Files
Bubberstation/code/game/objects/structures/window.dm
SkyratBot 1a2ddececa [MIRROR] new space ruin, the biological research outpost [MDB IGNORE] (#24662)
* new space ruin, the biological research outpost (#79149)

## About The Pull Request

![2023-10-21 18 02
39](https://github.com/tgstation/tgstation/assets/70376633/5829e939-3b04-465f-a186-095ceb360bba)

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault

also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows

### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles

https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566

https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298

stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past

https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25

### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range

https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf

living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that

https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae

## Why It's Good For The Game

ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever

also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* new space ruin, the biological research outpost

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
2023-10-31 01:35:11 -04:00

954 lines
32 KiB
Plaintext

/obj/structure/window
name = "window"
desc = "A directional 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
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | IGNORE_DENSITY
max_integrity = 50
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor_type = /datum/armor/structure_window
can_atmos_pass = ATMOS_PASS_PROC
rad_insulation = RAD_VERY_LIGHT_INSULATION
pass_flags_self = PASSGLASS
set_dir_on_move = FALSE
flags_ricochet = RICOCHET_HARD
receive_ricochet_chance_mod = 0.5
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/break_sound = SFX_SHATTER
var/knock_sound = 'sound/effects/glassknock.ogg'
var/bash_sound = 'sound/effects/glassbash.ogg'
var/hit_sound = 'sound/effects/glasshit.ogg'
/// If some inconsiderate jerk has had their blood spilled on this window, thus making it cleanable
var/bloodied = FALSE
///Datum that the shard and debris type is pulled from for when the glass is broken.
var/datum/material/glass_material_datum = /datum/material/glass
/datum/armor/structure_window
melee = 50
fire = 80
acid = 100
/obj/structure/window/Initialize(mapload, direct)
AddElement(/datum/element/blocks_explosives)
. = ..()
if(direct)
setDir(direct)
if(reinf && anchored)
state = RWINDOW_SECURE
if(!reinf && anchored)
state = WINDOW_SCREWED_TO_FRAME
air_update_turf(TRUE, TRUE)
if(fulltile)
setDir()
obj_flags &= ~BLOCKS_CONSTRUCTION_DIR
obj_flags &= ~IGNORE_DENSITY
AddElement(/datum/element/can_barricade)
//windows only block while reinforced and fulltile
if(!reinf || !fulltile)
set_explosion_block(0)
flags_1 |= ALLOW_DARK_PAINTS_1
RegisterSignal(src, COMSIG_OBJ_PAINTED, PROC_REF(on_painted))
AddElement(/datum/element/atmos_sensitive, mapload)
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM, AfterRotation = CALLBACK(src, PROC_REF(AfterRotation)))
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
)
if (flags_1 & ON_BORDER_1)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/window/examine(mob/user)
. = ..()
if(flags_1 & NODECONSTRUCT_1)
return
switch(state)
if(WINDOW_SCREWED_TO_FRAME)
. += span_notice("The window is <b>screwed</b> to the frame.")
if(WINDOW_IN_FRAME)
. += span_notice("The window is <i>unscrewed</i> but <b>pried</b> into the frame.")
if(WINDOW_OUT_OF_FRAME)
if (anchored)
. += span_notice("The window is <b>screwed</b> to the floor.")
else
. += span_notice("The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.")
/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_DECONSTRUCT)
return list("delay" = 2 SECONDS, "cost" = 5)
return FALSE
/obj/structure/window/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
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(anchored && current_size >= STAGE_FIVE) //SKYRAT EDIT CHANGE
set_anchored(FALSE)
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
/obj/structure/window/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
if(fulltile)
return FALSE
