mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-09 00:13:55 +00:00
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing. Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it. Preliminary Profile Results A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed! Why It's Good For The Game Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
841 lines
30 KiB
Plaintext
841 lines
30 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1 | RAD_PROTECT_CONTENTS_1
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max_integrity = 25
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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pass_flags_self = PASSGLASS
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set_dir_on_move = FALSE
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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var/knocksound = 'sound/effects/Glassknock.ogg'
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var/bashsound = 'sound/effects/Glassbash.ogg'
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var/hitsound = 'sound/effects/Glasshit.ogg'
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flags_ricochet = RICOCHET_HARD
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receive_ricochet_chance_mod = 0.5
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/obj/structure/window/examine(mob/user)
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. = ..()
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if(reinf)
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if(anchored && state == WINDOW_SCREWED_TO_FRAME)
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. += "<span class='notice'>The window is <b>screwed</b> to the frame.</span>"
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else if(anchored && state == WINDOW_IN_FRAME)
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. += "<span class='notice'>The window is <i>unscrewed</i> but <b>pried</b> into the frame.</span>"
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else if(anchored && state == WINDOW_OUT_OF_FRAME)
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. += "<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>"
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else if(!anchored)
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. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
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else
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if(anchored)
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. += "<span class='notice'>The window is <b>screwed</b> to the floor.</span>"
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else
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. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
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/obj/structure/window/Initialize(mapload, direct)
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. = ..()
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if(direct)
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setDir(direct)
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if(reinf && anchored)
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state = RWINDOW_SECURE
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air_update_turf(TRUE, TRUE)
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if(fulltile)
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setDir()
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//windows only block while reinforced and fulltile, so we'll use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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flags_1 |= ALLOW_DARK_PAINTS_1
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RegisterSignal(src, COMSIG_OBJ_PAINTED, .proc/on_painted)
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/obj/structure/window/ComponentInitialize()
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. = ..()
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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))
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AddElement(/datum/element/atmos_sensitive)
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the window.</span>")
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qdel(src)
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return TRUE
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return FALSE
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/obj/structure/window/narsie_act()
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add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/singularity_pull(S, current_size)
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..()
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if(anchored && current_size >= STAGE_TWO)
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set_anchored(FALSE)
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if(current_size >= STAGE_FIVE)
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deconstruct(FALSE)
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/obj/structure/window/CanAllowThrough(atom/movable/mover, turf/target)
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. = ..()
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if(.)
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return
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if(fulltile)
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return FALSE
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if(get_dir(loc, target) == dir)
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return FALSE
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/moved_window = mover
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return valid_window_location(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
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if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
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return valid_window_location(loc, mover.dir, is_fulltile = FALSE)
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return TRUE
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/obj/structure/window/CheckExit(atom/movable/O, turf/target)
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if(istype(O) && (O.pass_flags & pass_flags_self))
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return TRUE
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if(!fulltile && get_dir(O.loc, target) == dir)
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return !density
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return TRUE
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/obj/structure/window/attack_tk(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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add_fingerprint(user)
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playsound(src, knocksound, 50, TRUE)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(!can_be_reached(user))
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return
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. = ..()
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/obj/structure/window/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!can_be_reached(user))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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if(!user.combat_mode)
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user.visible_message("<span class='notice'>[user] knocks on [src].</span>", \
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"<span class='notice'>You knock on [src].</span>")
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playsound(src, knocksound, 50, TRUE)
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else
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user.visible_message("<span class='warning'>[user] bashes [src]!</span>", \
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"<span class='warning'>You bash [src]!</span>")
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playsound(src, bashsound, 100, TRUE)
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/obj/structure/window/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/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
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if(!can_be_reached(user))
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return
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..()
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/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return 1 //skip the afterattack
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode)
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if(obj_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 40, volume=50))
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obj_integrity = max_integrity
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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if(!(flags_1&NODECONSTRUCT_1) && !(reinf && state >= RWINDOW_FRAME_BOLTED))
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
