Files
CHOMPStation2/code/game/objects/structures/window.dm
Leshana 10b0323d6f Use can_atmos_pass to reduce proc-calls in c_airblock()
- Add additional can_atmos_pass value ATMOS_PASS_PROC which indicates custom behavior requiring calling the CanZASPass proc.
  - The benefit being for the other three values we DON'T need to call CanZASPass at all!  We already know the behavior without the overhead of a proc call.
  - Obviously any atom with can_atmos_pass = ATMOS_PASS_PROC cannot now call ..() in CanZASPass() since the default behavior would be to (recursively) call CanZASPass()
  - This required re-numbering the constants, so I also fixed all code that assumed particular values for the constants.
- Switched all types which overrode CanZASPass with custom logic to be can_atmos_pass = ATMOS_PASS_PROC
- Changed /turf/c_airblock() to skip calling /atom/movable/c_airblock() for the three can_atmos_pass values that don't require calling the proc.
2020-04-30 14:50:57 -04:00

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/obj/structure/window
name = "window"
desc = "A window."
icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
density = 1
can_atmos_pass = ATMOS_PASS_PROC
w_class = ITEMSIZE_NORMAL
layer = WINDOW_LAYER
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = 1.0
flags = ON_BORDER
var/maxhealth = 14.0
var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly.
var/health
var/force_threshold = 0
var/ini_dir = null
var/state = 2
var/reinf = 0
var/basestate
var/shardtype = /obj/item/weapon/material/shard
var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
var/silicate = 0 // number of units of silicate
var/fulltile = FALSE // Set to true on full-tile variants.
/obj/structure/window/examine(mob/user)
. = ..()
if(health == maxhealth)
. += "<span class='notice'>It looks fully intact.</span>"
else
var/perc = health / maxhealth
if(perc > 0.75)
. += "<span class='notice'>It has a few cracks.</span>"
else if(perc > 0.5)
. += "<span class='warning'>It looks slightly damaged.</span>"
else if(perc > 0.25)
. += "<span class='warning'>It looks moderately damaged.</span>"
else
. += "<span class='danger'>It looks heavily damaged.</span>"
if(silicate)
if (silicate < 30)
. += "<span class='notice'>It has a thin layer of silicate.</span>"
else if (silicate < 70)
. += "<span class='notice'>It is covered in silicate.</span>"
else
. += "<span class='notice'>There is a thick layer of silicate covering it.</span>"
/obj/structure/window/take_damage(var/damage = 0, var/sound_effect = 1)
var/initialhealth = health
if(silicate)
damage = damage * (1 - silicate / 200)
health = max(0, health - damage)
if(health <= 0)
shatter()
else
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
visible_message("[src] looks like it's about to shatter!" )
update_icon()
else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
visible_message("[src] looks seriously damaged!" )
update_icon()
else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
visible_message("Cracks begin to appear in [src]!" )
update_icon()
return
/obj/structure/window/proc/apply_silicate(var/amount)
if(health < maxhealth) // Mend the damage
health = min(health + amount * 3, maxhealth)
if(health == maxhealth)
visible_message("[src] looks fully repaired." )
else // Reinforce
silicate = min(silicate + amount, 100)
updateSilicate()
/obj/structure/window/proc/updateSilicate()
if (overlays)
overlays.Cut()
update_icon()
var/image/img = image(src)
img.color = "#ffffff"
img.alpha = silicate * 255 / 100
overlays += img
/obj/structure/window/proc/shatter(var/display_message = 1)
playsound(src, "shatter", 70, 1)
if(display_message)
visible_message("[src] shatters!")
new shardtype(loc)
if(reinf)
new /obj/item/stack/rods(loc)
if(is_fulltile())
new shardtype(loc) //todo pooling?
if(reinf)
new /obj/item/stack/rods(loc)
qdel(src)
return
/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
..()
take_damage(proj_damage)
return
/obj/structure/window/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
shatter(0)
return
if(3.0)
if(prob(50))
shatter(0)
return
/obj/structure/window/blob_act()
take_damage(50)
/obj/structure/window/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return TRUE
if(is_fulltile())
return FALSE //full tile window, you can't move into it!
if((get_dir(loc, target) & dir) || (get_dir(mover, target) == turn(dir, 180)))
return !density
else
return TRUE
/obj/structure/window/CanZASPass(turf/T, is_zone)
if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly.
return !anchored // If it's anchored, it'll block air.
return TRUE // Don't stop airflow from the other sides.
