mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 00:22:12 +00:00
You can now put flags on windows without bashing them.
Compartmental circuit kits no longer display pickup error messages when you put it back in the big box.
564 lines
16 KiB
Plaintext
564 lines
16 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon = 'icons/obj/structures.dmi'
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density = 1
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w_class = 3
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layer = 3.2//Just above doors
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anchored = 1.0
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flags = ON_BORDER
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obj_flags = OBJ_FLAG_ROTATABLE
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var/maxhealth = 14.0
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var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
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var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
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var/health
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var/ini_dir = null
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var/state = 2
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var/reinf = 0
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var/basestate
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var/shardtype = /obj/item/material/shard
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var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
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var/silicate = 0 // number of units of silicate
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atmos_canpass = CANPASS_PROC
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/obj/structure/window/examine(mob/user)
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. = ..(user)
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if(health == maxhealth)
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to_chat(user, span("notice", "It looks fully intact."))
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else
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var/perc = health / maxhealth
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if(perc > 0.75)
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to_chat(user, span("notice", "It has a few cracks."))
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else if(perc > 0.5)
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to_chat(user, span("warning", "It looks slightly damaged."))
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else if(perc > 0.25)
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to_chat(user, span("warning", "It looks moderately damaged."))
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else
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to_chat(user, span("danger", "It looks heavily damaged."))
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if(silicate)
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if (silicate < 30)
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to_chat(user, span("notice", "It has a thin layer of silicate."))
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else if (silicate < 70)
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to_chat(user, span("notice", "It is covered in silicate."))
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else
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to_chat(user, span("notice", "There is a thick layer of silicate covering it."))
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/obj/structure/window/proc/take_damage(var/damage = 0, var/sound_effect = 1)
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var/initialhealth = health
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if(silicate)
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damage = damage * (1 - silicate / 200)
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health = max(0, health - damage)
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if(health <= 0)
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shatter()
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else
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if(sound_effect)
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playsound(loc, 'sound/effects/glass_hit.ogg', 100, 1)
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if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
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visible_message(span("danger", "[src] looks like it's about to shatter!"))
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playsound(loc, "glasscrack", 100, 1)
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else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
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visible_message(span("warning", "[src] looks seriously damaged!"))
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playsound(loc, "glasscrack", 100, 1)
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else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
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visible_message(span("warning", "Cracks begin to appear in [src]!"))
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playsound(loc, "glasscrack", 100, 1)
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return
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/obj/structure/window/proc/apply_silicate(var/amount)
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if(health < maxhealth) // Mend the damage
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health = min(health + amount * 3, maxhealth)
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if(health == maxhealth)
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visible_message("[src] looks fully repaired." )
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else // Reinforce
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silicate = min(silicate + amount, 100)
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updateSilicate()
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/obj/structure/window/proc/updateSilicate()
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cut_overlays()
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var/image/img = image(icon, icon_state)
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img.color = "#ffffff"
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img.alpha = silicate * 255 / 100
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add_overlay(img)
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/obj/structure/window/proc/shatter(var/display_message = 1)
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message(span("warning", "\The [src] shatters!"))
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if(dir == SOUTHWEST)
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var/index = null
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index = 0
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while(index < 2)
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new shardtype(loc) //todo pooling?
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if(reinf)
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new /obj/item/stack/rods(loc)
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index++
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else
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new shardtype(loc) //todo pooling?
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if(reinf)
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new /obj/item/stack/rods(loc)
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qdel(src)
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return
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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if(!proj_damage) return
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..()
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take_damage(proj_damage)
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return
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/obj/structure/window/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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shatter(0)
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return
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if(3.0)
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if(prob(50))
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shatter(0)
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return
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else
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take_damage(rand(10,30))
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//TODO: Make full windows a separate type of window.
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//Once a full window, it will always be a full window, so there's no point
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//having the same type for both.
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/obj/structure/window/proc/is_full_window()
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return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(is_full_window())
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) & dir)
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return !density
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else
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return 1
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/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if(get_dir(O.loc, target) == dir)
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return 0
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return 1
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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visible_message(span("danger", "[src] was hit by [AM]."))
