/* CONTAINS: GLASS SHEET REINFORCED GLASS SHEET SHARDS */ // GLASS /obj/item/stack/sheet/glass/attack_self(mob/user as mob) construct_window(user) /obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user) ..() if(istype(W,/obj/item/weapon/cable_coil)) var/obj/item/weapon/cable_coil/CC = W if(CC.amount < 5) user << "\b There is not enough wire in this coil. You need 5 lengths." CC.amount -= 5 amount -= 1 user << "\blue You attach wire to the [name]." new/obj/item/stack/light_w(user.loc) if(CC.amount <= 0) user.u_equip(CC) del(CC) if(src.amount <= 0) user.u_equip(src) del(src) else if( istype(W, /obj/item/stack/rods) ) var/obj/item/stack/rods/V = W var/obj/item/stack/sheet/rglass/RG = new (user.loc) RG.add_fingerprint(user) RG.add_to_stacks(user) V.use(1) var/obj/item/stack/sheet/glass/G = src src = null var/replace = (user.get_inactive_hand()==G) G.use(1) if (!G && !RG && replace) user.put_in_hand(RG) else return ..() /obj/item/stack/sheet/glass/proc/construct_window(mob/user as mob) if(!user || !src) return 0 if(!istype(user.loc,/turf)) return 0 if(!user.IsAdvancedToolUser()) user << "\red You don't have the dexterity to do this!" return 0 var/title = "Sheet-Glass" title += " ([src.amount] sheet\s left)" switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null)) if("one direct") if(!src) return 1 if(src.loc != user) return 1 var/list/directions = new/list(cardinal) for (var/obj/structure/window/win in user.loc) directions-=win.dir if(!(win.ini_dir in cardinal)) user << "\red Can't let you do that." return 1 var/dir_to_set = 2 //yes, this could probably be done better but hey... it works... for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 4 for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 1 for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 8 for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 2 var/obj/structure/window/W W = new /obj/structure/window/basic( user.loc, 0 ) W.dir = dir_to_set W.ini_dir = W.dir W.anchored = 0 src.use(1) if("full (2 sheets)") if(!src) return 1 if(src.loc != user) return 1 if(locate(/obj/structure/window) in user.loc) user << "\red There is a window in the way." return 1 var/obj/structure/window/W W = new /obj/structure/window/basic( user.loc, 0 ) W.dir = SOUTHWEST W.ini_dir = SOUTHWEST W.anchored = 0 src.use(2) return 0 // REINFORCED GLASS /obj/item/stack/sheet/rglass/attack_self(mob/user as mob) construct_window(user) /obj/item/stack/sheet/rglass/proc/construct_window(mob/user as mob) if(!user || !src) return 0 if(!istype(user.loc,/turf)) return 0 if(!user.IsAdvancedToolUser()) user << "\red You don't have the dexterity to do this!" return 0 var/title = "Sheet Reinf. Glass" title += " ([src.amount] sheet\s left)" switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null)) if("one direct") if(!src) return 1 if(src.loc != user) return 1 var/list/directions = new/list(cardinal) for (var/obj/structure/window/win in user.loc) directions-=win.dir if(!(win.ini_dir in cardinal)) user << "\red Can't let you do that." return 1 var/dir_to_set = 2 //yes, this could probably be done better but hey... it works... for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 4 for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 1 for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 8 for(var/obj/structure/window/WT in user.loc) if (WT.dir == dir_to_set) dir_to_set = 2 var/obj/structure/window/W W = new /obj/structure/window/reinforced( user.loc, 1 ) W.state = 0 W.dir = dir_to_set W.ini_dir = W.dir W.anchored = 0 src.use(1) if("full (2 sheets)") if(!src) return 1 if(src.loc != user) return 1 if(locate(/obj/structure/window) in user.loc) user << "\red There is a window in the way." return 1 var/obj/structure/window/W W = new /obj/structure/window/reinforced( user.loc, 1 ) W.state = 0 W.dir = SOUTHWEST W.ini_dir = SOUTHWEST W.anchored = 0 src.use(2) return 0 // SHARDS /obj/item/weapon/shard/Bump() spawn( 0 ) if (prob(20)) src.force = 15 else src.force = 4 ..() return return /obj/item/weapon/shard/New() //****RM //world<<"New shard at [x],[y],[z]" src.icon_state = pick("large", "medium", "small") switch(src.icon_state) if("small") src.pixel_x = rand(-12, 12) src.pixel_y = rand(-12, 12) if("medium") src.pixel_x = rand(-8, 8) src.pixel_y = rand(-8, 8) if("large") src.pixel_x = rand(-5, 5) src.pixel_y = rand(-5, 5) else return /obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob) ..() if ( istype(W, /obj/item/weapon/weldingtool) && W:welding ) W:eyecheck(user) var/obj/item/stack/sheet/glass/NG = new (user.loc) for (var/obj/item/stack/sheet/glass/G in user.loc) if(G==NG) continue if(G.amount>=G.max_amount) continue G.attackby(NG, user) usr << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheets." //SN src = null del(src) return return ..() /obj/item/weapon/shard/HasEntered(AM as mob|obj) if(ismob(AM)) var/mob/M = AM M << "\red You step in the broken glass!" playsound(src.loc, 'glass_step.ogg', 50, 1) if(ishuman(M)) var/mob/living/carbon/human/H = M if(!H.shoes) var/datum/organ/external/affecting = H.get_organ(pick("l_leg", "r_leg")) H.Weaken(3) affecting.take_damage(5, 0) H.UpdateDamageIcon() H.updatehealth() ..()