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1
if(get_dir(O.loc, target) == dir)
return 0
return 1
/obj/structure/window/hitby(AM as mob|obj)
..()
visible_message("<span class='danger'>[src] was hit by [AM].</span>")
var/tforce = 0
if(ismob(AM))
tforce = 40
else if(isobj(AM))
var/obj/item/I = AM
tforce = I.throwforce
if(reinf) tforce *= 0.25
if(health - tforce <= 7 && !reinf)
anchored = 0
update_verbs()
update_nearby_icons()
step(src, get_dir(AM, src))
take_damage(tforce)
/obj/structure/window/attack_tk(mob/user as mob)
user.visible_message("<span class='notice'>Something knocks on [src].</span>")
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_hand(mob/user as mob)
user.setClickCooldown(user.get_attack_speed())
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
user.do_attack_animation(src)
shatter()
else if (usr.a_intent == I_HURT)
if (istype(usr,/mob/living/carbon/human))
var/mob/living/carbon/human/H = usr
if(H.species.can_shred(H))
attack_generic(H,25)
return
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
user.do_attack_animation(src)
usr.visible_message("<span class='danger'>\The [usr] bangs against \the [src]!</span>",
"<span class='danger'>You bang against \the [src]!</span>",
"You hear a banging sound.")
else
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
usr.visible_message("[usr.name] knocks on the [src.name].",
"You knock on the [src.name].",
"You hear a knocking sound.")
return
/obj/structure/window/attack_generic(var/mob/user, var/damage)
user.setClickCooldown(user.get_attack_speed())
if(!damage)
return
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
visible_message("<span class='danger'>[user] smashes into [src]!</span>")
if(reinf)
damage = damage / 2
take_damage(damage)
else
visible_message("<span class='notice'>\The [user] bonks \the [src] harmlessly.</span>")
user.do_attack_animation(src)
return 1
/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
if(!istype(W)) return//I really wish I did not need this
// Fixing.
if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == I_HELP)
var/obj/item/weapon/weldingtool/WT = W
if(health < maxhealth)
if(WT.remove_fuel(1 ,user))
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
playsound(src, WT.usesound, 50, 1)
if(do_after(user, 40 * WT.toolspeed, target = src))
health = maxhealth
// playsound(src, 'sound/items/Welder.ogg', 50, 1)
update_icon()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
// Slamming.
if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
var/obj/item/weapon/grab/G = W
if(istype(G.affecting,/mob/living))
var/mob/living/M = G.affecting
var/state = G.state
qdel(W) //gotta delete it here because if window breaks, it won't get deleted
switch (state)
if(1)
M.visible_message("<span class='warning'>[user] slams [M] against \the [src]!</span>")
M.apply_damage(7)
hit(10)
if(2)
M.visible_message("<span class='danger'>[user] bashes [M] against \the [src]!</span>")
if (prob(50))
M.Weaken(1)
M.apply_damage(10)
hit(25)
if(3)
M.visible_message("<span class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
M.Weaken(5)
M.apply_damage(20)
hit(50)
return
if(W.flags & NOBLUDGEON) return
if(W.is_screwdriver())
if(reinf && state >= 1)
state = 3 - state
update_nearby_icons()
playsound(src, W.usesound, 75, 1)
to_chat(user, "<span class='notice'>You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.</span>")
else if(reinf && state == 0)
anchored = !anchored
update_nearby_icons()
update_verbs()
playsound(src, W.usesound, 75, 1)
to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.</span>")
else if(!reinf)
anchored = !anchored
update_nearby_icons()
update_verbs()
playsound(src, W.usesound, 75, 1)
to_chat(user, "<span class='notice'>You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor.</span>")
else if(W.is_crowbar() && reinf && state <= 1)
state = 1 - state
playsound(src, W.usesound, 75, 1)
to_chat(user, "<span class='notice'>You have pried the window [state ? "into" : "out of"] the frame.</span>")
else if(W.is_wrench() && !anchored && (!state || !reinf))
if(!glasstype)
to_chat(user, "<span class='notice'>You're not sure how to dismantle \the [src] properly.</span>")
else
playsound(src, W.usesound, 75, 1)
visible_message("<span class='notice'>[user] dismantles \the [src].</span>")
var/obj/item/stack/material/mats = new glasstype(loc)
if(is_fulltile())
mats.amount = 4
qdel(src)
else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized))
var/obj/item/stack/cable_coil/C = W
if (C.use(1))
playsound(src.loc, 'sound/effects/sparks1.ogg', 75, 1)
user.visible_message( \
"<span class='notice'>\The [user] begins to wire \the [src] for electrochromic tinting.</span>", \
"<span class='notice'>You begin to wire \the [src] for electrochromic tinting.</span>", \
"You hear sparks.")