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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if(health - tforce <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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take_damage(tforce)
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/obj/structure/window/attack_hand(var/mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message(span("danger", "[user] smashes through [src]!"))
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user.do_attack_animation(src)
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shatter()
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else if (user.a_intent == I_HURT)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H) || (H.is_berserk()))
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attack_generic(H,25)
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return
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playsound(src.loc, 'sound/effects/glass_knock.ogg', 90, 1)
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user.do_attack_animation(src)
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user.visible_message(span("danger", "\The [user] bangs against \the [src]!"),
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span("danger", "You bang against \the [src]!"),
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"You hear a banging sound.")
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else
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playsound(src.loc, 'sound/effects/glass_knock.ogg', 60, 1)
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user.visible_message("[user] knocks on \the [src.name].",
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"You knock on \the [src.name].",
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"You hear a knocking sound.")
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return
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/obj/structure/window/attack_generic(var/mob/user, var/damage)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(damage >= 10)
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visible_message(span("danger", "[user] smashes into [src]!"))
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take_damage(damage)
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else
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visible_message(span("notice", "\The [user] bonks \the [src] harmlessly."))
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playsound(src.loc, 'sound/effects/glass_hit.ogg', 10, 1, -2)
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user.do_attack_animation(src)
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return 1
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/obj/structure/window/do_simple_ranged_interaction(var/mob/user)
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visible_message(span("notice", "Something knocks on \the [src]."))
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playsound(loc, 'sound/effects/glass_hit.ogg', 50, 1)
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return TRUE
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/obj/structure/window/attackby(obj/item/W, mob/user)
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if(!istype(W) || istype(W, /obj/item/flag))
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return
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if(istype(W, /obj/item/grab) && get_dist(src,user)<2)
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var/obj/item/grab/G = W
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if(istype(G.affecting,/mob/living))
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grab_smash_attack(G, BRUTE)
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return
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if(W.flags & NOBLUDGEON) return
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if(W.isscrewdriver())
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if(reinf && state >= 1)
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state = 3 - state
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update_nearby_icons()
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playsound(loc, W.usesound, 75, 1)
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to_chat(user, (state == 1 ? span("notice", "You have unfastened the window from the frame.") : span("notice", "You have fastened the window to the frame.")))
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else if(reinf && state == 0)
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anchored = !anchored
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update_nearby_icons()
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playsound(loc, W.usesound, 75, 1)
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to_chat(user, (anchored ? span("notice", "You have fastened the frame to the floor.") : span("notice", "You have unfastened the frame from the floor.")))
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else if(!reinf)
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anchored = !anchored
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update_nearby_icons()
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playsound(loc, W.usesound, 75, 1)
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to_chat(user, (anchored ? span("notice", "You have fastened the window to the floor.") : span("notice", "You have unfastened the window.")))
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else if(W.iscrowbar() && reinf && state <= 1)
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state = 1 - state
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playsound(loc, W.usesound, 75, 1)
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to_chat(user, (state ? span("notice", "You have pried the window into the frame.") : span("notice", "You have pried the window out of the frame.")))
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else if(W.iswrench() && !anchored && (!state || !reinf))
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if(!glasstype)
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to_chat(user, span("notice", "You're not sure how to dismantle \the [src] properly."))
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else
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visible_message(span("notice", "[user] dismantles \the [src]."))
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if(dir == SOUTHWEST)
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var/obj/item/stack/material/mats = new glasstype(loc)
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mats.amount = is_fulltile() ? 4 : 2
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else
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new glasstype(loc)
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qdel(src)
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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hit(W.force)
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if(health <= 7)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
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..()
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return
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/obj/structure/window/proc/grab_smash_attack(obj/item/grab/G, var/damtype = BRUTE)
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var/mob/living/M = G.affecting
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var/mob/living/user = G.assailant
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var/state = G.state
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qdel(G) //gotta delete it here because if window breaks, it won't get deleted
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var/def_zone = ran_zone(BP_HEAD, 20)
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var/blocked = M.run_armor_check(def_zone, "melee")
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switch (state)
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if(1)
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M.visible_message(span("warning", "[user] slams [M] against \the [src]!"))
