mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
713 lines
21 KiB
Plaintext
713 lines
21 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
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density = TRUE
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can_atmos_pass = ATMOS_PASS_PROC
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w_class = ITEMSIZE_NORMAL
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layer = WINDOW_LAYER
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE
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flags = ON_BORDER
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var/maxhealth = 14.0
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var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire
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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.
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var/health
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var/force_threshold = 0
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var/ini_dir = null
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var/state = 2
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var/reinf = 0
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var/basestate
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var/shardtype = /obj/item/material/shard
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var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass.
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var/silicate = 0 // number of units of silicate
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var/fulltile = FALSE // Set to true on full-tile variants.
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/obj/structure/window/examine(mob/user)
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. = ..()
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if(health == maxhealth)
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. += span_notice("It looks fully intact.")
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else
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var/perc = health / maxhealth
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if(perc > 0.75)
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. += span_notice("It has a few cracks.")
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else if(perc > 0.5)
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. += span_warning("It looks slightly damaged.")
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else if(perc > 0.25)
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. += span_warning("It looks moderately damaged.")
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else
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. += span_danger("It looks heavily damaged.")
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if(silicate)
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if (silicate < 30)
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. += span_notice("It has a thin layer of silicate.")
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else if (silicate < 70)
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. += span_notice("It is covered in silicate.")
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else
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. += span_notice("There is a thick layer of silicate covering it.")
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/obj/structure/window/examine_icon()
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return icon(icon=initial(icon),icon_state=initial(icon_state))
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/obj/structure/window/take_damage(var/damage = 0, var/sound_effect = 1)
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var/initialhealth = health
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if(silicate)
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damage = damage * (1 - silicate / 200)
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health = max(0, health - damage)
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if(health <= 0)
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shatter()
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else
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if(sound_effect)
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playsound(src, 'sound/effects/Glasshit.ogg', 100, 1)
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if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
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visible_message("[src] looks like it's about to shatter!" )
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update_icon()
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else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
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visible_message("[src] looks seriously damaged!" )
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update_icon()
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else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
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visible_message("Cracks begin to appear in [src]!" )
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update_icon()
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return
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/obj/structure/window/proc/apply_silicate(var/amount)
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if(health < maxhealth) // Mend the damage
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health = min(health + amount * 3, maxhealth)
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if(health == maxhealth)
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visible_message("[src] looks fully repaired." )
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else // Reinforce
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silicate = min(silicate + amount, 100)
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updateSilicate()
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/obj/structure/window/proc/updateSilicate()
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cut_overlays()
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update_icon()
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var/image/img = image(src)
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img.color = "#ffffff"
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img.alpha = silicate * 255 / 100
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add_overlay(img)
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/obj/structure/window/proc/shatter(var/display_message = 1)
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playsound(src, "shatter", 70, 1)
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if(display_message)
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visible_message("[src] shatters!")
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new shardtype(loc)
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if(reinf)
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new /obj/item/stack/rods(loc)
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if(is_fulltile())
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new shardtype(loc) //todo pooling?
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if(reinf)
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new /obj/item/stack/rods(loc)
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qdel(src)
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return
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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var/proj_damage = Proj.get_structure_damage()
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if(!proj_damage) return
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..()
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take_damage(proj_damage)
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return
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//CHOMPEdit Begin
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/obj/structure/window/can_pathfinding_enter(atom/movable/actor, dir, datum/pathfinding/search)
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return ..() || (!fulltile && (src.dir) != dir)
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/obj/structure/window/can_pathfinding_exit(atom/movable/actor, dir, datum/pathfinding/search)
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return ..() || (!fulltile && (src.dir != dir))
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//CHOMPEdit End
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/obj/structure/window/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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shatter(0)
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return
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if(3.0)
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if(prob(50))
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shatter(0)
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return
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/obj/structure/window/blob_act()
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take_damage(50)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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if(is_fulltile())
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return FALSE //full tile window, you can't move into it!
