mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
@@ -44,7 +44,7 @@
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icon_state = "plasmawindow"
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shardtype = /obj/item/weapon/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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health = 120
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health = 240
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/obj/structure/window/full/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 32000)
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@@ -59,7 +59,7 @@
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shardtype = /obj/item/weapon/shard/plasma
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glasstype = /obj/item/stack/sheet/plasmaglass
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reinf = 1
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health = 160
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health = 320
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/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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@@ -69,7 +69,7 @@
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desc = "It looks rather strong. Might take a few good hits to shatter it."
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icon_state = "rwindow"
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basestate = "rwindow"
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health = 40
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health = 80
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reinf = 1
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/obj/structure/window/full/reinforced/tinted
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@@ -84,7 +84,7 @@
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desc = "It looks rather strong and frosted over. Looks like it might take a few less hits then a normal reinforced window."
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icon_state = "fwindow"
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basestate = "fwindow"
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health = 30
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health = 60
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/obj/structure/window/full/shuttle
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name = "shuttle window"
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@@ -159,65 +159,82 @@
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//window placing begin
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else if(istype(W,/obj/item/stack/sheet/rglass) || istype(W,/obj/item/stack/sheet/glass) || istype(W,/obj/item/stack/sheet/plasmaglass) || istype(W,/obj/item/stack/sheet/plasmarglass))
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if(!broken)
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var/obj/item/stack/ST = W
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if (ST.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need at least one sheet of glass for that!</span>")
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return
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var/dir_to_set = NORTH
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if(!anchored)
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to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
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return
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if(loc == user.loc)
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dir_to_set = user.dir
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else
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if((x == user.x) || (y == user.y)) //Only supposed to work for cardinal directions.
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if(x == user.x)
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if(y > user.y)
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dir_to_set = SOUTH
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else
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dir_to_set = NORTH
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else if(y == user.y)
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if(x > user.x)
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dir_to_set = WEST
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else
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dir_to_set = EAST
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else
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to_chat(user, "<span class='notice'>You can't reach.</span>")
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return //Only works for cardinal direcitons, diagonals aren't supposed to work like this.
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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to_chat(user, "<span class='notice'>You start placing the window...</span>")
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if(do_after(user, 20 * W.toolspeed, target = src))
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if(!loc || !anchored) //Grille destroyed or unanchored while waiting
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return
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for(var/obj/structure/window/WINDOW in loc)
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if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
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to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
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return
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var/obj/structure/window/WD
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if(istype(W,/obj/item/stack/sheet/rglass))
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WD = new/obj/structure/window/reinforced(loc) //reinforced window
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else if(istype(W,/obj/item/stack/sheet/glass))
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WD = new/obj/structure/window/basic(loc) //normal window
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else if(istype(W,/obj/item/stack/sheet/plasmaglass))
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WD = new/obj/structure/window/plasmabasic(loc) //basic plasma window
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else
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WD = new/obj/structure/window/plasmareinforced(loc) //reinforced plasma window
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WD.setDir(dir_to_set)
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WD.ini_dir = dir_to_set
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WD.anchored = 0
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WD.state = 0
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ST.use(1)
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to_chat(user, "<span class='notice'>You place the [WD] on [src].</span>")
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WD.update_icon()
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return
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build_window(W, user)
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return
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//window placing end
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else if(istype(W, /obj/item/weapon/shard) || !shock(user, 70))
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return attacked_by(W, user)
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/obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user)
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if(!istype(S) || !user)
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return
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if(broken)
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to_chat(user, "<span class='warning'>You must repair or replace [src] first!</span>")
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return
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if(S.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need at least one sheet of glass for that!</span>")
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return
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if(!anchored)
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to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
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return
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if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check
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to_chat(user, "<span class='warning'>You can't reach.</span>")
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return
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if(/obj/structure/window/full in loc) //check for a full window already present (blocks the whole tile)
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to_chat(user, "<span class='warning'>There is already a full window there.</span>")
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return
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var/selection = alert(user, "What type of window would you like to place?", "Window Construction", "One Direction", "Full", "Cancel")
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if(selection == "Cancel")
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return
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if(selection == "Full")
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if(S.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
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return
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if(do_after(user, 20, target = src)) //glass doesn't have a toolspeed, so no multiplier
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if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
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return
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if(S.get_amount() < 2) //make sure we still have enough for this!