if(border_dir == dir)
return FALSE
if(istype(mover, /obj/structure/window))
var/obj/structure/window/moved_window = mover
return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
return TRUE
/obj/structure/window/proc/on_exit(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(leaving.movement_type & PHASING)
return
if(leaving == src)
return // Let's not block ourselves.
if (leaving.pass_flags & pass_flags_self)
return
if (fulltile)
return
if(direction == dir && density)
leaving.Bump(src)
return COMPONENT_ATOM_BLOCK_EXIT
/obj/structure/window/attack_tk(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message(span_notice("Something knocks on [src]."))
add_fingerprint(user)
playsound(src, knock_sound, 50, TRUE)
return COMPONENT_CANCEL_ATTACK_CHAIN
/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/living/user, list/modifiers)
. = ..()
if(.)
return
if(!can_be_reached(user))
return
user.changeNext_move(CLICK_CD_MELEE)
if(!user.combat_mode)
user.visible_message(span_notice("[user] knocks on [src]."), \
span_notice("You knock on [src]."))
playsound(src, knock_sound, 50, TRUE)
else
user.visible_message(span_warning("[user] bashes [src]!"), \
span_warning("You bash [src]!"))
playsound(src, bash_sound, 100, TRUE)
/obj/structure/window/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/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
return ..()
/obj/structure/window/tool_act(mob/living/user, obj/item/tool, tool_type, is_right_clicking)
if(!can_be_reached(user))
return TRUE //skip the afterattack
add_fingerprint(user)
return ..()
/obj/structure/window/welder_act(mob/living/user, obj/item/tool)
if(atom_integrity >= max_integrity)
to_chat(user, span_warning("[src] is already in good condition!"))
return TOOL_ACT_TOOLTYPE_SUCCESS
if(!tool.tool_start_check(user, amount = 0))
return FALSE
to_chat(user, span_notice("You begin repairing [src]..."))
if(tool.use_tool(src, user, 4 SECONDS, volume = 50))
atom_integrity = max_integrity
update_nearby_icons()
to_chat(user, span_notice("You repair [src]."))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/window/screwdriver_act(mob/living/user, obj/item/tool)
if(flags_1 & NODECONSTRUCT_1)
return
switch(state)
if(WINDOW_SCREWED_TO_FRAME)
to_chat(user, span_notice("You begin to unscrew the window from the frame..."))
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
state = WINDOW_IN_FRAME
to_chat(user, span_notice("You unfasten the window from the frame."))
if(WINDOW_IN_FRAME)
to_chat(user, span_notice("You begin to screw the window to the frame..."))
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
state = WINDOW_SCREWED_TO_FRAME
to_chat(user, span_notice("You fasten the window to the frame."))
if(WINDOW_OUT_OF_FRAME)
if(anchored)
to_chat(user, span_notice("You begin to unscrew the frame from the floor..."))
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
set_anchored(FALSE)
to_chat(user, span_notice("You unfasten the frame from the floor."))
else
to_chat(user, span_notice("You begin to screw the frame to the floor..."))
if(tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
set_anchored(TRUE)
to_chat(user, span_notice("You fasten the frame to the floor."))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/window/wrench_act(mob/living/user, obj/item/tool)
if(anchored)
return FALSE
if((flags_1 & NODECONSTRUCT_1) || (reinf && state >= RWINDOW_FRAME_BOLTED))
return FALSE
to_chat(user, span_notice("You begin to disassemble [src]..."))
if(!tool.use_tool(src, user, decon_speed, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
return TOOL_ACT_TOOLTYPE_SUCCESS
var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
if (!QDELETED(G))
G.add_fingerprint(user)
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
to_chat(user, span_notice("You successfully disassemble [src]."))
qdel(src)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/window/crowbar_act(mob/living/user, obj/item/tool)
if(!anchored || (flags_1 & NODECONSTRUCT_1))
return FALSE
switch(state)
if(WINDOW_IN_FRAME)
to_chat(user, span_notice("You begin to lever the window out of the frame..."))
if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
state = WINDOW_OUT_OF_FRAME
to_chat(user, span_notice("You pry the window out of the frame."))