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if(get_dir(mover, target) == reverse_dir[dir]) // From elsewhere to here, can't move against our dir
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return !density
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else
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return TRUE
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/obj/structure/window/Uncross(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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if(get_dir(mover, target) == dir) // From here to elsewhere, can't move in our dir
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return !density
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else
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return TRUE
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/obj/structure/window/CanZASPass(turf/T, is_zone)
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if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly.
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return !anchored // If it's anchored, it'll block air.
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return TRUE // Don't stop airflow from the other sides.
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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visible_message(span_danger("[src] was hit by [AM]."))
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var/tforce = 0
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if(ismob(AM))
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tforce = 40
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else if(isobj(AM))
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var/obj/item/I = AM
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tforce = I.throwforce
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if(reinf) tforce *= 0.25
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if(health - tforce <= 7 && !reinf)
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anchored = FALSE
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update_verbs()
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update_nearby_icons()
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step(src, get_dir(AM, src))
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take_damage(tforce)
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/obj/structure/window/attack_tk(mob/user as mob)
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user.visible_message(span_notice("Something knocks on [src]."))
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playsound(src, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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user.setClickCooldown(user.get_attack_speed())
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message(span_danger("[user] smashes through [src]!"))
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user.do_attack_animation(src)
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shatter()
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else if (user.a_intent == I_HURT)
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.species.can_shred(H))
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attack_generic(H,25)
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return
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playsound(src, 'sound/effects/glassknock.ogg', 80, 1)
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user.do_attack_animation(src)
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user.visible_message(span_danger("\The [user] bangs against \the [src]!"),
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span_danger("You bang against \the [src]!"),
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"You hear a banging sound.")
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else
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playsound(src, 'sound/effects/glassknock.ogg', 80, 1)
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user.visible_message("[user.name] knocks on the [src.name].",
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"You knock on the [src.name].",
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"You hear a knocking sound.")
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return
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/obj/structure/window/attack_generic(var/mob/user, var/damage)
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user.setClickCooldown(user.get_attack_speed())
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if(!damage)
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return
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if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
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visible_message(span_danger("[user] smashes into [src]!"))
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if(reinf)
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damage = damage / 2
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take_damage(damage)
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else
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visible_message(span_infoplain(span_bold("\The [user]") + " bonks \the [src] harmlessly."))
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user.do_attack_animation(src)
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return 1
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/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob)
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if(!istype(W)) return//I really wish I did not need this
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// Fixing.
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if(W.has_tool_quality(TOOL_WELDER) && user.a_intent == I_HELP)
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var/obj/item/weldingtool/WT = W.get_welder()
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if(health < maxhealth)
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if(WT.remove_fuel(1 ,user))
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to_chat(user, span_notice("You begin repairing [src]..."))
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playsound(src, WT.usesound, 50, 1)
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if(do_after(user, 40 * WT.toolspeed, target = src))
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health = maxhealth
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// playsound(src, 'sound/items/Welder.ogg', 50, 1)
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update_icon()
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to_chat(user, span_notice("You repair [src]."))
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else
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to_chat(user, span_warning("[src] is already in good condition!"))
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return
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// Slamming.
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if (istype(W, /obj/item/grab) && get_dist(src,user)<2)
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var/obj/item/grab/G = W
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if(isliving(G.affecting))
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var/mob/living/M = G.affecting
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var/state = G.state
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qdel(W) //gotta delete it here because if window breaks, it won't get deleted
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switch (state)
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if(1)
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M.visible_message(span_warning("[user] slams [M] against \the [src]!"))
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M.apply_damage(7)
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hit(10)
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if(2)
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M.visible_message(span_danger("[user] bashes [M] against \the [src]!"))
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if (prob(50))
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M.Weaken(1)
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M.apply_damage(10)
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hit(25)
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if(3)
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M.visible_message(span_danger("<big>[user] crushes [M] against \the [src]!</big>"))
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M.Weaken(5)
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M.apply_damage(20)
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hit(50)
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return
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if(W.flags & NOBLUDGEON) return
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if(W.has_tool_quality(TOOL_SCREWDRIVER))
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if(reinf && state >= 1)
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state = 3 - state
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update_nearby_icons()
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playsound(src, W.usesound, 75, 1)
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to_chat(user, span_notice("You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame."))
