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https://github.com/ParadiseSS13/Paradise.git
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For non-coders: - Added floor lights - To build: Use wire on glass, use metal on the assembly you get, use it on a plating. To fix flickering or broken tiles, use a lightbulb on them. - To deconstruct: Crowbar on floor to remove it, crowbar on light tile to remove metal, wirecutters to separate the wire from the glass. - Click on tile with an empty hand to turn it on/off For coders: - The turf system has been rewritten to contain a tile variable which defines what kind of turf it is. The 'intact' var can no longer be used to determine if the turf is a steel floor. Intact only tells if wires and pipes are to be hidden (for hide() procs) - Use is_plating(), is_steel_floor() and is_light_floor() to determine the floor type. - Use make_plating(), make_steel_floor() and make_light_floor() to do this. They take the floor tile by default as a parameter, if none is given they will make one themselves. Credits for the sprites go to Hempuli, used with permission. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1513 316c924e-a436-60f5-8080-3fe189b3f50e
176 lines
4.4 KiB
Plaintext
176 lines
4.4 KiB
Plaintext
/*
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CONTAINS:
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GLASS SHEET
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REINFORCED GLASS SHEET
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SHARDS
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*/
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/proc/construct_window(mob/usr as mob, obj/item/stack/sheet/src as obj)
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if (!( istype(usr.loc, /turf/simulated) ))
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return
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if ( ! (istype(usr, /mob/living/carbon/human) || \
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istype(usr, /mob/living/silicon) || \
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istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
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usr << "\red You don't have the dexterity to do this!"
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return 1
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var/reinf = istype(src, /obj/item/stack/sheet/rglass)
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var/title = reinf?"Sheet Reinf. Glass":"Sheet-Glass"
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title += " ([src.amount] sheet\s left)"
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switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
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if("one direct")
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if (src.amount < 1)
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return 1
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var/list/directions = new/list(cardinal)
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for (var/obj/window/win in usr.loc)
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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usr << "\red Can't let you do that."
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return 1
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var/dir_to_set = 2
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//yes, this could probably be done better but hey... it works...
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for(var/obj/window/WT in usr.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 4
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for(var/obj/window/WT in usr.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 1
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for(var/obj/window/WT in usr.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 8
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for(var/obj/window/WT in usr.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 2
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var/obj/window/W
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if(reinf)
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W = new /obj/window/reinforced( usr.loc, reinf )
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W.state = 0
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else
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W = new /obj/window/basic( usr.loc, reinf )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.anchored = 0
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src.use(1)
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if("full (2 sheets)")
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if (src.amount < 2)
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return 1
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if (locate(/obj/window) in usr.loc)
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usr << "\red Can't let you do that."
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return 1
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var/obj/window/W
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if(reinf)
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W = new /obj/window/reinforced( usr.loc, reinf )
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W.state = 0
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else
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W = new /obj/window/basic( usr.loc, reinf )
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W.dir = SOUTHWEST
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W.ini_dir = SOUTHWEST
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W.anchored = 0
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src.use(2)
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else
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//do nothing
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return
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// GLASS
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/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
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construct_window(usr, src)
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/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user)
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..()
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if(istype(W,/obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/CC = W
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if(CC.amount < 5)
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user << "\b There is not enough wire in this coil. You need 5 lengths."
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CC.amount -= 5
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amount -= 1
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user << "\blue You attack wire to the [name]."
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new/obj/item/stack/light_w(user.loc)
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if(CC.amount <= 0)
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user.u_equip(CC)
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del(CC)
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if(src.amount <= 0)
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user.u_equip(src)
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del(src)
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else if( istype(W, /obj/item/stack/rods) )
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var/obj/item/stack/rods/V = W
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var/obj/item/stack/sheet/rglass/RG = new (user.loc)
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RG.add_fingerprint(user)
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RG.add_to_stacks(user)
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V.use(1)
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var/obj/item/stack/sheet/glass/G = src
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src = null
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var/replace = (user.get_inactive_hand()==G)
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G.use(1)
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if (!G && !RG && replace)
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user.put_in_hand(RG)
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else
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return ..()
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// REINFORCED GLASS
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/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
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construct_window(usr, src)
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// SHARDS
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/obj/item/weapon/shard/Bump()
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spawn( 0 )
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if (prob(20))
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src.force = 15
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else
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src.force = 4
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..()
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return
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return
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/obj/item/weapon/shard/New()
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//****RM
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//world<<"New shard at [x],[y],[z]"
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src.icon_state = pick("large", "medium", "small")
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switch(src.icon_state)
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if("small")
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src.pixel_x = rand(1, 18)
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src.pixel_y = rand(1, 18)
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if("medium")
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src.pixel_x = rand(1, 16)
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src.pixel_y = rand(1, 16)
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if("large")
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src.pixel_x = rand(1, 10)
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src.pixel_y = rand(1, 5)
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else
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return
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/obj/item/weapon/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if ( istype(W, /obj/item/weapon/weldingtool) && W:welding )
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W:eyecheck(user)
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new /obj/item/stack/sheet/glass( user.loc )
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//SN src = null
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del(src)
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return
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return ..()
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/obj/item/weapon/shard/HasEntered(AM as mob|obj)
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if(ismob(AM))
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var/mob/M = AM
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M << "\red <B>You step in the broken glass!</B>"
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playsound(src.loc, 'glass_step.ogg', 50, 1)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(!H.shoes)
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var/datum/organ/external/affecting = H.organs[pick("l_foot", "r_foot")]
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H.weakened = max(3, H.weakened)
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affecting.take_damage(5, 0)
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H.UpdateDamageIcon()
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H.updatehealth()
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..() |