor)
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var/obj/structure/machinery/door/firedoor/new_firedoor = new firedoor_path(loc)
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if(req_one_access)
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new_firedoor.req_one_access = req_one_access
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if(!single_window)
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var/list/neighbours = list()
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for (var/dir in GLOB.cardinals)
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var/turf/T = get_step(src, dir)
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var/obj/effect/map_effect/window_spawner/other = locate(/obj/effect/map_effect/window_spawner) in T
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if(!other)
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var/found_connection
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if(locate(grille_path) in T)
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for(var/obj/structure/window/W in T)
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if(W.type == window_path && W.dir == get_dir(T,src))
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found_connection = TRUE
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qdel(W)
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if(!found_connection)
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var/obj/structure/window/new_win = new window_path(src.loc)
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new_win.set_dir(dir)
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handle_window_spawn(new_win)
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else
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neighbours |= other
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else
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var/obj/structure/window/W = new window_path(loc)
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handle_full_window_spawn(W)
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activated = TRUE
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/obj/effect/map_effect/window_spawner/proc/handle_window_spawn(var/obj/structure/window/W)
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return
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/obj/effect/map_effect/window_spawner/proc/handle_full_window_spawn(var/obj/structure/window/full/W)
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return
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/obj/effect/map_effect/window_spawner/proc/handle_grille_spawn(var/obj/structure/grille/G)
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return
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// ----------------------------------- old quarter windows subtypes
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/obj/effect/map_effect/window_spawner/basic
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name = "window grille spawner"
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icon_state = "window-g"
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window_path = /obj/structure/window/basic
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/reinforced
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name = "reinforced window grille spawner"
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icon_state = "rwindow-g"
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window_path = /obj/structure/window/reinforced
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/reinforced/firedoor
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name = "reinforced window grille spawner with firedoor"
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icon_state = "rwindow-gf"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/reinforced/crescent
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name = "crescent window grille spawner"
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window_path = /obj/structure/window/reinforced/crescent
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grille_path = /obj/structure/grille/crescent
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/obj/effect/map_effect/window_spawner/borosilicate
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name = "borosilicate window grille spawner"
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icon_state = "pwindow-g"
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window_path = /obj/structure/window/borosilicate
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/borosilicate/reinforced
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name = "reinforced borosilicate window grille spawner"
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icon_state = "prwindow-g"
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window_path = /obj/structure/window/borosilicate/reinforced
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/borosilicate/reinforced/firedoor
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name = "reinforced borosilicate window grille spawner with firedoor"
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icon_state = "prwindow-gf"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/reinforced/polarized
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name = "polarized reinforced window grille spawner"
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color = "#222222"
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window_path = /obj/structure/window/reinforced/polarized
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var/id
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/obj/effect/map_effect/window_spawner/reinforced/polarized/handle_window_spawn(var/obj/structure/window/reinforced/polarized/W)
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if(id)
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W.id = id
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// ----------------------------------- windows subtypes
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// Window
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/obj/effect/map_effect/window_spawner/full // Unused.
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name = "unused"
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icon_state = null
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single_window = TRUE
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spawn_frame = TRUE
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// Reinforced Window
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/obj/effect/map_effect/window_spawner/full/reinforced
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name = "full reinforced window spawner"
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icon_state = "full_rwindow"
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window_path = /obj/structure/window/full/reinforced
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/obj/effect/map_effect/window_spawner/full/reinforced/grille
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name = "full reinforced window spawner with grille"
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icon_state = "full_rwindow-g"
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/full/reinforced/firedoor
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name = "full reinforced window spawner with firedoor"
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icon_state = "full_rwindow-f"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/full/reinforced/grille/firedoor
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name = "full reinforced window spawner with grille and firedoor"
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icon_state = "full_rwindow-gf"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/full/reinforced/indestructible
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name = "indestructible reinforced window spawner"
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icon_state = "full_i_rwindow"
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window_path = /obj/structure/window/full/reinforced/indestructible
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// Reinforced Polarized Window
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/obj/effect/map_effect/window_spawner/full/reinforced/polarized
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name = "full reinforced polarized window spawner"
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icon_state = "full_p_rwindow"
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window_path = /obj/structure/window/full/reinforced/polarized
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var/id
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/obj/effect/map_effect/window_spawner/full/reinforced/polarized/handle_full_window_spawn(var/obj/structure/window/full/reinforced/polarized/W)
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if(id)
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W.id = id
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/obj/effect/map_effect/window_spawner/full/reinforced/polarized/grille
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name = "full reinforced polarized window spawner with grille"
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icon_state = "full_p_rwindow-g"
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/full/reinforced/polarized/firedoor
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name = "full reinforced polarized window spawner with firedoor"
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icon_state = "full_p_rwindow-f"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/full/reinforced/polarized/grille/firedoor
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name = "full reinforced polarized window spawner with grille and firedoor"
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icon_state = "full_p_rwindow-gf"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/full/reinforced/polarized/indestructible
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name = "indestructible reinforced polarized window spawner"
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icon_state = "full_ip_rwindow"
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window_path = /obj/structure/window/full/reinforced/polarized/indestructible
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// Borosilicate Window
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/obj/effect/map_effect/window_spawner/full/borosilicate // Unused.
