Files
Bubberstation/code/game/objects/structures/window.dm
SkyratBot 2b9eba0fe0 [MIRROR] Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins [MDB IGNORE] (#18189)
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)

This one is fun.

On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).

The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.

Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.

This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.

The trick is that we replace the current type definitions with this:

```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```

These defines, instead of being numbers, are now segments of a string,
delimited by commas.

For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.

Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:

```java
// Starting value
"13,37,"

// We have a trailing comma, so add a dummy value
"13,37,0"

// Make it an array
"[13,37,0]"

// Decode
list(13, 37, 0)

// Chop off the dummy value
list(13, 37) // Done!
```

This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.

Furthermore, there's some other fun stuff we gain from this approach
emergently.

We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.

This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:

```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```

...which may have been represented as

```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```

...will now become, at compile time:

```dm
smoothing_groups = "15,-3,"
```

Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:

```dm
smoothing_groups = "-3,15,"
```

Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!

Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.

For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.

* Sorting how did I miss it

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-07 23:51:36 +13:00

899 lines
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/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 = 50
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
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
/obj/structure/window/Initialize(mapload, direct)
. = ..()
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()
AddElement(/datum/element/can_barricade)
//windows only block while reinforced and fulltile, so we'll use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
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)
. = ..()
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)
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_notice("You deconstruct the window."))
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_window_location(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
return valid_window_location(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
..()
/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."))
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 = 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, 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 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/AfterRotation(mob/user, degrees)
air_update_turf(TRUE, FALSE)
/obj/structure/window/proc/on_painted(obj/structure/window/source, is_dark_color)
SIGNAL_HANDLER
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(obj/item/card/id/ID, to_dir, atom/movable/caller, no_id = FALSE)
if(!density)
return TRUE
if(fulltile || (dir == to_dir))
return FALSE
return TRUE
/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 = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 0, FIRE = 80, ACID = 100) // SKYRAT EDIT CHANGE
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
/obj/structure/window/reinforced/attackby_secondary(obj/item/tool, mob/user, params)
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)
. = ..()
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.")
/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 = 0, FIRE = 99, ACID = 100)
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
rad_insulation = RAD_MEDIUM_INSULATION
/obj/structure/window/plasma/Initialize(mapload, direct)
. = ..()
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/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 = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, FIRE = 99, ACID = 100)
max_integrity = 500
damage_deflection = 21
explosion_block = 2
glass_type = /obj/item/stack/sheet/plasmarglass
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/window/reinforced/plasma/block_superconductivity()
return TRUE
/obj/structure/window/reinforced/plasma/spawner/east
dir = EAST
/obj/structure/window/reinforced/plasma/spawner/west
dir = WEST
/obj/structure/window/reinforced/plasma/spawner/north
dir = NORTH
/obj/structure/window/reinforced/plasma/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 atom_integrity) */
/obj/structure/window/fulltile
icon = 'icons/obj/smooth_structures/window.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "window-0"
base_icon_state = "window"
max_integrity = 100
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = 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 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
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
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
icon = 'icons/obj/smooth_structures/reinforced_window.dmi' //ICON OVERRIDEN 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
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/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
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WINDOW_FULLTILE
canSmoothWith = 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
//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
reinf = TRUE
heat_resistance = 1600
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
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
/obj/structure/window/reinforced/shuttle/spawnDebris(location)
. = list()
. += new /obj/item/shard/titanium(location)
. += new /obj/effect/decal/cleanable/glass/titanium(location)
if (reinf)
. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
if (fulltile)
. += new /obj/item/shard/titanium(location)
/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/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
heat_resistance = 1600
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
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
/obj/structure/window/reinforced/plasma/plastitanium/spawnDebris(location)
. = list()
. += new /obj/item/shard/plastitanium(location)
. += new /obj/effect/decal/cleanable/glass/plastitanium(location)
if (reinf)
. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
if (fulltile)
. += new /obj/item/shard/plastitanium(location)
/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
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 = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
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/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(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
max_integrity = 50
glass_amount = 2
/obj/structure/window/bronze/fulltile/unanchored
anchored = FALSE