Files
Bubberstation/code/game/objects/structures/window.dm
Ryll Ryll 5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00

822 lines
30 KiB
Plaintext

/obj/structure/window
name = "window"
desc = "A window."
icon_state = "window"
density = TRUE
layer = ABOVE_OBJ_LAYER //Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = TRUE //initially is 0 for tile smoothing
flags_1 = ON_BORDER_1
max_integrity = 25
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
CanAtmosPass = ATMOS_PASS_PROC
rad_insulation = RAD_VERY_LIGHT_INSULATION
rad_flags = RAD_PROTECT_CONTENTS
var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME
var/reinf = FALSE
var/heat_resistance = 800
var/decon_speed = 30
var/wtype = "glass"
var/fulltile = FALSE
var/glass_type = /obj/item/stack/sheet/glass
var/glass_amount = 1
var/mutable_appearance/crack_overlay
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
var/hitsound = 'sound/effects/Glasshit.ogg'
flags_ricochet = RICOCHET_HARD
ricochet_chance_mod = 0.4
/obj/structure/window/examine(mob/user)
. = ..()
if(reinf)
if(anchored && state == WINDOW_SCREWED_TO_FRAME)
. += "<span class='notice'>The window is <b>screwed</b> to the frame.</span>"
else if(anchored && state == WINDOW_IN_FRAME)
. += "<span class='notice'>The window is <i>unscrewed</i> but <b>pried</b> into the frame.</span>"
else if(anchored && state == WINDOW_OUT_OF_FRAME)
. += "<span class='notice'>The window is out of the frame, but could be <i>pried</i> in. It is <b>screwed</b> to the floor.</span>"
else if(!anchored)
. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
else
if(anchored)
. += "<span class='notice'>The window is <b>screwed</b> to the floor.</span>"
else
. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
/obj/structure/window/Initialize(mapload, direct)
. = ..()
if(direct)
setDir(direct)
if(reinf && anchored)
state = RWINDOW_SECURE
ini_dir = dir
air_update_turf(1)
if(fulltile)
setDir()
//windows only block while reinforced and fulltile, so we'll use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
/obj/structure/window/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS ,null,CALLBACK(src, .proc/can_be_rotated),CALLBACK(src,.proc/after_rotation))
/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
return FALSE
/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the window.</span>")
qdel(src)
return TRUE
return FALSE
/obj/structure/window/narsie_act()
add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
/obj/structure/window/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
/obj/structure/window/setDir(direct)
if(!fulltile)
..()
else
..(FULLTILE_WINDOW_DIR)
/obj/structure/window/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(istype(mover) && (mover.pass_flags & PASSGLASS))
return 1
if(dir == FULLTILE_WINDOW_DIR)
return 0 //full tile window, you can't move into it!
var/attempted_dir = get_dir(loc, target)
if(attempted_dir == dir)
return
if(istype(mover, /obj/structure/window))
var/obj/structure/window/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
return FALSE
else if(attempted_dir != dir)
return TRUE
/obj/structure/window/CheckExit(atom/movable/O, turf/target)
if(istype(O) && (O.pass_flags & PASSGLASS))
return 1
if(get_dir(O.loc, target) == dir)
return 0
return 1
/obj/structure/window/attack_tk(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
add_fingerprint(user)
playsound(src, 'sound/effects/Glassknock.ogg', 50, TRUE)
/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(!can_be_reached(user))
return
. = ..()
/obj/structure/window/attack_hand(mob/user)
. = ..()
if(.)