if(WINDOW_OUT_OF_FRAME)
to_chat(user, span_notice("You begin to lever the window back into the frame..."))
if(tool.use_tool(src, user, 5 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
state = WINDOW_SCREWED_TO_FRAME
to_chat(user, span_notice("You pry the window back into the frame."))
else
return FALSE
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
if(!can_be_reached(user))
return TRUE //skip the afterattack
add_fingerprint(user)
return ..()
/obj/structure/window/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/obj/structure/window/set_anchored(anchorvalue)
..()
air_update_turf(TRUE, anchorvalue)
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/proc/can_be_reached(mob/user)
if(fulltile)
return TRUE
var/checking_dir = get_dir(user, src)
if(!(checking_dir & dir))
return TRUE // Only windows on the other side may be blocked by other things.
checking_dir = REVERSE_DIR(checking_dir)
for(var/obj/blocker in loc)
if(!blocker.CanPass(user, checking_dir))
return FALSE
return TRUE
/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration = 0)
. = ..()
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, hit_sound, 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, break_sound, 70, TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
for(var/obj/item/shard/debris in spawn_debris(drop_location()))
transfer_fingerprints_to(debris) // transfer fingerprints to shards only
qdel(src)
update_nearby_icons()
///Spawns shard and debris decal based on the glass_material_datum, spawns rods if window is reinforned and number of shards/rods is determined by the window being fulltile or not.
/obj/structure/window/proc/spawn_debris(location)
var/datum/material/glass_material_ref = GET_MATERIAL_REF(glass_material_datum)
var/obj/item/shard_type = glass_material_ref.shard_type
var/obj/effect/decal/debris_type = glass_material_ref.debris_type
var/list/dropped_debris = list()
if(!isnull(shard_type))
dropped_debris += new shard_type(location)
if (fulltile)
dropped_debris += new shard_type(location)
if(!isnull(debris_type))
dropped_debris += new debris_type(location)
if (reinf)
dropped_debris += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
return dropped_debris
/obj/structure/window/proc/AfterRotation(mob/user, degrees)
air_update_turf(TRUE, FALSE)
/obj/structure/window/proc/on_painted(obj/structure/window/source, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
SIGNAL_HANDLER
if(!spraycan.actually_paints)
return
if (is_dark_color && fulltile) //Opaque directional windows restrict vision even in directions they are not placed in, please don't do this
set_opacity(255)
else
set_opacity(initial(opacity))
/obj/structure/window/wash(clean_types)
. = ..()
if(!(clean_types & CLEAN_SCRUB))
return
set_opacity(initial(opacity))
remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
for(var/atom/movable/cleanables as anything in src)
if(cleanables == src)
continue
if(!cleanables.wash(clean_types))
continue
vis_contents -= cleanables
bloodied = FALSE
/obj/structure/window/Destroy()
set_density(FALSE)
air_update_turf(TRUE, FALSE)
update_nearby_icons()
return ..()
/obj/structure/window/Move()
var/turf/T = loc
. = ..()
if(anchored)
move_update_air(T)
/obj/structure/window/can_atmos_pass(turf/T, vertical = FALSE)
if(!anchored || !density)
return TRUE
return !(fulltile || dir == get_dir(loc, T))
//This proc is used to update the icons of nearby windows.
/obj/structure/window/proc/update_nearby_icons()
update_appearance()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
//merges adjacent full-tile windows into one
/obj/structure/window/update_overlays(updates=ALL)
. = ..()
if(QDELETED(src) || !fulltile)
return
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
QUEUE_SMOOTH(src)
var/ratio = atom_integrity / max_integrity
ratio = CEILING(ratio*4, 1) * 25
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/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return exposed_temperature > T0C + heat_resistance
/obj/structure/window/atmos_expose(datum/gas_mixture/air, exposed_temperature)
take_damage(round(air.return_volume() / 100), BURN, 0, 0)
/obj/structure/window/get_dumping_location()
return null
/obj/structure/window/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
