mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-21 15:51:31 +00:00
537 lines
16 KiB
Plaintext
537 lines
16 KiB
Plaintext
var/global/wcBar = pick(list("#0d8395", "#58b5c3", "#58c366", "#90d79a", "#ffffff"))
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var/global/wcBrig = pick(list("#aa0808", "#7f0606", "#ff0000"))
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var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8fcf44", "#ffffff"))
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/obj/proc/color_windows(var/obj/W as obj)
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var/list/wcBarAreas = list(/area/crew_quarters/bar)
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var/list/wcBrigAreas = list(/area/security,/area/prison,/area/shuttle/gamma)
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var/newcolor
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var/turf/T = get_turf(W)
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if(!istype(T)) return
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var/area/A = T.loc
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if(is_type_in_list(A,wcBarAreas))
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newcolor = wcBar
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else if(is_type_in_list(A,wcBrigAreas))
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newcolor = wcBrig
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else
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newcolor = wcCommon
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return newcolor
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/obj/structure/window
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name = "window"
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desc = "A window."
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icon = 'icons/obj/structures.dmi'
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density = 1
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layer = 3.2//Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = 1.0
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flags = ON_BORDER
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var/health = 14.0
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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/weapon/shard
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var/glasstype = /obj/item/stack/sheet/glass
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var/disassembled = 0
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var/sheets = 1 // Number of sheets needed to build this window (determines how much shit is spawned by destroy())
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// var/silicate = 0 // number of units of silicate
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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air_update_turf(1)
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..()
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if(health <= 0)
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destroy()
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return
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// This should result in the same materials used to make the window.
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/obj/structure/window/proc/destroy()
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for(var/i=0;i<sheets;i++)
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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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qdel(src)
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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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destroy()
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return
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if(3.0)
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if(prob(50))
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destroy()
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return
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/obj/structure/window/blob_act()
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destroy()
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/obj/structure/window/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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destroy()
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/obj/structure/window/CheckExit(var/atom/movable/O, var/turf/target)
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if(istype(O) && O.checkpass(PASSGLASS))
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return 1
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if(get_dir(O.loc, target) == dir)
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return !density
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return 1
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/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/window/CanAStarPass(ID, to_dir)
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if(!density)
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return 1
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if((dir == SOUTHWEST) || (dir == to_dir))
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return 0
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return 1
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/obj/structure/window/hitby(AM as mob|obj)
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..()
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var/tforce = 0
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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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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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health = max(0, health - tforce)
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if(health <= 7 && !reinf)
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anchored = 0
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update_nearby_icons()
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step(src, get_dir(AM, src))
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if(health <= 0)
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destroy()
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/obj/structure/window/attack_hand(mob/user as mob)
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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 class='danger'>[user] smashes through [src]!</span>")
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destroy()
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else if(user.a_intent == I_HARM)
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user.changeNext_move(CLICK_CD_MELEE)
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playsound(get_turf(src), 'sound/effects/glassknock.ogg', 80, 1)
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user.visible_message("\red [user.name] bangs against the [src.name]!", \
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"\red You bang against the [src.name]!", \
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"You hear a banging sound.")
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else
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user.changeNext_move(CLICK_CD_MELEE)
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playsound(src.loc, '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/proc/attack_generic(mob/living/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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health -= damage
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if(health <= 0)
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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destroy()
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else //for nicer text~
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user.visible_message("<span class='danger'>[user] smashes into [src]!</span>")
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playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
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/obj/structure/window/attack_alien(mob/living/user as mob)
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if(islarva(user)) return
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attack_generic(user, 15)
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/obj/structure/window/attack_animal(mob/living/user as mob)
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if(!isanimal(user)) return
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var/mob/living/simple_animal/M = user
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if(M.melee_damage_upper <= 0 || (M.melee_damage_type != BRUTE && M.melee_damage_type != BURN))
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return
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attack_generic(M, M.melee_damage_upper)
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/obj/structure/window/attack_slime(mob/living/user as mob)
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var/mob/living/carbon/slime/S = user
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if(!S.is_adult)
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return
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attack_generic(user, rand(10, 15))
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/obj/structure/window/attackby(obj/item/weapon/W as obj, mob/living/user as mob, params)
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if(!istype(W)) return//I really wish I did not need this
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if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2)
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var/obj/item/weapon/grab/G = W
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if(istype(G.affecting,/mob/living))
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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 class='warning'>[user] slams [M] against \the [src]!</span>")
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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 class='danger'>[user] bashes [M] against \the [src]!</span>")
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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 class='danger'><big>[user] crushes [M] against \the [src]!</big></span>")
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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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if(4)
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visible_message("<span class='danger'><big>[user] smashes [M] against \the [src]!</big></span>")
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M.Weaken(5)
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M.apply_damage(30)
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hit(75)
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return
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if(W.flags & NOBLUDGEON) return
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if(istype(W, /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, 'sound/items/Screwdriver.ogg', 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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anchored = !anchored
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update_nearby_icons()
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playsound(loc, 'sound/items/Screwdriver.ogg', 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, 'sound/items/Screwdriver.ogg', 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(W, /obj/item/weapon/crowbar) && reinf && state <= 1)
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state = 1 - state
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playsound(loc, 'sound/items/Crowbar.ogg', 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(W, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
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playsound(src.loc, 'sound/items/Ratchet.ogg', 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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continue
