Files
Aurora.3/code/game/objects/items/weapons/material/shards.dm
2022-05-23 14:39:00 +02:00

107 lines
3.2 KiB
Plaintext

// 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 = ITEMSIZE_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'
/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/W as obj, mob/user as mob)
if(W.iswelder() && material.shard_can_repair)
var/obj/item/weldingtool/WT = W
if(WT.use(0, user))
material.place_sheet(user.loc)
qdel(src)
return
return ..()
/obj/item/material/shard/Crossed(AM as mob|obj)
..()
if(isliving(AM))
var/mob/M = AM
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)