Transitions to Full-tile Windows (#15385)

* Transitions to Full-tile Windows

* tweaks

* bump fix and RCD inclusion

* no colors

* debris refactor

* even better
This commit is contained in:
Fox McCloud
2021-02-02 15:50:47 -05:00
committed by GitHub
parent b003474bdc
commit 5211cfe8a9
13 changed files with 98 additions and 153 deletions
+13 -30
View File
@@ -160,54 +160,37 @@
"<span class='notice'>You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor.</span>")
/obj/structure/grille/proc/build_window(obj/item/stack/sheet/S, mob/user)
var/dir_to_set = NORTH
var/dir_to_set = SOUTHWEST
if(!istype(S) || !user)
return
if(broken)
to_chat(user, "<span class='warning'>You must repair or replace [src] first!</span>")
return
if(S.get_amount() < 1)
to_chat(user, "<span class='warning'>You need at least one sheet of glass for that!</span>")
if(S.get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
return
if(!anchored)
to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
return
if(!getRelativeDirection(src, user) && (user.loc != loc)) //essentially a cardinal direction adjacent or sharing same loc check
to_chat(user, "<span class='warning'>You can't reach.</span>")
return
if(loc == user.loc)
dir_to_set = user.dir
else
if(x == user.x)
if(y > user.y)
dir_to_set = SOUTH
else
dir_to_set = NORTH
else if(y == user.y)
if(x > user.x)
dir_to_set = WEST
else
dir_to_set = EAST
for(var/obj/structure/window/WINDOW in loc)
if(WINDOW.dir == dir_to_set)
to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
return
to_chat(user, "<span class='warning'>There is already a window there!</span>")
return
to_chat(user, "<span class='notice'>You start placing the window...</span>")
if(do_after(user, 20, target = src))
if(!loc || !anchored) //Grille destroyed or unanchored while waiting
return
for(var/obj/structure/window/WINDOW in loc)
if(WINDOW.dir == dir_to_set)//checking this for a 2nd time to check if a window was made while we were waiting.
to_chat(user, "<span class='notice'>There is already a window facing this way there.</span>")
return
var/obj/structure/window/W = new S.created_window(get_turf(src))
S.use(1)
for(var/obj/structure/window/WINDOW in loc) //checking this for a 2nd time to check if a window was made while we were waiting.
to_chat(user, "<span class='warning'>There is already a window there!</span>")
return
var/obj/structure/window/W = new S.full_window(drop_location())
W.setDir(dir_to_set)
W.ini_dir = dir_to_set
W.anchored = FALSE
W.state = WINDOW_OUT_OF_FRAME
to_chat(user, "<span class='notice'>You place the [W] on [src].</span>")
air_update_turf(TRUE)
W.update_nearby_icons()
W.state = WINDOW_OUT_OF_FRAME
S.use(2)
to_chat(user, "<span class='notice'>You place the [W] on [src].</span>")
/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
+29 -64
View File
@@ -1,26 +1,3 @@
GLOBAL_LIST_INIT(wcBar, pick(list("#0d8395", "#58b5c3", "#58c366", "#90d79a", "#ffffff")))
GLOBAL_LIST_INIT(wcBrig, pick(list("#aa0808", "#7f0606", "#ff0000")))
GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8fcf44", "#ffffff")))
/obj/proc/color_windows(obj/W)
var/list/wcBarAreas = list(/area/crew_quarters/bar)
var/list/wcBrigAreas = list(/area/security, /area/shuttle/gamma)
var/newcolor
var/turf/T = get_turf(W)
if(!istype(T))
return
var/area/A = T.loc
if(is_type_in_list(A,wcBarAreas))
newcolor = GLOB.wcBar
else if(is_type_in_list(A,wcBrigAreas))
newcolor = GLOB.wcBrig
else
newcolor = GLOB.wcCommon
return newcolor
/obj/structure/window
name = "window"
desc = "A window."
@@ -43,11 +20,10 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
var/decon_speed = null
var/fulltile = FALSE
var/shardtype = /obj/item/shard
var/glass_decal = /obj/effect/decal/cleanable/glass
var/glass_type = /obj/item/stack/sheet/glass
var/glass_amount = 1
var/cancolor = FALSE
var/image/crack_overlay
var/list/debris = list()
var/mutable_appearance/crack_overlay
var/real_explosion_block //ignore this, just use explosion_block
var/breaksound = "shatter"
var/hitsound = 'sound/effects/Glasshit.ogg'
@@ -81,30 +57,12 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
ini_dir = dir
if(!color && cancolor)
color = color_windows(src)
// Precreate our own debris
var/shards = 1
if(fulltile)
shards++
setDir()
if(decon_speed == null && fulltile)
decon_speed = 2 SECONDS
var/rods = 0
if(reinf)
rods++
if(fulltile)
rods++
for(var/i in 1 to shards)
debris += new shardtype(src)
if(rods)
debris += new /obj/item/stack/rods(src, rods)
//windows only block while reinforced and fulltile, so we'll use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
@@ -113,8 +71,6 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
/obj/structure/window/narsie_act()
color = NARSIE_WINDOW_COLOUR
for(var/obj/item/shard/shard in debris)
shard.color = NARSIE_WINDOW_COLOUR
/obj/structure/window/ratvar_act()
if(!fulltile)
@@ -324,6 +280,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
WELDER_ATTEMPT_REPAIR_MESSAGE
