mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
296 lines
8.4 KiB
Plaintext
296 lines
8.4 KiB
Plaintext
/* Glass stack types
|
|
* Contains:
|
|
* Glass sheets
|
|
* Reinforced glass sheets
|
|
* Glass shards - TODO: Move this into code/game/object/item/weapons
|
|
*/
|
|
|
|
/*
|
|
* Glass sheets
|
|
*/
|
|
/obj/item/stack/sheet/glass
|
|
name = "glass"
|
|
desc = "HOLY SHEET! That is a lot of glass."
|
|
singular_name = "glass sheet"
|
|
icon_state = "sheet-glass"
|
|
g_amt = 3750
|
|
origin_tech = "materials=1"
|
|
|
|
|
|
/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
|
|
construct_window(user)
|
|
|
|
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user)
|
|
..()
|
|
if(istype(W,/obj/item/weapon/cable_coil))
|
|
var/obj/item/weapon/cable_coil/CC = W
|
|
if(CC.amount < 5)
|
|
user << "\b There is not enough wire in this coil. You need 5 lengths."
|
|
return
|
|
CC.use(5)
|
|
user << "\blue You attach wire to the [name]."
|
|
new /obj/item/stack/light_w(user.loc)
|
|
src.use(1)
|
|
else if( istype(W, /obj/item/stack/rods) )
|
|
var/obj/item/stack/rods/V = W
|
|
var/obj/item/stack/sheet/rglass/RG = new (user.loc)
|
|
RG.add_fingerprint(user)
|
|
RG.add_to_stacks(user)
|
|
V.use(1)
|
|
var/obj/item/stack/sheet/glass/G = src
|
|
src = null
|
|
var/replace = (user.get_inactive_hand()==G)
|
|
G.use(1)
|
|
if (!G && !RG && replace)
|
|
user.put_in_hands(RG)
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/stack/sheet/glass/proc/construct_window(mob/user as mob)
|
|
if(!user || !src) return 0
|
|
if(!istype(user.loc,/turf)) return 0
|
|
if(!user.IsAdvancedToolUser())
|
|
user << "\red You don't have the dexterity to do this!"
|
|
return 0
|
|
var/title = "Sheet-Glass"
|
|
title += " ([src.amount] sheet\s left)"
|
|
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
|
|
if("One Direction")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
|
|
var/list/directions = new/list(cardinal)
|
|
var/i = 0
|
|
for (var/obj/structure/window/win in user.loc)
|
|
i++
|
|
if(i >= 4)
|
|
user << "\red There are too many windows in this location."
|
|
return 1
|
|
directions-=win.dir
|
|
if(!(win.ini_dir in cardinal))
|
|
user << "\red Can't let you do that."
|
|
return 1
|
|
|
|
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
|
|
var/dir_to_set = 2
|
|
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
|
var/found = 0
|
|
for(var/obj/structure/window/WT in user.loc)
|
|
if(WT.dir == direction)
|
|
found = 1
|
|
if(!found)
|
|
dir_to_set = direction
|
|
break
|
|
|
|
var/obj/structure/window/W
|
|
W = new /obj/structure/window/basic( user.loc, 0 )
|
|
W.dir = dir_to_set
|
|
W.ini_dir = W.dir
|
|
W.anchored = 0
|
|
src.use(1)
|
|
if("Full Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 2)
|
|
user << "\red You need more glass to do that."
|
|
return 1
|
|
if(locate(/obj/structure/window) in user.loc)
|
|
user << "\red There is a window in the way."
|
|
return 1
|
|
var/obj/structure/window/W
|
|
W = new /obj/structure/window/basic( user.loc, 0 )
|
|
W.dir = SOUTHWEST
|
|
W.ini_dir = SOUTHWEST
|
|
W.anchored = 0
|
|
src.use(2)
|
|
return 0
|
|
|
|
|
|
/*
|
|
* Reinforced glass sheets
|
|
*/
|
|
/obj/item/stack/sheet/rglass
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
g_amt = 3750
|
|
m_amt = 1875
|
|
origin_tech = "materials=2"
|
|
|
|
/obj/item/stack/sheet/rglass/cyborg
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
g_amt = 0
|
|
m_amt = 0
|
|
|
|
/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
|
|
construct_window(user)
|
|
|
|
/obj/item/stack/sheet/rglass/proc/construct_window(mob/user as mob)
|
|
if(!user || !src) return 0
|
|
if(!istype(user.loc,/turf)) return 0
|
|
if(!user.IsAdvancedToolUser())
|
|
user << "\red You don't have the dexterity to do this!"
|
|
return 0
|
|
var/title = "Sheet Reinf. Glass"
|
|
title += " ([src.amount] sheet\s left)"
|
|
switch(input(title, "Would you like full tile glass a one direction glass pane or a windoor?") in list("One Direction", "Full Window", "Windoor", "Cancel"))
|
|
if("One Direction")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
var/list/directions = new/list(cardinal)
|
|
var/i = 0
|
|
for (var/obj/structure/window/win in user.loc)
|
|
i++
|
|
if(i >= 4)
|
|
user << "\red There are too many windows in this location."
