mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-02 13:32:32 +00:00
Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
221 lines
6.9 KiB
Plaintext
221 lines
6.9 KiB
Plaintext
/obj/structure/window_frame
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name = "steel window frame"
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desc = "A steel window frame."
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icon = 'icons/obj/smooth/window/full_window_frame_color.dmi'
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icon_state = "window_frame"
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color = COLOR_GRAY20
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build_amt = 4
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layer = WINDOW_FRAME_LAYER
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anchored = TRUE
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density = TRUE
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climbable = TRUE
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smoothing_flags = SMOOTH_MORE
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breakable = TRUE
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can_be_unanchored = TRUE
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canSmoothWith = list(
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/turf/simulated/wall,
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/turf/simulated/wall/r_wall,
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/turf/simulated/wall/shuttle/scc_space_ship,
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/turf/unsimulated/wall/steel, // Centcomm wall.
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/turf/unsimulated/wall/darkshuttlewall, // Centcomm wall.
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/turf/unsimulated/wall/riveted, // Centcomm wall.
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/obj/structure/window_frame,
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/obj/structure/window_frame/unanchored,
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/obj/structure/window_frame/empty,
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/obj/machinery/door
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)
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blend_overlay = "wall"
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can_blend_with = list(
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/turf/simulated/wall,
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/obj/machinery/door
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)
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obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
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var/should_check_mapload = TRUE
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var/has_glass_installed = FALSE
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var/has_grille_installed = FALSE
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var/glass_needed = 4
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var/rods_needed = 2
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/obj/structure/window_frame/cardinal_smooth(adjacencies, var/list/dir_mods)
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dir_mods = handle_blending(adjacencies, dir_mods)
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return ..(adjacencies, dir_mods)
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/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.
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. = ..()
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if(mapload && should_check_mapload)
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has_glass_installed = TRUE
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/obj/structure/window_frame/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height == 0))
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return TRUE
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if(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover, /obj/structure/closet/crate))
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return TRUE
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if(istype(mover) && mover.pass_flags & PASSTABLE)
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return TRUE
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if(locate(/obj/structure/window_frame) in get_turf(mover))
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return TRUE
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return FALSE
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/obj/structure/window_frame/attackby(obj/item/attacking_item, mob/user)
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if((attacking_item.isscrewdriver()) && (istype(loc, /turf/simulated) || anchored))
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if(has_glass_installed)
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to_chat(user, SPAN_NOTICE("You can't unfasten \the [src] if it has glass installed."))
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return
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if(anchored)
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if(attacking_item.use_tool(src, user, 2 SECONDS, volume = 50))
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anchored = FALSE
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to_chat(user, SPAN_NOTICE("You unfasten \the [src]."))
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update_icon()
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update_nearby_icons()
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return
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else
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if(attacking_item.use_tool(src, user, 2 SECONDS, volume = 50))
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anchored = TRUE
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to_chat(user, SPAN_NOTICE("You fasten \the [src]."))
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dir = 2
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update_icon()
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update_nearby_icons()
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return
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else if(attacking_item.iswelder())
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if(has_glass_installed)
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to_chat(user, SPAN_NOTICE("You can't disassemble \the [src] if it has glass installed."))
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return
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if(anchored)
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to_chat(user, SPAN_NOTICE("\The [src] needs to be unanchored to be able to be welded apart."))
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return
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var/obj/item/weldingtool/WT = attacking_item
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if(!WT.isOn())
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to_chat(user, SPAN_NOTICE("\The [WT] isn't turned on."))
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return
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playsound(src, 'sound/items/Welder.ogg', 50, TRUE)
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user.visible_message(
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SPAN_WARNING("\The [user] starts welding \the [src] apart!"),
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SPAN_NOTICE("You start welding \the [src] apart..."),
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"You hear deconstruction."
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)
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if(attacking_item.use_tool(src, user, 2 SECONDS, volume = 50))
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if(!src || !WT.isOn())
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return
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if(WT.use(0, user))
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to_chat(user, SPAN_NOTICE("You use \the [WT] to weld apart \the [src]."))