if(do_after(user, 20 * C.toolspeed, src) && state == 0)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
var/obj/structure/window/reinforced/polarized/P = new(loc, dir)
if(is_fulltile())
P.fulltile = TRUE
P.icon_state = "fwindow"
P.maxhealth = maxhealth
P.health = health
P.state = state
P.anchored = anchored
qdel(src)
else if(istype(W,/obj/item/frame) && anchored)
var/obj/item/frame/F = W
F.try_build(src, user)
else
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
hit(W.force)
if(health <= 7)
anchored = 0
update_nearby_icons()
step(src, get_dir(user, src))
else
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
..()
return
/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
if(damage < force_threshold || force_threshold < 0)
return
if(reinf) damage *= 0.5
take_damage(damage)
return
/obj/structure/window/verb/rotate_counterclockwise()
set name = "Rotate Window Counterclockwise"
set category = "Object"
set src in oview(1)
if(usr.incapacitated())
return 0
if(is_fulltile())
return 0
if(anchored)
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.set_dir(turn(src.dir, 90))
updateSilicate()
update_nearby_tiles(need_rebuild=1)
return
/obj/structure/window/verb/rotate_clockwise()
set name = "Rotate Window Clockwise"
set category = "Object"
set src in oview(1)
if(usr.incapacitated())
return 0
if(is_fulltile())
return 0
if(anchored)
to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
return 0
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.set_dir(turn(src.dir, 270))
updateSilicate()
update_nearby_tiles(need_rebuild=1)
return
/obj/structure/window/New(Loc, start_dir=null, constructed=0)
..()
if (start_dir)
set_dir(start_dir)
//player-constructed windows
if (constructed)
anchored = 0
state = 0
update_verbs()
health = maxhealth
ini_dir = dir
update_nearby_tiles(need_rebuild=1)
update_nearby_icons()
/obj/structure/window/Destroy()
density = 0
update_nearby_tiles()
var/turf/location = loc
. = ..()
for(var/obj/structure/window/W in orange(location, 1))
W.update_icon()
/obj/structure/window/Move()
var/ini_dir = dir
update_nearby_tiles(need_rebuild=1)
. = ..()
set_dir(ini_dir)
update_nearby_tiles(need_rebuild=1)
//checks if this window is full-tile one
/obj/structure/window/proc/is_fulltile()
return fulltile
//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc!
/obj/structure/window/proc/update_nearby_icons()
update_icon()
for(var/obj/structure/window/W in orange(src, 1))
W.update_icon()
//Updates the availabiliy of the rotation verbs
/obj/structure/window/proc/update_verbs()
if(anchored || is_fulltile())
verbs -= /obj/structure/window/verb/rotate_counterclockwise
verbs -= /obj/structure/window/verb/rotate_clockwise
else if(!is_fulltile())
verbs += /obj/structure/window/verb/rotate_counterclockwise
verbs += /obj/structure/window/verb/rotate_clockwise
//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
/obj/structure/window/update_icon()
//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
//this way it will only update full-tile ones
overlays.Cut()
if(!is_fulltile())
// Rotate the sprite somewhat so non-fulltiled windows can be seen as needing repair.
var/full_tilt_degrees = 15
var/tilt_to_apply = abs((health / maxhealth) - 1)
if(tilt_to_apply && prob(50))
tilt_to_apply = -tilt_to_apply
adjust_rotation(LERP(0, full_tilt_degrees, tilt_to_apply))
icon_state = "[basestate]"
return
var/list/dirs = list()
if(anchored)
for(var/obj/structure/window/W in orange(src,1))
if(W.anchored && W.density && W.glasstype == src.glasstype && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows.
dirs += get_dir(src, W)
var/list/connections = dirs_to_corner_states(dirs)
icon_state = ""
for(var/i = 1 to 4)
var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1))
overlays += I
// Damage overlays.
var/ratio = health / maxhealth
ratio = CEILING(ratio * 4, 1) * 25
if(ratio > 75)
return
var/image/I = image(icon, "damage[ratio]", layer = layer + 0.1)
overlays += I
return
/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > maximal_heat)
hit(damage_per_fire_tick, 0)
..()
/obj/structure/window/basic
desc = "It looks thin and flimsy. A few knocks with... almost anything, really should shatter it."
icon_state = "window"
basestate = "window"
glasstype = /obj/item/stack/material/glass
maximal_heat = T0C + 100
damage_per_fire_tick = 2.0
maxhealth = 12.0
force_threshold = 3
/obj/structure/window/basic/full
icon_state = "window-full"
maxhealth = 24
fulltile = TRUE
/obj/structure/window/phoronbasic
name = "phoron window"
desc = "A borosilicate alloy window. It seems to be quite strong."
basestate = "phoronwindow"
icon_state = "phoronwindow"
shardtype = /obj/item/weapon/material/shard/phoron
glasstype = /obj/item/stack/material/glass/phoronglass
maximal_heat = T0C + 2000
damage_per_fire_tick = 1.0
maxhealth = 40.0
force_threshold = 5
/obj/structure/window/phoronbasic/full
icon_state = "phoronwindow-full"
maxhealth = 80
fulltile = TRUE
/obj/structure/window/phoronreinforced
name = "reinforced borosilicate window"
desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong."