if(!density)
return TRUE
if(fulltile || (dir == to_dir))
return FALSE
return TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/spawner, 0)
/obj/structure/window/unanchored
anchored = FALSE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/unanchored/spawner, 0)
/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_type = /datum/armor/window_reinforced
max_integrity = 75
explosion_block = 1
damage_deflection = 11
state = RWINDOW_SECURE
glass_type = /obj/item/stack/sheet/rglass
rad_insulation = RAD_LIGHT_INSULATION
receive_ricochet_chance_mod = 1.1
//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
//Adding a timestamp, I found this in 2020, I hope it's from this year -Lemon
//2021 AND STILLLL GOING STRONG
//2022 BABYYYYY ~lewc
//2023 ONE YEAR TO GO! -LT3
/datum/armor/window_reinforced
melee = 50
bomb = 25
fire = 80
acid = 100
/obj/structure/window/reinforced/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_DECONSTRUCT)
return list("delay" = 3 SECONDS, "cost" = 15)
return FALSE
/obj/structure/window/reinforced/attackby_secondary(obj/item/tool, mob/user, params)
if(flags_1 & NODECONSTRUCT_1)
return ..()
switch(state)
if(RWINDOW_SECURE)
if(tool.tool_behaviour == TOOL_WELDER)
if(tool.tool_start_check(user))
user.visible_message(span_notice("[user] holds \the [tool] to the security screws on \the [src]..."),
span_notice("You begin heating the security screws on \the [src]..."))
if(tool.use_tool(src, user, 15 SECONDS, volume = 100))
to_chat(user, span_notice("The security screws are glowing white hot and look ready to be removed."))
state = RWINDOW_BOLTS_HEATED
addtimer(CALLBACK(src, PROC_REF(cool_bolts)), 30 SECONDS)
else if (tool.tool_behaviour)
to_chat(user, span_warning("The security screws need to be heated first!"))
if(RWINDOW_BOLTS_HEATED)
if(tool.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."),
span_notice("You dig into the heated screws hard and they start turning..."))
if(tool.use_tool(src, user, 50, volume = 50))
state = RWINDOW_BOLTS_OUT
to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane."))
else if (tool.tool_behaviour)
to_chat(user, span_warning("The security screws need to be removed first!"))
if(RWINDOW_BOLTS_OUT)
if(tool.tool_behaviour == TOOL_CROWBAR)
user.visible_message(span_notice("[user] wedges \the [tool] into the gap in the frame and starts prying..."),
span_notice("You wedge \the [tool] into the gap in the frame and start prying..."))
if(tool.use_tool(src, user, 40, volume = 50))
state = RWINDOW_POPPED
to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut."))
else if (tool.tool_behaviour)
to_chat(user, span_warning("The gap needs to be pried first!"))
if(RWINDOW_POPPED)
if(tool.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."),
span_notice("You start cutting the exposed bars on \the [src]"))
if(tool.use_tool(src, user, 20, volume = 50))
state = RWINDOW_BARS_CUT
to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts."))
else if (tool.tool_behaviour)
to_chat(user, span_warning("The bars need to be cut first!"))
if(RWINDOW_BARS_CUT)
if(tool.tool_behaviour == TOOL_WRENCH)
user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."),
span_notice("You start unfastening the bolts from the frame..."))
if(tool.use_tool(src, user, 40, volume = 50))
to_chat(user, span_notice("You unscrew the bolts from the frame and the window pops loose."))
state = WINDOW_OUT_OF_FRAME
set_anchored(FALSE)
else if (tool.tool_behaviour)
to_chat(user, span_warning("The bolts need to be loosened first!"))
if (tool.tool_behaviour)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/obj/structure/window/reinforced/crowbar_act(mob/living/user, obj/item/tool)
if(!anchored)
return FALSE
if((flags_1 & NODECONSTRUCT_1) || (state != WINDOW_OUT_OF_FRAME))
return FALSE
to_chat(user, span_notice("You begin to lever the window back into the frame..."))
if(tool.use_tool(src, user, 10 SECONDS, volume = 75, extra_checks = CALLBACK(src, PROC_REF(check_state_and_anchored), state, anchored)))
state = RWINDOW_SECURE
to_chat(user, span_notice("You pry the window back into the frame."))
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/structure/window/proc/cool_bolts()
if(state == RWINDOW_BOLTS_HEATED)
state = RWINDOW_SECURE