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return
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if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
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return
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var/obj/structure/window/W = new S.full_window(get_turf(src))
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S.use(2)
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W.anchored = 0
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W.state = 0
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to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
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W.update_icon()
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return
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if(selection == "One Direction")
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var/dir_selection = input("Which direction will this window face?", "Direction") as null|anything in list("north", "east", "south", "west")
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if(!dir_selection)
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return
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var/temp_dir = text2dir(dir_selection)
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for(var/obj/structure/window/W in loc)
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if(istype(W, /obj/structure/window/full)) //double checking in case a full window was created while selecting direction
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to_chat(user, "<span class='warning'>There is already a full window there.</span>")
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return
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if(W.dir == temp_dir) //to avoid building a window on top of an existing window
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to_chat(user, "<span class='warning'>There is already a window facing this direction there.</span>")
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return
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if(do_after(user, 20, target = src))
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if(broken || !anchored || !src) //make sure the grille is still intact, anchored, and exists!
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return
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if(S.get_amount() < 1) //make sure we still have enough fir this!
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to_chat(user, "<span class='warning'>You need at least one sheet of glass for that!</span>")
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return
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if(!getRelativeDirection(src, user) && (user.loc != loc)) //make sure we can still do this from our location
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return
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var/obj/structure/window/W = new S.created_window(get_turf(src))
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S.use(1)
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W.setDir(temp_dir)
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W.ini_dir = temp_dir
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W.anchored = 0
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W.state = 0
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to_chat(user, "<span class='notice'>You place [W] on [src].</span>")
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W.update_icon()
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return
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/obj/structure/grille/proc/attacked_by(obj/item/I, mob/living/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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@@ -180,7 +180,8 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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/obj/structure/window/attackby(obj/item/I as obj, mob/living/user as mob, params)
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if(!istype(I)) return//I really wish I did not need this
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if(!istype(I))
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return//I really wish I did not need this
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if(istype(I, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = I
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if(istype(G.affecting,/mob/living))
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@@ -209,67 +210,97 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
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M.apply_damage(30)
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hit(75)
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return
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if(I.flags & NOBLUDGEON)
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return
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if(I.flags & NOBLUDGEON) return
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if(handle_decon(I, user, is_fulltile()))
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return
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if(istype(I, /obj/item/weapon/screwdriver))
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if(reinf && state >= 1)
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state = 3 - state
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playsound(loc, I.usesound, 75, 1)
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to_chat(user, (state == 1 ? "<span class='notice'>You have unfastened the window from the frame.</span>" : "<span class='notice'>You have fastened the window to the frame.</span>"))
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else if(reinf && state == 0)
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if(I.damtype == BRUTE || I.damtype == BURN)
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user.changeNext_move(CLICK_CD_MELEE)
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hit(I.force)
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if(health <= 7)
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anchored = 0
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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(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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..()
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/obj/structure/window/proc/handle_decon(obj/item/weapon/W, mob/user, var/takes_time = FALSE)
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//screwdriver
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if(isscrewdriver(W))
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playsound(loc, W.usesound, 75, 1)
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if(reinf)
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if(state == 0)
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if(takes_time)
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unfasten the frame from" : "fasten the frame to"] the floor.</span>")
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if(!do_after(user, 20 * W.toolspeed, target = src))
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return 1
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anchored = !anchored
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to_chat(user, "<span class='notice'>You have [anchored? "fastened the frame to" : "unfastened the frame from"] the floor.</span>")
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if(state >= 1)
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if(takes_time)
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to_chat(user, "<span class='notice'>You begin to [(state == 1) ? "fasten the window to" : "unfasten the window from"] the frame.</span>")
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if(!do_after(user, 20 * W.toolspeed, target = src))
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return 1