basestate = "phoronrwindow"
icon_state = "phoronrwindow"
shardtype = /obj/item/weapon/material/shard/phoron
glasstype = /obj/item/stack/material/glass/phoronrglass
reinf = 1
maximal_heat = T0C + 4000
damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while.
maxhealth = 80.0
force_threshold = 10
/obj/structure/window/phoronreinforced/full
icon_state = "phoronrwindow-full"
maxhealth = 160
fulltile = TRUE
/obj/structure/window/reinforced
name = "reinforced window"
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon_state = "rwindow"
basestate = "rwindow"
maxhealth = 40.0
reinf = 1
maximal_heat = T0C + 750
damage_per_fire_tick = 2.0
glasstype = /obj/item/stack/material/glass/reinforced
force_threshold = 6
/obj/structure/window/reinforced/full
icon_state = "rwindow-full"
maxhealth = 80
fulltile = TRUE
/obj/structure/window/reinforced/tinted
name = "tinted window"
desc = "It looks rather strong and opaque. Might take a few good hits to shatter it."
icon_state = "twindow"
basestate = "twindow"
opacity = 1
/obj/structure/window/reinforced/tinted/frosted
name = "frosted window"
desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
icon_state = "fwindow"
basestate = "fwindow"
maxhealth = 30
force_threshold = 5
/obj/structure/window/shuttle
name = "shuttle window"
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon = 'icons/obj/podwindows.dmi'
icon_state = "window"
basestate = "window"
maxhealth = 40
reinf = 1
basestate = "w"
dir = 5
force_threshold = 7
/obj/structure/window/reinforced/polarized
name = "electrochromic window"
desc = "Adjusts its tint with voltage. Might take a few good hits to shatter it."
var/id
/obj/structure/window/reinforced/polarized/full
icon_state = "rwindow-full"
maxhealth = 80
fulltile = TRUE
/obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/multitool) && !anchored) // Only allow programming if unanchored!
var/obj/item/device/multitool/MT = W
// First check if they have a windowtint button buffered
if(istype(MT.connectable, /obj/machinery/button/windowtint))
var/obj/machinery/button/windowtint/buffered_button = MT.connectable
src.id = buffered_button.id
to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button].</span>")
return TRUE
// Otherwise fall back to asking them
var/t = sanitizeSafe(input(user, "Enter the ID for the window.", src.name, null), MAX_NAME_LEN)
if (!t && user.get_active_hand() != W && in_range(src, user))
src.id = t
to_chat(user, "<span class='notice'>The new ID of \the [src] is [id]</span>")
return TRUE
. = ..()
/obj/structure/window/reinforced/polarized/proc/toggle()
if(opacity)
animate(src, color="#FFFFFF", time=5)
set_opacity(0)
else
animate(src, color="#222222", time=5)
set_opacity(1)
/obj/machinery/button/windowtint
name = "window tint control"
icon = 'icons/obj/power.dmi'
icon_state = "light0"
desc = "A remote control switch for polarized windows."
var/range = 7
/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
if(..())
return 1
toggle_tint()
/obj/machinery/button/windowtint/proc/toggle_tint()
use_power(5)
active = !active
update_icon()
for(var/obj/structure/window/reinforced/polarized/W in range(src,range))
if (W.id == src.id || !W.id)
spawn(0)
W.toggle()
return
/obj/machinery/button/windowtint/power_change()
..()
if(active && !powered(power_channel))
toggle_tint()
/obj/machinery/button/windowtint/update_icon()
icon_state = "light[active]"
/obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/device/multitool))
var/obj/item/device/multitool/MT = W
if(!id)
// If no ID is set yet (newly built button?) let them select an ID for first-time use!
var/t = sanitizeSafe(input(user, "Enter an ID for \the [src].", src.name, null), MAX_NAME_LEN)
if (t && user.get_active_hand() != W && in_range(src, user))
src.id = t
to_chat(user, "<span class='notice'>The new ID of \the [src] is [id]</span>")
if(id)
// It already has an ID (or they just set one), buffer it for copying to windows.
to_chat(user, "<span class='notice'>You store \the [src] in \the [MT]'s buffer!</span>")
MT.connectable = src
MT.update_icon()
return TRUE
. = ..()
/obj/structure/window/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
return list(
RCD_VALUE_MODE = RCD_DECONSTRUCT,
RCD_VALUE_DELAY = 5 SECONDS,
RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5
)
/obj/structure/window/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, span("notice", "You deconstruct \the [src]."))
qdel(src)
return TRUE
return FALSE