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M.apply_damage(7, damtype, def_zone, blocked, src)
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hit(10)
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if(2)
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M.visible_message(span("danger", "[user] bashes [M] against \the [src]!"))
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if (prob(50))
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M.Weaken(1)
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M.apply_damage(10, damtype, def_zone, blocked, src)
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hit(25)
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if(3)
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M.visible_message(span("danger", "<big>[user] crushes [M] against \the [src]!</big>"))
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M.Weaken(5)
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M.apply_damage(20, damtype, def_zone, blocked, src)
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hit(50)
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/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
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if(reinf) damage *= 0.5
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take_damage(damage)
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return
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/obj/structure/window/Initialize(mapload, start_dir = null, constructed=0)
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. = ..()
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//player-constructed windows
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if (constructed)
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anchored = 0
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if (start_dir)
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set_dir(start_dir)
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health = maxhealth
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ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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/obj/structure/window/Destroy()
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density = 0
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update_nearby_tiles()
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var/turf/location = loc
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loc = null
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for(var/obj/structure/window/W in orange(location, 1))
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W.update_icon()
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loc = location
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return ..()
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/obj/structure/window/Move()
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var/ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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..()
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set_dir(ini_dir)
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update_nearby_tiles(need_rebuild=1)
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//checks if this window is full-tile one
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/obj/structure/window/proc/is_fulltile()
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if(dir & (dir - 1))
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return 1
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return 0
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//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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for(var/obj/structure/window/W in orange(src, 1))
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W.update_icon()
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/update_icon()
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//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
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//this way it will only update full-tile ones
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cut_overlays()
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if(!is_fulltile())
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icon_state = "[basestate]"
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return
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var/list/dirs = list()
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if(anchored)
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for(var/obj/structure/window/W in orange(src,1))
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if(W.anchored && W.density && W.type == src.type && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
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dirs += get_dir(src, W)
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var/list/connections = dirs_to_corner_states(dirs)
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icon_state = ""
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for(var/i = 1 to 4)
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var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
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add_overlay(I)
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/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > maximal_heat)
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hit(damage_per_fire_tick, 0)
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..()
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/obj/structure/window/basic
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desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
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icon_state = "window"
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basestate = "window"
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glasstype = /obj/item/stack/material/glass
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maximal_heat = T0C + 100
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damage_per_fire_tick = 2.0
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maxhealth = 12.0
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/obj/structure/window/phoronbasic
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name = "phoron window"
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desc = "A borosilicate alloy window. It seems to be quite strong."
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basestate = "phoronwindow"
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icon_state = "phoronwindow"
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shardtype = /obj/item/material/shard/phoron
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glasstype = /obj/item/stack/material/glass/phoronglass
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maximal_heat = T0C + 2000
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damage_per_fire_tick = 1.0
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maxhealth = 40.0
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/obj/structure/window/phoronreinforced
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name = "reinforced borosilicate window"
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desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
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basestate = "phoronrwindow"
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icon_state = "phoronrwindow"
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shardtype = /obj/item/material/shard/phoron
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glasstype = /obj/item/stack/material/glass/phoronrglass
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reinf = 1
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maximal_heat = T0C + 4000
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damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
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maxhealth = 80.0
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/obj/structure/window/phoronreinforced/skrell
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name = "advanced borosilicate-alloy window"
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desc = "A window made out of a higly advanced borosilicate alloy. It seems to be extremely strong."
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basestate = "phoronwindow"
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icon_state = "phoronwindow"
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maxhealth = 250
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/obj/structure/window/reinforced
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name = "reinforced window"
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desc = "It looks rather strong. Might take a few good hits to shatter it."
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icon_state = "rwindow"
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basestate = "rwindow"
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maxhealth = 40.0
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reinf = 1
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maximal_heat = T0C + 750
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damage_per_fire_tick = 2.0
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glasstype = /obj/item/stack/material/glass/reinforced
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/obj/structure/window/Initialize(mapload, constructed = 0)
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. = ..()
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//player-constructed windows
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if (!mapload && constructed)
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state = 0
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/obj/structure/window/reinforced/full
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dir = 5
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icon_state = "fwindow"
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
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icon_state = "twindow"
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basestate = "twindow"
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opacity = 1
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/obj/structure/window/reinforced/tinted/frosted
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name = "frosted window"
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desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
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icon_state = "fwindow"
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basestate = "fwindow"
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maxhealth = 30
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/obj/structure/window/shuttle
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name = "shuttle window"
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desc = "It looks rather strong. Might take a few good hits to shatter it."