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WT.play_tool_sound(get_turf(src), 50)
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new /obj/item/stack/material/steel(get_turf(src), 4)
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qdel(src)
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return
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else if(istype(attacking_item, /obj/item/stack/material))
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if(!anchored)
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to_chat(user, SPAN_NOTICE("\The [src] needs to be anchored."))
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return
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var/material_name = attacking_item.get_material_name()
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if(material_name in list(MATERIAL_GLASS_REINFORCED, MATERIAL_GLASS_REINFORCED_PHORON))
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if(has_glass_installed)
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to_chat(user, SPAN_NOTICE("\The [src] already has glass installed."))
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return
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var/obj/item/stack/material/glass_stack = attacking_item
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if(!do_after(user, 2 SECONDS))
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return
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if(!glass_stack.use(glass_needed))
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var/message = "You need at least [glass_needed] sheets of " \
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+ "[material_name] to install a window in \the [src]."
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to_chat(user, SPAN_NOTICE(message))
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return
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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to_chat(user, SPAN_NOTICE("You place the [material_name] in the window frame."))
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switch(material_name)
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if(MATERIAL_GLASS_REINFORCED)
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new /obj/structure/window/full/reinforced(get_turf(src), constructed = TRUE)
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if(MATERIAL_GLASS_REINFORCED_PHORON)
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new /obj/structure/window/full/phoron/reinforced(get_turf(src), constructed = TRUE)
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has_glass_installed = TRUE
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return
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else if(istype(attacking_item, /obj/item/stack/rods))
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if(!anchored)
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to_chat(user, SPAN_NOTICE("\The [src] needs to be anchored."))
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return
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if(has_glass_installed)
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to_chat(user, SPAN_NOTICE("You can't install the grille, the glass is in the way!"))
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return
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if(has_grille_installed)
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to_chat(user, SPAN_NOTICE("\The [src] already has grille installed."))
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return
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var/obj/item/stack/rods/rods_stack = attacking_item
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if(!do_after(user, 3 SECONDS))
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return
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if(!rods_stack.use(rods_needed))
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var/message = "You need at least [rods_needed] rods to install the grille in \the [src]."
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to_chat(user, SPAN_NOTICE(message))
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return
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playsound(src, 'sound/items/Screwdriver.ogg', 50, 1)
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to_chat(user, SPAN_NOTICE("You place the grille in the window frame."))
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var/obj/structure/grille/over/new_grille = new /obj/structure/grille/over(get_turf(src))
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new_grille.shock(user, 70) // You haven't forgotten your precautions, have you?
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has_grille_installed = TRUE
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return
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/obj/structure/window_frame/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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. = ..()
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var/obj/structure/window/W = locate() in get_turf(src)
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if(istype(W))
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W.hitby(arglist(args))
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/obj/structure/window_frame/wood
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color = "#8f5847"
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/obj/structure/window_frame/unanchored // Used during in-game construction.
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should_check_mapload = FALSE // No glass.
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anchored = FALSE
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/obj/structure/window_frame/empty
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should_check_mapload = FALSE // No glass.
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/obj/structure/window_frame/shuttle
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icon = 'icons/obj/smooth/window/full_window_frame_color.dmi'
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color = null
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smoothing_flags = SMOOTH_MORE
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canSmoothWith = list(
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/turf/simulated/wall/shuttle,
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/turf/simulated/wall/shuttle/cardinal,
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/turf/simulated/wall/shuttle/dark,
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/turf/simulated/wall/shuttle/dark/cardinal,
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/obj/structure/window_frame/shuttle,
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/obj/machinery/door
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)
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can_blend_with = list(
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/turf/simulated/wall/shuttle,
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/turf/simulated/wall/shuttle/cardinal,
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/obj/machinery/door
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)
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/obj/structure/window_frame/shuttle/merc
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color = "#8b7d86"
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/obj/structure/window_frame/shuttle/khaki
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color = "#ac8b78"
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/obj/structure/window_frame/shuttle/purple
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color = "#7846b1"
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/obj/structure/window_frame/shuttle/red
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color = "#c24f4f"
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/obj/structure/window_frame/shuttle/blue
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color = "#6176a1"
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