visible_message(span_notice("The bolts on \the [src] look like they've cooled off..."))
/obj/structure/window/reinforced/examine(mob/user)
. = ..()
if(flags_1 & NODECONSTRUCT_1)
return
switch(state)
if(RWINDOW_SECURE)
. += span_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.")
if(RWINDOW_BOLTS_HEATED)
. += span_notice("The screws are glowing white hot, and you'll likely be able to <b>unscrew them</b> now.")
if(RWINDOW_BOLTS_OUT)
. += span_notice("The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> in.")
if(RWINDOW_POPPED)
. += span_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>.")
if(RWINDOW_BARS_CUT)
. += span_notice("The main pane can be easily moved out of the way to reveal some <b>bolts</b> holding the frame in.")
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/spawner, 0)
/obj/structure/window/reinforced/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/unanchored/spawner, 0)
/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_type = /datum/armor/window_plasma
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
rad_insulation = RAD_MEDIUM_INSULATION
glass_material_datum = /datum/material/alloy/plasmaglass
/datum/armor/window_plasma
melee = 80
bullet = 5
bomb = 45
fire = 99
acid = 100
/obj/structure/window/plasma/Initialize(mapload, direct)
. = ..()
RemoveElement(/datum/element/atmos_sensitive)
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/plasma/spawner, 0)
/obj/structure/window/plasma/unanchored
anchored = FALSE
/obj/structure/window/reinforced/plasma
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_type = /datum/armor/reinforced_plasma
max_integrity = 500
damage_deflection = 21
explosion_block = 2
glass_type = /obj/item/stack/sheet/plasmarglass
rad_insulation = RAD_HEAVY_INSULATION
glass_material_datum = /datum/material/alloy/plasmaglass
/datum/armor/reinforced_plasma
melee = 80
bullet = 20
bomb = 60
fire = 99
acid = 100
/obj/structure/window/reinforced/plasma/block_superconductivity()
return TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/plasma/spawner, 0)
/obj/structure/window/reinforced/plasma/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/reinforced/tinted
name = "tinted window"
icon_state = "twindow"
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/spawner, 0)
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
icon_state = "fwindow"
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/window/reinforced/tinted/frosted/spawner, 0)
/* Full Tile Windows (more atom_integrity) */
/obj/structure/window/fulltile
name = "full tile window"
desc = "A full tile window."
icon = 'icons/obj/smooth_structures/window.dmi' //ICON OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "window-0"
base_icon_state = "window"
max_integrity = 100
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
glass_amount = 2
/obj/structure/window/fulltile/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_DECONSTRUCT)
return list("delay" = 2.5 SECONDS, "cost" = 10)
return FALSE
/obj/structure/window/fulltile/unanchored
anchored = FALSE
/obj/structure/window/plasma/fulltile
icon = 'icons/obj/smooth_structures/plasma_window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "plasma_window-0"
base_icon_state = "plasma_window"
max_integrity = 400
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
glass_amount = 2
/obj/structure/window/plasma/fulltile/unanchored
anchored = FALSE
/obj/structure/window/reinforced/plasma/fulltile
icon = 'icons/obj/smooth_structures/rplasma_window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "rplasma_window-0"
base_icon_state = "rplasma_window"
state = RWINDOW_SECURE
max_integrity = 1000
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
glass_amount = 2
/obj/structure/window/reinforced/plasma/fulltile/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/reinforced/fulltile
name = "full tile reinforced window"
desc = "A full tile reinforced window"
icon = 'icons/obj/smooth_structures/reinforced_window.dmi' //ICON OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "reinforced_window-0"
base_icon_state = "reinforced_window"
max_integrity = 150
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
state = RWINDOW_SECURE
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