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icon = 'icons/obj/smooth/shuttle_window.dmi'
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icon_state = "shuttle_window"
|
|
basestate = "window"
|
|
maxhealth = 40
|
|
reinf = 1
|
|
basestate = "w"
|
|
dir = 5
|
|
smooth = SMOOTH_TRUE
|
|
can_be_unanchored = TRUE
|
|
|
|
/obj/structure/window/shuttle/legion
|
|
name = "cockpit window"
|
|
icon = 'icons/obj/smooth/shuttle_window_legion.dmi'
|
|
health = 160
|
|
maxhealth = 160
|
|
|
|
/obj/structure/window/shuttle/palepurple
|
|
icon = 'icons/obj/smooth/shuttle_window_palepurple.dmi'
|
|
|
|
/obj/structure/window/shuttle/skrell
|
|
name = "advanced borosilicate alloy window"
|
|
desc = "It looks extremely strong. Might take many good hits to crack it."
|
|
icon = 'icons/obj/smooth/skrell_window_purple.dmi'
|
|
health = 500
|
|
maxhealth = 500
|
|
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
|
|
canSmoothWith = list(
|
|
/turf/simulated/wall/shuttle/skrell,
|
|
/obj/structure/window/shuttle/skrell
|
|
)
|
|
|
|
/obj/structure/window/shuttle/crescent
|
|
desc = "It looks rather strong."
|
|
|
|
/obj/structure/window/shuttle/crescent/take_damage()
|
|
return
|
|
|
|
/obj/structure/window/shuttle/update_nearby_icons()
|
|
queue_smooth_neighbors(src)
|
|
|
|
/obj/structure/window/update_icon()
|
|
queue_smooth(src)
|
|
|
|
/obj/structure/window/reinforced/polarized
|
|
name = "electrochromic window"
|
|
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
|
|
var/id
|
|
|
|
/obj/structure/window/reinforced/polarized/proc/toggle()
|
|
if(opacity)
|
|
animate(src, color="#FFFFFF", time=5)
|
|
set_opacity(0)
|
|
else
|
|
animate(src, color="#222222", time=5)
|
|
set_opacity(1)
|
|
|
|
/obj/structure/window/reinforced/crescent/attack_hand()
|
|
return
|
|
|
|
/obj/structure/window/reinforced/crescent/attackby()
|
|
return
|
|
|
|
/obj/structure/window/reinforced/crescent/ex_act(var/severity = 2.0)
|
|
return
|
|
|
|
/obj/structure/window/reinforced/crescent/hitby()
|
|
return
|
|
|
|
/obj/structure/window/reinforced/crescent/take_damage()
|
|
return
|
|
|
|
/obj/structure/window/reinforced/crescent/shatter()
|
|
return
|
|
|
|
/obj/machinery/button/windowtint
|
|
name = "window tint control"
|
|
icon = 'icons/obj/power.dmi'
|
|
icon_state = "light0"
|
|
desc = "A remote control switch for polarized windows."
|
|
var/range = 16
|
|
|
|
/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
|
|
if(..())
|
|
return 1
|
|
|
|
toggle_tint()
|
|
|
|
/obj/machinery/button/windowtint/proc/toggle_tint()
|
|
use_power(5)
|
|
|
|
active = !active
|
|
update_icon()
|
|
|
|
for(var/obj/structure/window/reinforced/polarized/W in range(src,range))
|
|
if (W.id == src.id || !W.id)
|
|
spawn(0)
|
|
W.toggle()
|
|
return
|
|
|
|
/obj/machinery/button/windowtint/power_change()
|
|
..()
|
|
if(active && !powered(power_channel))
|
|
toggle_tint()
|
|
|
|
/obj/machinery/button/windowtint/update_icon()
|
|
icon_state = "light[active]"
|