Files
Aurora.3/code/game/objects/structures/full_window_frame.dm
SidVeld d109aeff47 Сonstructable with rods grills (#18751)
I was once asked to install a grille in a window. However, I was not
able to do it because the code does not provide for it. I had the face
of Pepe the frog.

Refactors the code a bit and adds the ability to use rods on windows to
create grids. You will need two rods for installation. Remember that the
glass will interfere with the installation.

---------

Signed-off-by: SidVeld <sidveld@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2024-04-15 10:53:35 +00:00

219 lines
6.8 KiB
Plaintext

/obj/structure/window_frame
name = "steel window frame"
desc = "A steel window frame."
icon = 'icons/obj/smooth/window/full_window_frame_color.dmi'
icon_state = "window_frame"
color = COLOR_GRAY20
build_amt = 4
layer = ABOVE_TABLE_LAYER
anchored = TRUE
density = TRUE
climbable = TRUE
smoothing_flags = SMOOTH_MORE
breakable = TRUE
can_be_unanchored = TRUE
canSmoothWith = list(
/turf/simulated/wall,
/turf/simulated/wall/r_wall,
/turf/simulated/wall/shuttle/scc_space_ship,
/turf/unsimulated/wall/steel, // Centcomm wall.
/turf/unsimulated/wall/darkshuttlewall, // Centcomm wall.
/turf/unsimulated/wall/riveted, // Centcomm wall.
/obj/structure/window_frame,
/obj/structure/window_frame/unanchored,
/obj/structure/window_frame/empty,
/obj/machinery/door
)
blend_overlay = "wall"
can_blend_with = list(
/turf/simulated/wall,
/obj/machinery/door
)
obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
var/should_check_mapload = TRUE
var/has_glass_installed = FALSE
var/has_grille_installed = FALSE
var/glass_needed = 4
var/rods_needed = 2
/obj/structure/window_frame/cardinal_smooth(adjacencies, var/list/dir_mods)
dir_mods = handle_blending(adjacencies, dir_mods)
return ..(adjacencies, dir_mods)
/obj/structure/window_frame/Initialize(mapload) // If the window frame is mapped in, it should be considered to have glass spawned in it by a window spawner.
. = ..()
if(mapload && should_check_mapload)
has_glass_installed = TRUE
/obj/structure/window_frame/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height == 0))
return TRUE
if(istype(mover, /obj/structure/closet/crate))
return TRUE
if(istype(mover) && mover.checkpass(PASSTABLE))
return TRUE
if(locate(/obj/structure/window_frame) in get_turf(mover))
return TRUE
return FALSE
/obj/structure/window_frame/attackby(obj/item/attacking_item, mob/user)
if((attacking_item.isscrewdriver()) && (istype(loc, /turf/simulated) || anchored))
if(has_glass_installed)
to_chat(user, SPAN_NOTICE("You can't unfasten \the [src] if it has glass installed."))
return
if(anchored)
if(attacking_item.use_tool(src, user, 2 SECONDS, volume = 50))
anchored = FALSE
to_chat(user, SPAN_NOTICE("You unfasten \the [src]."))
update_icon()
update_nearby_icons()
return
else
if(attacking_item.use_tool(src, user, 2 SECONDS, volume = 50))
anchored = TRUE
to_chat(user, SPAN_NOTICE("You fasten \the [src]."))
dir = 2
update_icon()
update_nearby_icons()
return
else if(attacking_item.iswelder())
if(has_glass_installed)
to_chat(user, SPAN_NOTICE("You can't disassemble \the [src] if it has glass installed."))
return
if(anchored)
to_chat(user, SPAN_NOTICE("\The [src] needs to be unanchored to be able to be welded apart."))
return
var/obj/item/weldingtool/WT = attacking_item
if(!WT.isOn())
to_chat(user, SPAN_NOTICE("\The [WT] isn't turned on."))
return
playsound(src, 'sound/items/Welder.ogg', 50, TRUE)
user.visible_message(
SPAN_WARNING("\The [user] starts welding \the [src] apart!"),