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else if(reinf && state == 0)
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anchored = !anchored
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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update_verbs()
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playsound(src, W.usesound, 75, 1)
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to_chat(user, span_notice("You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor."))
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else if(!reinf)
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anchored = !anchored
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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update_verbs()
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playsound(src, W.usesound, 75, 1)
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to_chat(user, span_notice("You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor."))
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else if(W.has_tool_quality(TOOL_CROWBAR) && reinf && state <= 1)
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state = 1 - state
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playsound(src, W.usesound, 75, 1)
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to_chat(user, span_notice("You have pried the window [state ? "into" : "out of"] the frame."))
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else if(W.has_tool_quality(TOOL_WRENCH) && !anchored && (!state || !reinf))
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if(!glasstype)
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to_chat(user, span_notice("You're not sure how to dismantle \the [src] properly."))
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else
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playsound(src, W.usesound, 75, 1)
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visible_message(span_notice("[user] dismantles \the [src]."))
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var/obj/item/stack/material/mats = new glasstype(loc)
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if(is_fulltile())
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mats.set_amount(4)
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qdel(src)
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else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized))
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var/obj/item/stack/cable_coil/C = W
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if (C.use(1))
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playsound(src, 'sound/effects/sparks1.ogg', 75, 1)
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user.visible_message( \
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span_infoplain(span_bold("\The [user]") + " begins to wire \the [src] for electrochromic tinting."), \
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span_notice("You begin to wire \the [src] for electrochromic tinting."), \
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"You hear sparks.")
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if(do_after(user, 20 * C.toolspeed, src) && state == 0)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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var/obj/structure/window/reinforced/polarized/P = new(loc, dir)
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if(is_fulltile())
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P.fulltile = TRUE
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P.icon_state = "fwindow"
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P.maxhealth = maxhealth
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P.health = health
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P.state = state
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P.anchored = anchored
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qdel(src)
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else if(istype(W,/obj/item/frame) && anchored)
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var/obj/item/frame/F = W
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F.try_build(src, user)
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else
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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hit(W.force)
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if(health <= 7)
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anchored = FALSE
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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return
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/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
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if(damage < force_threshold || force_threshold < 0)
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return
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if(reinf) damage *= 0.5
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take_damage(damage)
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return
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/obj/structure/window/verb/rotate_counterclockwise()
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set name = "Rotate Window Counterclockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return 0
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if(is_fulltile())
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return 0
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if(anchored)
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to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
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return 0
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.set_dir(turn(src.dir, 90))
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updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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return
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/obj/structure/window/verb/rotate_clockwise()
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set name = "Rotate Window Clockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.incapacitated())
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return 0
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if(is_fulltile())
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return 0
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if(anchored)
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to_chat(usr, "It is fastened to the floor therefore you can't rotate it!")
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return 0
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.set_dir(turn(src.dir, 270))
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updateSilicate()
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update_nearby_tiles(need_rebuild=1)
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return
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/obj/structure/window/New(Loc, start_dir=null, constructed=0)
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..()
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if (start_dir)
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set_dir(start_dir)
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//player-constructed windows
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if (constructed)
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anchored = FALSE
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state = 0
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update_verbs()
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health = maxhealth
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ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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update_nearby_icons()
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/obj/structure/window/Destroy()
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density = FALSE
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update_nearby_tiles()
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var/turf/location = loc
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. = ..()
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for(var/obj/structure/window/W in orange(location, 1))
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W.update_icon()
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/obj/structure/window/Move()
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var/ini_dir = dir
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update_nearby_tiles(need_rebuild=1)
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. = ..()
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set_dir(ini_dir)
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update_nearby_tiles(need_rebuild=1)
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//checks if this window is full-tile one
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/obj/structure/window/proc/is_fulltile()
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return fulltile
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/obj/structure/window/is_between_turfs(var/turf/origin, var/turf/target)
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if(is_fulltile())
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return TRUE
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return ..()
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//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!