glass_amount = 2
/obj/structure/window/reinforced/fulltile/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 4 SECONDS, "cost" = 20)
return FALSE
/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 OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "tinted_window-0"
base_icon_state = "tinted_window"
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE
glass_amount = 2
// Not on the parent because directional opacity does NOT WORK
opacity = TRUE
/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
//there is a sub shuttle window in survival_pod.dm for mining pods
/obj/structure/window/reinforced/shuttle//this is called reinforced because it is reinforced w/titanium
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"
reinf = TRUE
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
reinf = TRUE
heat_resistance = 1600
armor_type = /datum/armor/reinforced_shuttle
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE
explosion_block = 3
glass_type = /obj/item/stack/sheet/titaniumglass
glass_amount = 2
receive_ricochet_chance_mod = 1.2
rad_insulation = RAD_MEDIUM_INSULATION
glass_material_datum = /datum/material/alloy/titaniumglass
/datum/armor/reinforced_shuttle
melee = 90
bomb = 50
fire = 80
acid = 100
/obj/structure/window/reinforced/shuttle/narsie_act()
add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY)
/obj/structure/window/reinforced/shuttle/tinted
opacity = TRUE
/obj/structure/window/reinforced/shuttle/unanchored
anchored = FALSE
state = WINDOW_OUT_OF_FRAME
/obj/structure/window/reinforced/shuttle/indestructible
name = "hardened shuttle window"
flags_1 = PREVENT_CLICK_UNDER_1 | NODECONSTRUCT_1
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/structure/window/reinforced/shuttle/indestructible/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
return FALSE
/obj/structure/window/reinforced/plasma/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
obj_flags = CAN_BE_HIT
heat_resistance = 1600
armor_type = /datum/armor/plasma_plastitanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM
canSmoothWith = 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_EXTREME_INSULATION
glass_material_datum = /datum/material/alloy/plastitaniumglass
/datum/armor/plasma_plastitanium
melee = 95
bomb = 50
fire = 80
acid = 100
/obj/structure/window/reinforced/plasma/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
obj_flags = CAN_BE_HIT
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PAPERFRAME
canSmoothWith = SMOOTH_GROUP_PAPERFRAME
glass_amount = 2
glass_type = /obj/item/stack/sheet/paperframes
heat_resistance = 233
decon_speed = 10
can_atmos_pass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
armor_type = /datum/armor/none
knock_sound = SFX_PAGE_TURN
bash_sound = 'sound/weapons/slashmiss.ogg'
break_sound = 'sound/items/poster_ripped.ogg'
hit_sound = '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(mapload)
. = ..()
update_appearance()
/obj/structure/window/paperframe/examine(mob/user)
. = ..()
if(atom_integrity < max_integrity)
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
/obj/structure/window/paperframe/spawn_debris(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(atom_integrity >= max_integrity)
/obj/structure/window/paperframe/update_icon(updates=ALL)
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)))
QUEUE_SMOOTH(src)
/obj/structure/window/paperframe/update_overlays()
. = ..()
. += (atom_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) && atom_integrity < max_integrity)
user.visible_message(span_notice("[user] starts to patch the holes in \the [src]."))
if(do_after(user, 20, target = src))
atom_integrity = min(atom_integrity+4,max_integrity)
qdel(W)
user.visible_message(span_notice("[user] patches some of the holes in \the [src]."))
if(atom_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/sheet/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 = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE + SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = SMOOTH_GROUP_WINDOW_FULLTILE_BRONZE
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
obj_flags = CAN_BE_HIT
max_integrity = 50
glass_amount = 2
/obj/structure/window/bronze/fulltile/unanchored
anchored = FALSE