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if(I.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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set_anchored(!anchored)
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
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return
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else if(I.tool_behaviour == TOOL_WRENCH && !anchored)
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to_chat(user, "<span class='notice'>You begin to disassemble [src]...</span>")
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if(I.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
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qdel(src)
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return
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else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME) && anchored)
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to_chat(user, "<span class='notice'>You begin to lever the window into the frame...</span>")
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if(I.use_tool(src, user, 100, volume = 75, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = RWINDOW_SECURE
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to_chat(user, "<span class='notice'>You pry the window into the frame.</span>")
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return
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return ..()
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/obj/structure/window/set_anchored(anchorvalue)
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..()
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air_update_turf(TRUE, anchorvalue)
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update_nearby_icons()
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/obj/structure/window/proc/check_state(checked_state)
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if(state == checked_state)
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return TRUE
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/obj/structure/window/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!fulltile)
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if(get_dir(user,src) & dir)
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for(var/obj/O in loc)
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if(!O.CanPass(user, user.loc, 1))
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return FALSE
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return TRUE
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/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, hitsound, 75, TRUE)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
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if(BURN)
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playsound(src, 'sound/items/Welder.ogg', 100, TRUE)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, breaksound, 70, TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/obj/item/shard/debris in spawnDebris(drop_location()))
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transfer_fingerprints_to(debris) // transfer fingerprints to shards only
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qdel(src)
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update_nearby_icons()
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/obj/structure/window/proc/spawnDebris(location)
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. = list()
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. += new /obj/item/shard(location)
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. += new /obj/effect/decal/cleanable/glass(location)
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if (reinf)
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. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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if (fulltile)
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. += new /obj/item/shard(location)
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/obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
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if(anchored)
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to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
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if(!valid_window_location(loc, target_dir, is_fulltile = fulltile))
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to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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return TRUE
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/obj/structure/window/proc/after_rotation(mob/user,rotation_type)
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air_update_turf(TRUE, FALSE)
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add_fingerprint(user)
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/obj/structure/window/proc/on_painted(is_dark_color)
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SIGNAL_HANDLER
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if (is_dark_color)
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set_opacity(255)
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else
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set_opacity(initial(opacity))
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/obj/structure/window/Destroy()
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density = FALSE
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air_update_turf(TRUE, FALSE)
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update_nearby_icons()
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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. = ..()
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if(anchored)
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move_update_air(T)
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/obj/structure/window/CanAtmosPass(turf/T)
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if(!anchored || !density)
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return TRUE
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return !(fulltile || dir == get_dir(loc, T))
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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update_appearance()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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//merges adjacent full-tile windows into one
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/obj/structure/window/update_overlays()
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. = ..()
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if(QDELETED(src) || !fulltile)
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return
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH(src)
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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. += crack_overlay
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/obj/structure/window/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return exposed_temperature > T0C + heat_resistance
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/obj/structure/window/atmos_expose(datum/gas_mixture/air, exposed_temperature)
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take_damage(round(air.return_volume() / 100), BURN, 0, 0)
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/obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user)
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return null
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/obj/structure/window/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)
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if(!density)
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return TRUE
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if(fulltile || (dir == to_dir))
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return FALSE
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return TRUE
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/obj/structure/window/GetExplosionBlock()
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return reinf && fulltile ? real_explosion_block : 0
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/obj/structure/window/spawner/east
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dir = EAST
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/obj/structure/window/spawner/west
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dir = WEST
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/obj/structure/window/spawner/north
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dir = NORTH
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/obj/structure/window/unanchored
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anchored = FALSE
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/obj/structure/window/reinforced
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name = "reinforced window"
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desc = "A window that is reinforced with metal rods."