return
if(!can_be_reached(user))
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>[user] knocks on [src].</span>", \
"<span class='notice'>You knock on [src].</span>")
add_fingerprint(user)
playsound(src, 'sound/effects/Glassknock.ogg', 50, TRUE)
/obj/structure/window/attack_paw(mob/user)
return attack_hand(user)
/obj/structure/window/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal, and attack_slime
if(!can_be_reached(user))
return
..()
/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
if(!can_be_reached(user))
return 1 //skip the afterattack
add_fingerprint(user)
if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!I.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(I.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
update_nearby_icons()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
if(!(flags_1&NODECONSTRUCT_1) && !(reinf && state >= RWINDOW_FRAME_BOLTED))
if(I.tool_behaviour == TOOL_SCREWDRIVER)
to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
if(I.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
setAnchored(!anchored)
to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
return
else if(I.tool_behaviour == TOOL_WRENCH && !anchored)
to_chat(user, "<span class='notice'>You begin to disassemble [src]...</span>")
if(I.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
G.add_fingerprint(user)
playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE)
to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
qdel(src)
return
else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME) && anchored)
to_chat(user, "<span class='notice'>You begin to lever the window into the frame...</span>")
if(I.use_tool(src, user, 100, volume = 75, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
state = RWINDOW_SECURE
to_chat(user, "<span class='notice'>You pry the window into the frame.</span>")
return
return ..()
/obj/structure/window/setAnchored(anchorvalue)
..()
air_update_turf(TRUE)
update_nearby_icons()
/obj/structure/window/proc/check_state(checked_state)
if(state == checked_state)
return TRUE
/obj/structure/window/proc/check_anchored(checked_anchored)
if(anchored == checked_anchored)
return TRUE
/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
return check_state(checked_state) && check_anchored(checked_anchored)
/obj/structure/window/mech_melee_attack(obj/mecha/M)
if(!can_be_reached())
return
..()
/obj/structure/window/proc/can_be_reached(mob/user)
if(!fulltile)
if(get_dir(user,src) & dir)
for(var/obj/O in loc)
if(!O.CanPass(user, user.loc, 1))
return 0
return 1
/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(.) //received damage
update_nearby_icons()
/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, hitsound, 75, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/Welder.ogg', 100, TRUE)
/obj/structure/window/deconstruct(disassembled = TRUE)
if(QDELETED(src))
return
if(!disassembled)
playsound(src, breaksound, 70, TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
for(var/obj/item/shard/debris in spawnDebris(drop_location()))
transfer_fingerprints_to(debris) // transfer fingerprints to shards only
qdel(src)
update_nearby_icons()
/obj/structure/window/proc/spawnDebris(location)
. = list()
. += new /obj/item/shard(location)
. += new /obj/effect/decal/cleanable/glass(location)
if (reinf)
. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
if (fulltile)
. += new /obj/item/shard(location)
/obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
if(!valid_window_location(loc, target_dir))
to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
return FALSE
return TRUE
/obj/structure/window/proc/after_rotation(mob/user,rotation_type)
air_update_turf(1)
ini_dir = dir
add_fingerprint(user)
/obj/structure/window/Destroy()
density = FALSE
air_update_turf(1)
update_nearby_icons()
return ..()
/obj/structure/window/Move()
var/turf/T = loc
. = ..()
setDir(ini_dir)
move_update_air(T)
/obj/structure/window/CanAtmosPass(turf/T)
if(!anchored || !density)
return TRUE
return !(FULLTILE_WINDOW_DIR == dir || dir == get_dir(loc, T))
//This proc is used to update the icons of nearby windows.
/obj/structure/window/proc/update_nearby_icons()
update_icon()
if(smooth)
queue_smooth_neighbors(src)
//merges adjacent full-tile windows into one
/obj/structure/window/update_overlays()
. = ..()
if(!QDELETED(src))
if(!fulltile)
return
var/ratio = obj_integrity / max_integrity
ratio = CEILING(ratio*4, 1) * 25
if(smooth)
queue_smooth(src)
cut_overlay(crack_overlay)
if(ratio > 75)
return
crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
. += crack_overlay
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > (T0C + heat_resistance))
take_damage(round(exposed_volume / 100), BURN, 0, 0)
..()
/obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user)
return null
/obj/structure/window/CanAStarPass(ID, to_dir)
if(!density)
return 1
if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir))
return 0
return 1
/obj/structure/window/GetExplosionBlock()
return reinf && fulltile ? real_explosion_block : 0
/obj/structure/window/spawner/east
dir = EAST
/obj/structure/window/spawner/west
dir = WEST
/obj/structure/window/spawner/north
dir = NORTH
/obj/structure/window/unanchored
anchored = FALSE
/obj/structure/window/reinforced
name = "reinforced window"
desc = "A window that is reinforced with metal rods."
