mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
* starting point verdant * major progress * PAIN * test * zlevels AAGHHH OH NO * im scream * kawnyang * dam thats good * Biff Largehuge * Look Gordon, ropes! * wawagh * rgrhgrhrgrh * Gordon, you're alive! Thank God for that hazard suit. * help * frownie face * wegh * Gordon! Get away from the beams! * Good morning, Gordon. * Signs * fix multiple proc definition * initial ambience * gay rain * beach and some pebbles literally * fixing conflicts aUGH * generation * guh? * sewers and beach additions * maping * map * womp womp * landing zone * fixing missing shit * buddha * ass * major map updates * implemented key doors, fixed baloon alert and tasks * mineral color, adds ozone layer * real fake walls * vending subtypes for the regional market * mooooar * minimart pt 1 * haneunim skybox * station mapping progress * minimart and roboclinic * offices progress * bar work * size change, some polishing of the office + police station * map size update. Also a fuckton * tunnels * more work * Why doesnt the map initialize * broke shit * fixing point verdant spawning, also ocean landing zone * finishing some buildings * mapping, village, not finished * village, main road * village stuff * village stuff * village stuff * village stuff * anchoring * village stuff * random space tiles fix * random space tiles fix * bin fixes * missing initialize hint on new floors * fix open space on basement level * idk * missing initialize hint * tests again please * tests rerun please * oven/small be gone * remove shuttle landmarks idk * bad stairs fix maybe * fix missing open space above stairs * tests rerun please * CircularRandomTurfAround fix * spaces to tabs --------- Co-authored-by: atteria <tarkona@protonmail.com> Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com> Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
217 lines
7.1 KiB
Plaintext
217 lines
7.1 KiB
Plaintext
//
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// Window Spawner
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//
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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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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/machinery/door/firedoor
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var/single_window = FALSE // For full window panes and full windows.
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var/spawn_frame = FALSE // For full windows.
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var/spawn_grille = FALSE // For electrified windows.
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var/spawn_firedoor = FALSE
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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()
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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_LATEQDEL
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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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new frame_path(loc)
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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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new firedoor_path(loc)
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if(!single_window)
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var/list/neighbours = list()
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for (var/dir in cardinal)
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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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/********** Quarter Windows **********/
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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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/********** Full Windows **********/
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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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