|
|
return 1
|
|
directions-=win.dir
|
|
if(!(win.ini_dir in cardinal))
|
|
user << "\red Can't let you do that."
|
|
return 1
|
|
|
|
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
|
|
var/dir_to_set = 2
|
|
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
|
var/found = 0
|
|
for(var/obj/structure/window/WT in user.loc)
|
|
if(WT.dir == direction)
|
|
found = 1
|
|
if(!found)
|
|
dir_to_set = direction
|
|
break
|
|
|
|
var/obj/structure/window/W
|
|
W = new /obj/structure/window/reinforced( user.loc, 1 )
|
|
W.state = 0
|
|
W.dir = dir_to_set
|
|
W.ini_dir = W.dir
|
|
W.anchored = 0
|
|
src.use(1)
|
|
|
|
if("Full Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 2)
|
|
user << "\red You need more glass to do that."
|
|
return 1
|
|
if(locate(/obj/structure/window) in user.loc)
|
|
user << "\red There is a window in the way."
|
|
return 1
|
|
var/obj/structure/window/W
|
|
W = new /obj/structure/window/reinforced( user.loc, 1 )
|
|
W.state = 0
|
|
W.dir = SOUTHWEST
|
|
W.ini_dir = SOUTHWEST
|
|
W.anchored = 0
|
|
src.use(2)
|
|
|
|
if("Windoor")
|
|
if(!src || src.loc != user) return 1
|
|
|
|
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
|
|
user << "\red There is already a windoor assembly in that location."
|
|
return 1
|
|
|
|
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
|
|
user << "\red There is already a windoor in that location."
|
|
return 1
|
|
|
|
if(src.amount < 5)
|
|
user << "\red You need more glass to do that."
|
|
return 1
|
|
|
|
var/obj/structure/windoor_assembly/WD
|
|
WD = new /obj/structure/windoor_assembly(user.loc)
|
|
WD.state = "01"
|
|
WD.anchored = 0
|
|
src.use(5)
|
|
switch(user.dir)
|
|
if(SOUTH)
|
|
WD.dir = SOUTH
|
|
WD.ini_dir = SOUTH
|
|
if(EAST)
|
|
WD.dir = EAST
|
|
WD.ini_dir = EAST
|
|
if(WEST)
|
|
WD.dir = WEST
|
|
WD.ini_dir = WEST
|
|
else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
|
|
WD.dir = NORTH
|
|
WD.ini_dir = NORTH
|
|
else
|
|
return 1
|
|
|
|
|
|
return 0
|
|
|
|
/*
|
|
* Glass shards - TODO: Move this into code/game/object/item/weapons
|
|
*/
|
|
/obj/item/weapon/shard/Bump()
|
|
|
|
spawn( 0 )
|
|
if (prob(20))
|
|
src.force = 15
|
|
else
|
|
src.force = 4
|
|
..()
|
|
return
|
|
return
|
|
|
|
/obj/item/weapon/shard/New()
|
|
|
|
src.icon_state = pick("large", "medium", "small")
|
|
switch(src.icon_state)
|
|
if("small")
|
|
src.pixel_x = rand(-12, 12)
|
|
src.pixel_y = rand(-12, 12)
|
|
if("medium")
|
|
src.pixel_x = rand(-8, 8)
|
|
src.pixel_y = rand(-8, 8)
|
|
if("large")
|
|
src.pixel_x = rand(-5, 5)
|
|
src.pixel_y = rand(-5, 5)
|
|
else
|
|
return
|
|
|
|
/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
..()
|
|
if ( istype(W, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(WT.remove_fuel(0, user))
|
|
var/obj/item/stack/sheet/glass/NG = new (user.loc)
|
|
for (var/obj/item/stack/sheet/glass/G in user.loc)
|
|
if(G==NG)
|
|
continue
|
|
if(G.amount>=G.max_amount)
|
|
continue
|
|
G.attackby(NG, user)
|
|
usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets."
|
|
//SN src = null
|
|
del(src)
|
|
return
|
|
return ..()
|
|
|
|
/obj/item/weapon/shard/HasEntered(AM as mob|obj)
|
|
if(ismob(AM))
|
|
var/mob/M = AM
|
|
M << "\red <B>You step in the broken glass!</B>"
|
|
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1)
|
|
if(ishuman(M))
|
|
var/mob/living/carbon/human/H = M
|
|
if(!H.shoes && !(H.wear_suit.body_parts_covered & FEET))
|
|
var/datum/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
|
|
if(affecting.status & ORGAN_ROBOT)
|
|
return
|
|
|
|
H.Weaken(3)
|
|
if(affecting.take_damage(5, 0))
|
|
H.UpdateDamageIcon()
|
|
H.updatehealth()
|
|
..()
|