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 80, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
max_integrity = 75
explosion_block = 1
damage_deflection = 11
state = RWINDOW_SECURE
glass_type = /obj/item/stack/sheet/rglass
rad_insulation = RAD_HEAVY_INSULATION
ricochet_chance_mod = 0.8
//this is shitcode but all of construction is shitcode and needs a refactor, it works for now
//If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this
/obj/structure/window/reinforced/attackby(obj/item/I, mob/living/user, params)
switch(state)
if(RWINDOW_SECURE)
if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM)
user.visible_message("<span class='notice'>[user] holds \the [I] to the security screws on \the [src]...</span>",
"<span class='notice'>You begin heating the security screws on \the [src]...</span>")
if(I.use_tool(src, user, 150, volume = 100))
to_chat(user, "<span class='notice'>The security bolts are glowing white hot and look ready to be removed.</span>")
state = RWINDOW_BOLTS_HEATED
addtimer(CALLBACK(src, .proc/cool_bolts), 300)
return
if(RWINDOW_BOLTS_HEATED)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message("<span class='notice'>[user] digs into the heated security screws and starts removing them...</span>",
"<span class='notice'>You dig into the heated screws hard and they start turning...</span>")
if(I.use_tool(src, user, 50, volume = 50))
state = RWINDOW_BOLTS_OUT
to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
return
if(RWINDOW_BOLTS_OUT)
if(I.tool_behaviour == TOOL_CROWBAR)
user.visible_message("<span class='notice'>[user] wedges \the [I] into the gap in the frame and starts prying...</span>",
"<span class='notice'>You wedge \the [I] into the gap in the frame and start prying...</span>")
if(I.use_tool(src, user, 40, volume = 50))
state = RWINDOW_POPPED
to_chat(user, "<span class='notice'>The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.</span>")
return
if(RWINDOW_POPPED)
if(I.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message("<span class='notice'>[user] starts cutting the exposed bars on \the [src]...</span>",
"<span class='notice'>You start cutting the exposed bars on \the [src]</span>")
if(I.use_tool(src, user, 20, volume = 50))
state = RWINDOW_BARS_CUT
to_chat(user, "<span class='notice'>The panels falls out of the way exposing the frame bolts.</span>")
return
if(RWINDOW_BARS_CUT)
if(I.tool_behaviour == TOOL_WRENCH)
user.visible_message("<span class='notice'>[user] starts unfastening \the [src] from the frame...</span>",
"<span class='notice'>You start unfastening the bolts from the frame...</span>")
if(I.use_tool(src, user, 40, volume = 50))
to_chat(user, "<span class='notice'>You unscrew the bolts from the frame and the window pops loose.</span>")
state = WINDOW_OUT_OF_FRAME
setAnchored(FALSE)
return
return ..()
/obj/structure/window/proc/cool_bolts()
if(state == RWINDOW_BOLTS_HEATED)
state = RWINDOW_SECURE
visible_message("<span class='notice'>The bolts on \the [src] look like they've cooled off...</span>")
/obj/structure/window/reinforced/examine(mob/user)
. = ..()
switch(state)
if(RWINDOW_SECURE)
. += "<span class='notice'>It's been screwed in with one way screws, you'd need to <b>heat them</b> to have any chance of backing them out.</span>"
if(RWINDOW_BOLTS_HEATED)
. += "<span class='notice'>The screws are glowing white hot, and you'll likely be able to <b>unscrew them</b> now.</span>"
if(RWINDOW_BOLTS_OUT)
. += "<span class='notice'>The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in.</span>"
if(RWINDOW_POPPED)
. += "<span class='notice'>The main plate of the window has popped out of the frame, exposing some bars that look like they can be <b>cut</b>.</span>"
if(RWINDOW_BARS_CUT)
. += "<span class='notice'>The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in.</span>"
/obj/structure/window/reinforced/spawner/east
dir = EAST
/obj/structure/window/reinforced/spawner/west
dir = WEST
/obj/structure/window/reinforced/spawner/north
dir = NORTH
/obj/structure/window/reinforced/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/plasma
name = "plasma window"
desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through."
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
armor = list("melee" = 80, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/plasma/spawnDebris(location)
. = list()
. += new /obj/item/shard/plasma(location)
. += new /obj/effect/decal/cleanable/glass/plasma(location)
if (reinf)
. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
if (fulltile)
. += new /obj/item/shard/plasma(location)
/obj/structure/window/plasma/spawner/east
dir = EAST
/obj/structure/window/plasma/spawner/west
dir = WEST
/obj/structure/window/plasma/spawner/north
dir = NORTH
/obj/structure/window/plasma/unanchored
anchored = FALSE
/obj/structure/window/plasma/reinforced
name = "reinforced plasma window"
desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof."