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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for(var/obj/structure/window/W in orange(src, 1))
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W.update_icon()
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//Updates the availabiliy of the rotation verbs
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/obj/structure/window/proc/update_verbs()
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if(anchored || is_fulltile())
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verbs -= /obj/structure/window/verb/rotate_counterclockwise
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verbs -= /obj/structure/window/verb/rotate_clockwise
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else if(!is_fulltile())
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verbs += /obj/structure/window/verb/rotate_counterclockwise
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verbs += /obj/structure/window/verb/rotate_clockwise
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//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm)
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/obj/structure/window/update_icon()
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//A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong.
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//this way it will only update full-tile ones
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cut_overlays()
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if(!is_fulltile())
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// Rotate the sprite somewhat so non-fulltiled windows can be seen as needing repair.
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var/full_tilt_degrees = 15
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var/tilt_to_apply = abs((health / maxhealth) - 1)
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if(tilt_to_apply && prob(50))
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tilt_to_apply = -tilt_to_apply
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adjust_rotation(LERP(0, full_tilt_degrees, tilt_to_apply))
|
|
|
|
icon_state = "[basestate]"
|
|
return
|
|
else
|
|
flags = 0 // Removes ON_BORDER and OPPOSITE_OPACITY
|
|
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))
|
|
add_overlay(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)
|
|
add_overlay(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
|
|
flags = 0
|
|
|
|
/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/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
|
|
flags = 0
|
|
|
|
/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/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
|
|
flags = 0
|
|
|
|
/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
|
|
flags = 0
|
|
|
|
/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
|
|
flags = 0
|
|
|
|
/obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob)
|
|
if(istype(W, /obj/item/multitool) && !anchored) // Only allow programming if unanchored!
|
|
var/obj/item/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_notice("\The [src] is linked to \the [buffered_button] with ID '[id]'."))
|
|
return TRUE
|
|
// Otherwise fall back to asking them... and remind them what the current ID is.
|
|
if(id)
|
|
to_chat(user, "The window's current ID is [id].")
|
|
var/t = sanitizeSafe(input(user, "Enter the new ID for the window.", src.name, null), MAX_NAME_LEN)
|
|
if(t && in_range(src, user))
|
|
src.id = t
|
|
to_chat(user, span_notice("The new ID of \the [src] is '[id]'."))
|
|
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)
|
|
var/turf/T = get_turf(src)
|
|
T.recalculate_directional_opacity()
|
|
|
|
/obj/machinery/button/windowtint
|
|
name = "window tint control"
|
|
icon = 'icons/obj/stationobjs_vr.dmi' // VOREStation Edit - New icons
|
|
icon_state = "light0"
|
|
desc = "A remote control switch for polarized windows."
|
|
var/range = 7
|
|
circuit = /obj/item/circuitboard/electrochromic
|
|
|
|
/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(default_deconstruction_screwdriver(user, W))
|
|
return
|
|
else if(alarm_deconstruction_wirecutters(user, W))
|
|
return
|
|
else if(istype(W, /obj/item/multitool))
|
|
var/obj/item/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(tgui_input_text(user, "Enter an ID for \the [src].", src.name, null, MAX_NAME_LEN), MAX_NAME_LEN)
|
|
if (t && in_range(src, user))
|
|
src.id = t
|
|
to_chat(user, span_notice("The new ID of \the [src] is '[id]'. To reset this, rebuild the control."))
|
|
if(id)
|
|
// It already has an ID (or they just set one), buffer it for copying to windows.
|
|
to_chat(user, span_notice("You store \the [src] ID ('[id]') in \the [MT]'s buffer!"))
|
|
MT.connectable = src
|
|
MT.update_icon()
|
|
return TRUE
|
|
. = ..()
|
|
|
|
/* CHOMPEdit - moved this block to modular_chomp\code\game\objects\items\weapons\rcd.dm
|
|
/obj/structure/window/rcd_values(mob/living/user, obj/item/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/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
|
|
*/
|