if(I.use_tool(src, user, 40, volume = I.tool_volume))
obj_integrity = max_integrity
update_nearby_icons()
WELDER_REPAIR_SUCCESS_MESSAGE
/obj/structure/window/proc/check_state(checked_state)
@@ -371,13 +328,20 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
if(!disassembled)
playsound(src, breaksound, 70, 1)
if(!(flags & NODECONSTRUCT))
for(var/i in debris)
var/obj/item/I = i
I.forceMove(loc)
transfer_fingerprints_to(I)
for(var/obj/item/shard/debris in spawnDebris(drop_location()))
transfer_fingerprints_to(debris) // transfer fingerprints to shards only
qdel(src)
update_nearby_icons()
/obj/structure/window/proc/spawnDebris(location)
. = list()
. += new shardtype(location)
. += new glass_decal(location)
if(reinf)
. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
if(fulltile)
. += new shardtype(location)
/obj/structure/window/verb/rotate()
set name = "Rotate Window Counter-Clockwise"
set category = "Object"
@@ -479,14 +443,16 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
if(!fulltile)
return
var/ratio = obj_integrity / max_integrity
ratio = CEILING(ratio*4, 1) * 25
ratio = CEILING(ratio * 4, 1) * 25
if(smooth)
queue_smooth(src)
overlays -= crack_overlay
cut_overlay(crack_overlay)
if(ratio > 75)
return
crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1))
overlays += crack_overlay
crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
add_overlay(crack_overlay)
/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
@@ -504,7 +470,6 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
desc = "It looks rather strong. Might take a few good hits to shatter it."
icon_state = "rwindow"
reinf = TRUE
cancolor = TRUE
heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
rad_insulation = RAD_HEAVY_INSULATION
@@ -576,6 +541,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
name = "plasma window"
desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through."
icon_state = "plasmawindow"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
shardtype = /obj/item/shard/plasma
glass_type = /obj/item/stack/sheet/plasmaglass
heat_resistance = 32000
@@ -591,6 +557,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
name = "reinforced plasma window"
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
icon_state = "plasmarwindow"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
shardtype = /obj/item/shard/plasma
glass_type = /obj/item/stack/sheet/plasmarglass
reinf = TRUE
@@ -619,7 +586,6 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
icon_state = "window"
max_integrity = 50
smooth = SMOOTH_TRUE
cancolor = TRUE
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced)
/obj/structure/window/full/plasmabasic
@@ -627,6 +593,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
icon = 'icons/obj/smooth_structures/plasma_window.dmi'
icon_state = "plasmawindow"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
shardtype = /obj/item/shard/plasma
glass_type = /obj/item/stack/sheet/plasmaglass
heat_resistance = 32000
@@ -642,6 +609,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
desc = "A plasma-glass alloy window, with rods supporting it. It looks hopelessly tough to break. It also looks completely fireproof, considering how basic plasma windows are insanely fireproof."
icon = 'icons/obj/smooth_structures/rplasma_window.dmi'
icon_state = "rplasmawindow"
glass_decal = /obj/effect/decal/cleanable/glass/plasma
shardtype = /obj/item/shard/plasma
glass_type = /obj/item/stack/sheet/plasmarglass
smooth = SMOOTH_TRUE
@@ -668,7 +636,6 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
rad_insulation = RAD_HEAVY_INSULATION
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
cancolor = TRUE
/obj/structure/window/full/reinforced/tinted
name = "tinted window"
@@ -681,7 +648,6 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
icon = 'icons/obj/smooth_structures/rice_window.dmi'
icon_state = "ice_window"
max_integrity = 150
cancolor = FALSE
/obj/structure/window/full/shuttle
name = "shuttle window"
@@ -734,19 +700,18 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
glass_type = /obj/item/stack/tile/brass
reinf = FALSE
cancolor = FALSE
var/made_glow = FALSE
/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
. = ..()
if(fulltile)
made_glow = TRUE
QDEL_LIST(debris)
if(fulltile)
new /obj/effect/temp_visual/ratvar/window(get_turf(src))
debris += new/obj/item/stack/tile/brass(src, 2)
else
debris += new/obj/item/stack/tile/brass(src, 1)
/obj/structure/window/reinforced/clockwork/spawnDebris(location)
. = list()
. += new /obj/item/stack/tile/brass(location, (fulltile ? 2 : 1))
/obj/structure/window/reinforced/clockwork/setDir(direct)
if(!made_glow)
@@ -757,7 +722,7 @@ GLOBAL_LIST_INIT(wcCommon, pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e",
/obj/structure/window/reinforced/clockwork/ratvar_act()
obj_integrity = max_integrity
update_icon()
update_nearby_icons()
/obj/structure/window/reinforced/clockwork/narsie_act()
take_damage(rand(25, 75), BRUTE)