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name = "unused"
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icon_state = null
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// Reinforced Borosilicate Window
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/obj/effect/map_effect/window_spawner/full/borosilicate/reinforced
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name = "full reinforced borosilicate window spawner"
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icon_state = "full_brwindow"
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window_path = /obj/structure/window/full/phoron/reinforced
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/obj/effect/map_effect/window_spawner/full/borosilicate/reinforced/firedoor
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name = "full reinforced borosilicate window spawner with firedoor"
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icon_state = "full_brwindow-f"
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spawn_firedoor = TRUE
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//For smoothing into material colored walls, like wood
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/obj/effect/map_effect/window_spawner/full/wood
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name = "full wooden window spawner"
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icon_state = "full_rwindow"
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frame_path = /obj/structure/window_frame/wood
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window_path = /obj/structure/window/full/reinforced
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/obj/effect/map_effect/window_spawner/full/shuttle
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name = "full reinforced window spawner"
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icon_state = "full_rwindow_shuttle"
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frame_path = /obj/structure/window_frame/shuttle
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window_path = /obj/structure/window/full/reinforced
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/obj/effect/map_effect/window_spawner/full/shuttle/scc
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icon_state = "full_rwindow_shuttle_scc"
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frame_color = "#AAAFC7"
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/obj/effect/map_effect/window_spawner/full/shuttle/mercenary
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icon_state = "full_rwindow_shuttle_merc"
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frame_color = "#5B5B5B"
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/obj/effect/map_effect/window_spawner/full/shuttle/raider
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icon_state = "full_rwindow_shuttle"
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frame_color = "#6C7364"
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color = "#6C7364"
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/obj/effect/map_effect/window_spawner/full/shuttle/industrial
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icon_state = "full_rwindow_shuttle"
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frame_color = "#6E5B4A"
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color = "#6E5B4A"
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/obj/effect/map_effect/window_spawner/full/shuttle/brown
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icon_state = "full_rwindow_shuttle"
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frame_color = COLOR_MUTED_BROWN
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color = COLOR_MUTED_BROWN
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/obj/effect/map_effect/window_spawner/full/shuttle/brown/firedoor
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spawn_firedoor = TRUE
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//Coalition window frames
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/obj/effect/map_effect/window_spawner/full/shuttle/coalition
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name = "coalition reinforced window spawner"
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icon_state = "coalition_window"
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frame_path = /obj/structure/window_frame/shuttle
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frame_color = COLOR_COALITION
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/obj/effect/map_effect/window_spawner/full/shuttle/coalition/grille
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name = "coalition reinforced window spawner with grille"
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icon_state = "coalition_window-g"
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spawn_grille = TRUE
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/obj/effect/map_effect/window_spawner/full/shuttle/coalition/firedoor
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name = "coalition reinforced window spawner with firedoor"
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icon_state = "coalition_window-f"
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spawn_firedoor = TRUE
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/obj/effect/map_effect/window_spawner/full/shuttle/coalition/grille/firedoor
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name = "coalition reinforced window spawner with grille and firedoor"
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icon_state = "coalition_window-gf"
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spawn_firedoor = TRUE
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