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
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max_integrity = 75
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explosion_block = 1
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damage_deflection = 11
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state = RWINDOW_SECURE
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glass_type = /obj/item/stack/sheet/rglass
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rad_insulation = RAD_HEAVY_INSULATION
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receive_ricochet_chance_mod = 1.1
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//this is shitcode but all of construction is shitcode and needs a refactor, it works for now
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//If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this //Adding a timestamp, I found this in 2020, I hope it's from this year -Lemon
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//2021 AND STILLLL GOING STRONG
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/obj/structure/window/reinforced/attackby(obj/item/I, mob/living/user, params)
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switch(state)
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if(RWINDOW_SECURE)
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if(I.tool_behaviour == TOOL_WELDER && user.combat_mode)
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user.visible_message("<span class='notice'>[user] holds \the [I] to the security screws on \the [src]...</span>",
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"<span class='notice'>You begin heating the security screws on \the [src]...</span>")
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if(I.use_tool(src, user, 150, volume = 100))
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to_chat(user, "<span class='notice'>The security bolts are glowing white hot and look ready to be removed.</span>")
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state = RWINDOW_BOLTS_HEATED
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addtimer(CALLBACK(src, .proc/cool_bolts), 300)
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return
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if(RWINDOW_BOLTS_HEATED)
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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user.visible_message("<span class='notice'>[user] digs into the heated security screws and starts removing them...</span>",
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"<span class='notice'>You dig into the heated screws hard and they start turning...</span>")
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if(I.use_tool(src, user, 50, volume = 50))
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state = RWINDOW_BOLTS_OUT
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to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
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return
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if(RWINDOW_BOLTS_OUT)
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if(I.tool_behaviour == TOOL_CROWBAR)
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user.visible_message("<span class='notice'>[user] wedges \the [I] into the gap in the frame and starts prying...</span>",
|
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"<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
|
|
set_anchored(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/ComponentInitialize()
|
|
. = ..()
|
|
RemoveElement(/datum/element/atmos_sensitive)
|
|
|
|
/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
|
|
|
|
/obj/structure/window/plasma/reinforced/BlockSuperconductivity()
|
|
return TRUE
|
|
//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.combat_mode)
|
|
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
|
|
set_anchored(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 = TRUE
|
|
/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-0"
|
|
base_icon_state = "window"
|
|
max_integrity = 50
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_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 = "plasma_window-0"
|
|
base_icon_state = "plasma_window"
|
|
max_integrity = 300
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_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 = "rplasma_window-0"
|
|
base_icon_state = "rplasma_window"
|
|
state = RWINDOW_SECURE
|
|
max_integrity = 1000
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
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 = "reinforced_window-0"
|
|
base_icon_state = "reinforced_window"
|
|
max_integrity = 150
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
state = RWINDOW_SECURE
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_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-0"
|
|
base_icon_state = "tinted_window"
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE)
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/reinforced/fulltile/ice
|
|
icon = 'icons/obj/smooth_structures/rice_window.dmi'
|
|
icon_state = "rice_window-0"
|
|
base_icon_state = "rice_window"
|
|
max_integrity = 150
|
|
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-0"
|
|
base_icon_state = "shuttle_window"
|
|
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)
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
|
|
explosion_block = 3
|
|
glass_type = /obj/item/stack/sheet/titaniumglass
|
|
glass_amount = 2
|
|
receive_ricochet_chance_mod = 1.2
|
|
|
|
/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-0"
|
|
base_icon_state = "plastitanium_window"
|
|
max_integrity = 1200
|
|
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)
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
|
|
explosion_block = 3
|
|
damage_deflection = 21 //The same as reinforced plasma 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 = "paperframes-0"
|
|
base_icon_state = "paperframes"
|
|
opacity = TRUE
|
|
max_integrity = 15
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_PAPERFRAME)
|
|
canSmoothWith = list(SMOOTH_GROUP_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)
|
|
knocksound = "pageturn"
|
|
bashsound = 'sound/weapons/slashmiss.ogg'
|
|
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_appearance()
|
|
|
|
/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/living/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(user.combat_mode)
|
|
take_damage(4, BRUTE, MELEE, 0)
|
|
if(!QDELETED(src))
|
|
update_appearance()
|
|
|
|
/obj/structure/window/paperframe/update_appearance(updates)
|
|
. = ..()
|
|
set_opacity(obj_integrity >= max_integrity)
|
|
|
|
/obj/structure/window/paperframe/update_icon()
|
|
. = ..()
|
|
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
|
|
QUEUE_SMOOTH(src)
|
|
|
|
/obj/structure/window/paperframe/update_overlays()
|
|
. = ..()
|
|
. += (obj_integrity < max_integrity) ? torn : paper
|
|
|
|
/obj/structure/window/paperframe/attackby(obj/item/W, mob/living/user)
|
|
if(W.get_temperature())
|
|
fire_act(W.get_temperature())
|
|
return
|
|
if(user.combat_mode)
|
|
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_appearance()
|
|
return
|
|
..()
|
|
update_appearance()
|
|
|
|
/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-0"
|
|
base_icon_state = "clockwork_window"
|
|
smoothing_flags = SMOOTH_BITMASK
|
|
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE, SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE)
|
|
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE)
|
|
fulltile = TRUE
|
|
flags_1 = PREVENT_CLICK_UNDER_1
|
|
max_integrity = 50
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/bronze/fulltile/unanchored
|
|
anchored = FALSE
|