icon_state = "plasmarwindow"
reinf = TRUE
heat_resistance = 50000
armor = list("melee" = 80, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
max_integrity = 500
damage_deflection = 21
explosion_block = 2
glass_type = /obj/item/stack/sheet/plasmarglass
//entirely copypasted code
//take this out when construction is made a component or otherwise modularized in some way
/obj/structure/window/plasma/reinforced/attackby(obj/item/I, mob/living/user, params)
switch(state)
if(RWINDOW_SECURE)
if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM)
user.visible_message("<span class='notice'>[user] holds \the [I] to the security screws on \the [src]...</span>",
"<span class='notice'>You begin heating the security screws on \the [src]...</span>")
if(I.use_tool(src, user, 180, volume = 100))
to_chat(user, "<span class='notice'>The security screws are glowing white hot and look ready to be removed.</span>")
state = RWINDOW_BOLTS_HEATED
addtimer(CALLBACK(src, .proc/cool_bolts), 300)
return
if(RWINDOW_BOLTS_HEATED)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message("<span class='notice'>[user] digs into the heated security screws and starts removing them...</span>",
"<span class='notice'>You dig into the heated screws hard and they start turning...</span>")
if(I.use_tool(src, user, 80, volume = 50))
state = RWINDOW_BOLTS_OUT
to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
return
if(RWINDOW_BOLTS_OUT)
if(I.tool_behaviour == TOOL_CROWBAR)
user.visible_message("<span class='notice'>[user] wedges \the [I] into the gap in the frame and starts prying...</span>",
"<span class='notice'>You wedge \the [I] into the gap in the frame and start prying...</span>")
if(I.use_tool(src, user, 50, volume = 50))
state = RWINDOW_POPPED
to_chat(user, "<span class='notice'>The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.</span>")
return
if(RWINDOW_POPPED)
if(I.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message("<span class='notice'>[user] starts cutting the exposed bars on \the [src]...</span>",
"<span class='notice'>You start cutting the exposed bars on \the [src]</span>")
if(I.use_tool(src, user, 30, volume = 50))
state = RWINDOW_BARS_CUT
to_chat(user, "<span class='notice'>The panels falls out of the way exposing the frame bolts.</span>")
return
if(RWINDOW_BARS_CUT)
if(I.tool_behaviour == TOOL_WRENCH)
user.visible_message("<span class='notice'>[user] starts unfastening \the [src] from the frame...</span>",
"<span class='notice'>You start unfastening the bolts from the frame...</span>")
if(I.use_tool(src, user, 50, volume = 50))
to_chat(user, "<span class='notice'>You unfasten the bolts from the frame and the window pops loose.</span>")
state = WINDOW_OUT_OF_FRAME
setAnchored(FALSE)
return
return ..()
/obj/structure/window/plasma/reinforced/examine(mob/user)
. = ..()
switch(state)
if(RWINDOW_SECURE)
. += "<span class='notice'>It's been screwed in with one way screws, you'd need to <b>heat them</b> to have any chance of backing them out.</span>"
if(RWINDOW_BOLTS_HEATED)
. += "<span class='notice'>The screws are glowing white hot, and you'll likely be able to <b>unscrew them</b> now.</span>"
if(RWINDOW_BOLTS_OUT)
. += "<span class='notice'>The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in.</span>"
if(RWINDOW_POPPED)
. += "<span class='notice'>The main plate of the window has popped out of the frame, exposing some bars that look like they can be <b>cut</b>.</span>"
if(RWINDOW_BARS_CUT)
. += "<span class='notice'>The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in.</span>"
/obj/structure/window/plasma/reinforced/spawner/east
dir = EAST
/obj/structure/window/plasma/reinforced/spawner/west
dir = WEST
/obj/structure/window/plasma/reinforced/spawner/north
dir = NORTH
/obj/structure/window/plasma/reinforced/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
icon_state = "fwindow"
/* Full Tile Windows (more obj_integrity) */
/obj/structure/window/fulltile
icon = 'icons/obj/smooth_structures/window.dmi'
icon_state = "window"
dir = FULLTILE_WINDOW_DIR
max_integrity = 50
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/fulltile
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
icon_state = "plasmawindow"
dir = FULLTILE_WINDOW_DIR
max_integrity = 300
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/plasma/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/reinforced/fulltile
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
icon_state = "rplasmawindow"
dir = FULLTILE_WINDOW_DIR
state = RWINDOW_SECURE
max_integrity = 1000
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
glass_amount = 2
/obj/structure/window/plasma/reinforced/fulltile/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/reinforced/fulltile
icon = 'icons/obj/smooth_structures/reinforced_window.dmi'
icon_state = "r_window"
dir = FULLTILE_WINDOW_DIR
max_integrity = 150
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
state = RWINDOW_SECURE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/reinforced/fulltile/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/reinforced/tinted/fulltile
icon = 'icons/obj/smooth_structures/tinted_window.dmi'
icon_state = "tinted_window"
dir = FULLTILE_WINDOW_DIR
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/reinforced/fulltile/ice
icon = 'icons/obj/smooth_structures/rice_window.dmi'
icon_state = "ice_window"
max_integrity = 150
canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile)
glass_amount = 2
/obj/structure/window/shuttle
name = "shuttle window"
desc = "A reinforced, air-locked pod window."
