mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
685 lines
21 KiB
Plaintext
685 lines
21 KiB
Plaintext
/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/examine_icon()
|
|
return icon(icon=initial(icon),icon_state=initial(icon_state))
|
|
|
|
/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
|