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if(G.amount>=G.max_amount)
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continue
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G.attackby(NG, user, params)
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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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continue
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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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to_chat(user, "<span class='notice'>You have disassembled the window.</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)
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else
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.changeNext_move(CLICK_CD_MELEE)
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hit(W.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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return
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/obj/structure/window/mech_melee_attack(obj/mecha/M)
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if(..())
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hit(M.force, 1)
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/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1)
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if(reinf) damage *= 0.5
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health = max(0, health - damage)
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if(sound_effect)
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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if(health <= 0)
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destroy()
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return
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/obj/structure/window/verb/rotate()
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set name = "Rotate Window Counter-Clockwise"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>It is fastened to the floor therefore you can't rotate it!</span>")
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return 0
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dir = turn(dir, 90)
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// updateSilicate()
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air_update_turf(1)
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ini_dir = dir
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add_fingerprint(usr)
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return
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/obj/structure/window/verb/revrotate()
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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.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>It is fastened to the floor therefore you can't rotate it!</span>")
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return 0
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dir = turn(dir, 270)
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// updateSilicate()
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air_update_turf(1)
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ini_dir = dir
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add_fingerprint(usr)
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return
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/obj/structure/window/AltClick(mob/user)
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!Adjacent(user))
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return
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revrotate()
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/*
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/obj/structure/window/proc/updateSilicate()
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if(silicateIcon && silicate)
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icon = initial(icon)
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var/icon/I = icon(icon,icon_state,dir)
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var/r = (silicate / 100) + 1
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var/g = (silicate / 70) + 1
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var/b = (silicate / 50) + 1
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I.SetIntensity(r,g,b)
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icon = I
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silicateIcon = I
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*/
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/obj/structure/window/New(Loc,re=0)
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..()
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ini_dir = dir
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if(!color && !istype(src,/obj/structure/window/plasmabasic) && !istype(src,/obj/structure/window/plasmareinforced))
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color = color_windows(src)
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update_nearby_icons()
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return
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/obj/structure/window/initialize()
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air_update_turf(1)
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return ..()
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/obj/structure/window/Destroy()
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density = 0
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air_update_turf(1)
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if(loc && !disassembled)
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playsound(get_turf(src), "shatter", 70, 1)
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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..()
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dir = ini_dir
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move_update_air(T)
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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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if(dir & (dir - 1))
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return 1
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return 0
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/obj/structure/window/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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if(dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
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return !density
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return 1
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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if(!loc) return 0
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update_icon()
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for(var/direction in cardinal)
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for(var/obj/structure/window/W in get_step(src,direction) )
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W.update_icon()
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/obj/structure/window/update_icon()
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return
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/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 800)
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hit(round(exposed_volume / 100), 0)
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..()
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/obj/structure/window/basic
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icon_state = "window"
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desc = "It looks thin and flimsy. A few knocks with... anything, really should shatter it."
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basestate = "window"
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/obj/structure/window/plasmabasic
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name = "plasma window"
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desc = "A plasma-glass alloy window. It looks insanely tough to break. It appears it's also insanely tough to burn through."
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basestate = "plasmawindow"
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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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/obj/structure/window/plasmabasic/New(Loc,re=0)
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..()
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ini_dir = dir
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update_nearby_icons()
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return
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/obj/structure/window/plasmabasic/initialize()
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..()
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air_update_turf(1)
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/obj/structure/window/plasmabasic/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 32000)
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hit(round(exposed_volume / 1000), 0)
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..()
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/obj/structure/window/plasmabasic/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > T0C + 32000)
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hit(round(exposed_volume / 1000), 0)
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..()
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/obj/structure/window/plasmabasic/BlockSuperconductivity()
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return 1
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/obj/structure/window/plasmareinforced
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name = "reinforced plasma window"
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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."
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basestate = "plasmarwindow"
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icon_state = "plasmarwindow"
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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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/obj/structure/window/plasmareinforced/New(Loc,re=0)
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..()
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ini_dir = dir
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update_nearby_icons()
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return
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/obj/structure/window/plasmareinforced/initialize()
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..()
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air_update_turf(1)
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/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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/obj/structure/window/plasmareinforced/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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/obj/structure/window/plasmareinforced/BlockSuperconductivity()
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return 1 //okay this SHOULD MAKE THE TOXINS CHAMBER WORK
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/obj/structure/window/reinforced
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name = "reinforced window"
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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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reinf = 1
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basestate = "rwindow"
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health = 40
|
|
|
|
/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"
|
|
health = 30
|
|
|
|
/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/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
|
|
var/id = 0
|
|
var/active = 0
|
|
|
|
/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]"
|