icon = 'icons/obj/smooth_structures/shuttle_window.dmi'
icon_state = "shuttle_window"
dir = FULLTILE_WINDOW_DIR
max_integrity = 150
wtype = "shuttle"
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3
glass_type = /obj/item/stack/sheet/titaniumglass
glass_amount = 2
ricochet_chance_mod = 0.9
/obj/structure/window/shuttle/narsie_act()
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
/obj/structure/window/shuttle/tinted
opacity = TRUE
/obj/structure/window/shuttle/unanchored
anchored = FALSE
/obj/structure/window/plasma/reinforced/plastitanium
name = "plastitanium window"
desc = "A durable looking window made of an alloy of of plasma and titanium."
icon = 'icons/obj/smooth_structures/plastitanium_window.dmi'
icon_state = "plastitanium_window"
dir = FULLTILE_WINDOW_DIR
max_integrity = 200
wtype = "shuttle"
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
heat_resistance = 1600
armor = list("melee" = 95, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
explosion_block = 3
damage_deflection = 11 //The same as normal reinforced windows.3
glass_type = /obj/item/stack/sheet/plastitaniumglass
glass_amount = 2
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/window/plasma/reinforced/plastitanium/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/paperframe
name = "paper frame"
desc = "A fragile separator made of thin wood and paper."
icon = 'icons/obj/smooth_structures/paperframes.dmi'
icon_state = "frame"
dir = FULLTILE_WINDOW_DIR
opacity = TRUE
max_integrity = 15
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/paperframe, /obj/structure/mineral_door/paperframe)
glass_amount = 2
glass_type = /obj/item/stack/sheet/paperframes
heat_resistance = 233
decon_speed = 10
CanAtmosPass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
breaksound = 'sound/items/poster_ripped.ogg'
hitsound = 'sound/weapons/slashmiss.ogg'
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1)
/obj/structure/window/paperframe/Initialize()
. = ..()
update_icon()
/obj/structure/window/paperframe/examine(mob/user)
. = ..()
if(obj_integrity < max_integrity)
. += "<span class='info'>It looks a bit damaged, you may be able to fix it with some <b>paper</b>.</span>"
/obj/structure/window/paperframe/spawnDebris(location)
. = list(new /obj/item/stack/sheet/mineral/wood(location))
for (var/i in 1 to rand(1,4))
. += new /obj/item/paper/natural(location)
/obj/structure/window/paperframe/attack_hand(mob/user)
. = ..()
if(.)
return
add_fingerprint(user)
if(user.a_intent != INTENT_HARM)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='notice'>[user] knocks on [src].</span>")
playsound(src, "pageturn", 50, TRUE)
else
take_damage(4,BRUTE,"melee", 0)
playsound(src, hitsound, 50, TRUE)
if(!QDELETED(src))
user.visible_message("<span class='danger'>[user] tears a hole in [src].</span>")
update_icon()
/obj/structure/window/paperframe/update_icon()
if(obj_integrity < max_integrity)
cut_overlay(paper)
add_overlay(torn)
set_opacity(FALSE)
else
cut_overlay(torn)
add_overlay(paper)
set_opacity(TRUE)
queue_smooth(src)
/obj/structure/window/paperframe/attackby(obj/item/W, mob/user)
if(W.get_temperature())
fire_act(W.get_temperature())
return
if(user.a_intent == INTENT_HARM)
return ..()
if(istype(W, /obj/item/paper) && obj_integrity < max_integrity)
user.visible_message("<span class='notice'>[user] starts to patch the holes in \the [src].</span>")
if(do_after(user, 20, target = src))
obj_integrity = min(obj_integrity+4,max_integrity)
qdel(W)
user.visible_message("<span class='notice'>[user] patches some of the holes in \the [src].</span>")
if(obj_integrity == max_integrity)
update_icon()
return
..()
update_icon()
/obj/structure/window/bronze
name = "brass window"
desc = "A paper-thin pane of translucent yet reinforced brass. Nevermind, this is just weak bronze!"
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
icon_state = "clockwork_window_single"
glass_type = /obj/item/stack/tile/bronze
/obj/structure/window/bronze/unanchored
anchored = FALSE
/obj/structure/window/bronze/fulltile
icon_state = "clockwork_window"
smooth = SMOOTH_TRUE
canSmoothWith = null
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
dir = FULLTILE_WINDOW_DIR
max_integrity = 50
glass_amount = 2
/obj/structure/window/bronze/fulltile/unanchored
anchored = FALSE