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state = 3 - state
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to_chat(user, "<span class='notice'>You have [(state == 1) ? "unfastened the window from" : "fastened the window to"] the frame.</span>")
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else
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if(takes_time)
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unfasten the frame from" : "fasten the frame to"] the floor.</span>")
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if(!do_after(user, 20 * W.toolspeed, target = src))
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return 1
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anchored = !anchored
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update_nearby_icons()
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playsound(loc, I.usesound, 75, 1)
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to_chat(user, (anchored ? "<span class='notice'>You have fastened the frame to the floor.</span>" : "<span class='notice'>You have unfastened the frame from the floor.</span>"))
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else if(!reinf)
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anchored = !anchored
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update_nearby_icons()
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playsound(loc, I.usesound, 75, 1)
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to_chat(user, (anchored ? "<span class='notice'>You have fastened the window to the floor.</span>" : "<span class='notice'>You have unfastened the window.</span>"))
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else if(istype(I, /obj/item/weapon/crowbar) && reinf && state <= 1)
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to_chat(user, "<span class='notice'>You have [anchored ? "fastened the window to" : "unfastened the window from"] the floor.</span>")
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return 1
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//crowbar
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if(iscrowbar(W))
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if(!reinf || state > 1)
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return 0
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playsound(loc, W.usesound, 75, 1)
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if(takes_time)
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to_chat(user, "<span class='notice'>You begin to pry the window [state ? "out of" : "in to"] the frame.</span>")
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if(!do_after(user, 20 * W.toolspeed, target = src))
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return 1
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state = 1 - state
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playsound(loc, I.usesound, 75, 1)
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to_chat(user, (state ? "<span class='notice'>You have pried the window into the frame.</span>" : "<span class='notice'>You have pried the window out of the frame.</span>"))
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else if(istype(I, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
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playsound(src.loc, I.usesound, 50, 1)
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for(var/i=0;i<sheets;i++)
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var/obj/item/stack/sheet/glass/NG = new glasstype(src.loc)
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for(var/obj/item/stack/sheet/glass/G in src.loc) //Stack em up
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if(G==NG)
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to_chat(user, "<span class='notice'>You have pried the window [state ? "into" : "out of"] the frame.</span>")
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return 1
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//wrench
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if(iswrench(W))
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if(anchored)
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return 0
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playsound(loc, W.usesound, 50, 1)
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if(takes_time)
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to_chat(user, "<span class='notice'>You begin to disassemble [src]...</span>")
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if(!do_after(user, 20 * W.toolspeed, target = src))
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return 1
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for(var/i=0; i<sheets; i++)
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var/obj/item/stack/sheet/NS = new glasstype(get_turf(src)) //glass types don't share a base tye of /glass, so this didn't work for plasma glass
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for(var/obj/item/stack/sheet/S in loc) //Stack em up
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if(S == NS)
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continue
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if(G.amount>=G.max_amount)
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if(S.amount >= S.max_amount)
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continue
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G.attackby(NG, user, params)
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S.attackby(NS, user)
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if(reinf)
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var/obj/item/stack/rods/NR = new (src.loc)
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for(var/obj/item/stack/rods/R in src.loc)
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if(R==NR)
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var/obj/item/stack/rods/NR = new (get_turf(src))
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for(var/obj/item/stack/rods/R in loc)
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if(R == NR)
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continue
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if(R.amount>=R.max_amount)
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if(R.amount >= R.max_amount)
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continue
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||||
R.attackby(NR, user, params)
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R.attackby(NR, user)
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to_chat(user, "<span class='notice'>You have disassembled the window.</span>")
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to_chat(user, "<span class='notice'>You have disassembled [src].</span>")
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disassembled = 1
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density = 0
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air_update_turf(1)
|
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update_nearby_icons()
|
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qdel(src)
|
||||
else
|
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if(I.damtype == BRUTE || I.damtype == BURN)
|
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user.changeNext_move(CLICK_CD_MELEE)
|
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hit(I.force)
|
||||
if(health <= 7)
|
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anchored = 0
|
||||
update_nearby_icons()
|
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step(src, get_dir(user, src))
|
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else
|
||||
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
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..()
|
||||
return
|
||||
|
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return 1
|
||||
|
||||
/obj/structure/window/mech_melee_attack(obj/mecha/M)
|
||||
if(..())
|
||||
|
||||
Reference in New Issue
Block a user