SPAN_NOTICE("You start welding \the [src] apart..."),
"You hear deconstruction."
)
if(attacking_item.use_tool(src, user, 2 SECONDS, volume = 50))
if(!src || !WT.isOn())
return
if(WT.use(0, user))
to_chat(user, SPAN_NOTICE("You use \the [WT] to weld apart \the [src]."))
WT.play_tool_sound(get_turf(src), 50)
new /obj/item/stack/material/steel(get_turf(src), 4)
qdel(src)
return
else if(istype(attacking_item, /obj/item/stack/material))
if(!anchored)
to_chat(user, SPAN_NOTICE("\The [src] needs to be anchored."))
return
var/material_name = attacking_item.get_material_name()
if(material_name in list(MATERIAL_GLASS_REINFORCED, MATERIAL_GLASS_REINFORCED_PHORON))
if(has_glass_installed)
to_chat(user, SPAN_NOTICE("\The [src] already has glass installed."))
return
var/obj/item/stack/material/glass_stack = attacking_item
if(!do_after(user, 2 SECONDS))
return
if(!glass_stack.use(glass_needed))
var/message = "You need at least [glass_needed] sheets of " \
+ "[material_name] to install a window in \the [src]."
to_chat(user, SPAN_NOTICE(message))
return
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(user, SPAN_NOTICE("You place the [material_name] in the window frame."))
switch(material_name)
if(MATERIAL_GLASS_REINFORCED)
new /obj/structure/window/full/reinforced(get_turf(src), constructed = TRUE)
if(MATERIAL_GLASS_REINFORCED_PHORON)
new /obj/structure/window/full/phoron/reinforced(get_turf(src), constructed = TRUE)
has_glass_installed = TRUE
return
else if(istype(attacking_item, /obj/item/stack/rods))
if(!anchored)
to_chat(user, SPAN_NOTICE("\The [src] needs to be anchored."))
return
if(has_glass_installed)
to_chat(user, SPAN_NOTICE("You can't install the grille, the glass is in the way!"))
return
if(has_grille_installed)
to_chat(user, SPAN_NOTICE("\The [src] already has grille installed."))
return
var/obj/item/stack/rods/rods_stack = attacking_item
if(!do_after(user, 3 SECONDS))
return
if(!rods_stack.use(rods_needed))
var/message = "You need at least [rods_needed] rods to install the grille in \the [src]."
to_chat(user, SPAN_NOTICE(message))
return
playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
to_chat(user, SPAN_NOTICE("You place the grille in the window frame."))
var/obj/structure/grille/over/new_grille = new /obj/structure/grille/over(get_turf(src))
new_grille.shock(user, 70) // You haven't forgotten your precautions, have you?
has_grille_installed = TRUE
return
/obj/structure/window_frame/hitby(atom/movable/AM, speed)
. = ..()
var/obj/structure/window/W = locate() in get_turf(src)
if(istype(W))
W.hitby(AM)
/obj/structure/window_frame/wood
color = "#8f5847"
/obj/structure/window_frame/unanchored // Used during in-game construction.
should_check_mapload = FALSE // No glass.
anchored = FALSE
/obj/structure/window_frame/empty
should_check_mapload = FALSE // No glass.
/obj/structure/window_frame/shuttle
icon = 'icons/obj/smooth/window/full_window_frame_color.dmi'
color = null
smoothing_flags = SMOOTH_MORE
canSmoothWith = list(
/turf/simulated/wall/shuttle,
/turf/simulated/wall/shuttle/cardinal,
/turf/simulated/wall/shuttle/dark,
/turf/simulated/wall/shuttle/dark/cardinal,
/obj/structure/window_frame/shuttle,
/obj/machinery/door
)
can_blend_with = list(
/turf/simulated/wall/shuttle,
/turf/simulated/wall/shuttle/cardinal,
/obj/machinery/door
)
/obj/structure/window_frame/shuttle/merc
color = "#8b7d86"
/obj/structure/window_frame/shuttle/khaki
color = "#ac8b78"
/obj/structure/window_frame/shuttle/purple
color = "#7846b1"
/obj/structure/window_frame/shuttle/red
color = "#c24f4f"
/obj/structure/window_frame/shuttle/blue
color = "#6176a1"