mirror of
https://github.com/ParadiseSS13/Paradise.git
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This commit ports the base system of LINDA from TG. This version of linda is the original version, with none of -tg-'s fixes, rewrites, or other such improvements attached. The mob ignite system has been 100% removed, as LINDA does not support this normally. It may be added back in when the improvements and refactors to LINDA have been ported.
408 lines
13 KiB
Plaintext
408 lines
13 KiB
Plaintext
/* Glass stack types
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* Contains:
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* Glass sheets
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* Reinforced glass sheets
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* Glass shards - TODO: Move this into code/game/object/item/weapons
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* Plasma Glass Sheets
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* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
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Todo: Create a unified construct_window(sheet, user, created_window, full_window)
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*/
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/*
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* Glass sheets
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*/
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/obj/item/stack/sheet/glass
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name = "glass"
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desc = "HOLY SHEET! That is a lot of glass."
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singular_name = "glass sheet"
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icon_state = "sheet-glass"
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g_amt = MINERAL_MATERIAL_AMOUNT
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origin_tech = "materials=1"
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var/created_window = /obj/structure/window/basic
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var/full_window = /obj/structure/window/full/basic
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/obj/item/stack/sheet/glass/cyborg
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name = "glass"
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desc = "HOLY SHEET! That is a lot of glass."
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singular_name = "glass sheet"
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icon_state = "sheet-glass"
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g_amt = 0
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created_window = /obj/structure/window/basic
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/obj/item/stack/sheet/glass/full/New()
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..()
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amount = 50
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/obj/item/stack/sheet/glass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
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..()
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if(istype(W,/obj/item/stack/cable_coil))
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var/obj/item/stack/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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return
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CC.use(5)
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user << "\blue You attach wire to the [name]."
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new /obj/item/stack/light_w(user.loc)
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src.use(1)
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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_hands(RG)
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else
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return ..()
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/obj/item/stack/sheet/glass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return 0
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var/title = "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 Direction", "Full Window", "Cancel", null))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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user << "\red There are too many windows in this location."
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return 1
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directions-=win.dir
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if(win.is_fulltile())
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user << "\red Can't let you do that."
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/basic( user.loc, 0 )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.state = 0
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W.anchored = 0
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W.air_update_turf(1)
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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user << "\red You need more glass to do that."
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return 1
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if(locate(/obj/structure/window/full) in user.loc)
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user << "\red There is a full window in the way."
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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W.air_update_turf(1)
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src.use(2)
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return 0
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/*
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* Reinforced glass sheets
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*/
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/obj/item/stack/sheet/rglass
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name = "reinforced glass"
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desc = "Glass which seems to have rods or something stuck in them."
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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g_amt = MINERAL_MATERIAL_AMOUNT
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m_amt = MINERAL_MATERIAL_AMOUNT / 2
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origin_tech = "materials=2"
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var/created_window = /obj/structure/window/reinforced
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var/full_window = /obj/structure/window/full/reinforced
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/obj/item/stack/sheet/rglass/cyborg
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name = "reinforced glass"
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desc = "Glass which seems to have rods or something stuck in them."
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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g_amt = 0
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m_amt = 0
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/obj/item/stack/sheet/rglass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/rglass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return 0
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var/title = "Sheet Reinf. Glass"
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title += " ([src.amount] sheet\s left)"
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switch(input(title, "Would you like full tile glass a one direction glass pane or a windoor?") in list("One Direction", "Full Window", "Windoor", "Cancel"))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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user << "\red There are too many windows in this location."
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return 1
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directions-=win.dir
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if(win.is_fulltile())
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user << "\red Can't let you do that."
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/reinforced( user.loc, 1 )
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W.state = 0
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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 Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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user << "\red You need more glass to do that."
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return 1
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if(locate(/obj/structure/window/full) in user.loc)
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user << "\red There is a window in the way."
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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src.use(2)
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if("Windoor")
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if(!src || src.loc != user) return 1
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if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
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user << "\red There is already a windoor assembly in that location."
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return 1
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if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
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user << "\red There is already a windoor in that location."
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return 1
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if(src.amount < 5)
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user << "\red You need more glass to do that."
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return 1
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var/obj/structure/windoor_assembly/WD
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WD = new /obj/structure/windoor_assembly(user.loc)
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WD.state = "01"
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WD.anchored = 0
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src.use(5)
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switch(user.dir)
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if(SOUTH)
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WD.dir = SOUTH
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WD.ini_dir = SOUTH
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if(EAST)
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WD.dir = EAST
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WD.ini_dir = EAST
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if(WEST)
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WD.dir = WEST
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WD.ini_dir = WEST
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else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
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WD.dir = NORTH
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WD.ini_dir = NORTH
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else
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return 1
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return 0
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/obj/item/stack/sheet/plasmaglass
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name = "plasma glass"
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desc = "A very strong and very resistant sheet of a plasma-glass alloy."
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singular_name = "glass sheet"
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icon_state = "sheet-plasmaglass"
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g_amt = MINERAL_MATERIAL_AMOUNT * 2
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origin_tech = "materials=3;plasma=2"
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var/created_window = /obj/structure/window/plasmabasic
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var/full_window = /obj/structure/window/full/plasmabasic
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/obj/item/stack/sheet/plasmaglass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
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..()
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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/plasmarglass/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_hands(RG)
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else
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return ..()
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/obj/item/stack/sheet/plasmaglass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return 0
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var/title = "Plasma-glass alloy"
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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 Direction", "Full Window", "Cancel", null))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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user << "\red There are too many windows in this location."
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return 1
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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user << "\red Can't let you do that."
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/plasmabasic( user.loc, 0 )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.state = 0
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W.anchored = 0
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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user << "\red You need more glass to do that."
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return 1
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if(locate(/obj/structure/window) in user.loc)
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user << "\red There is a window in the way."
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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src.use(2)
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return 0
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/*
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* Reinforced plasma glass sheets
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*/
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/obj/item/stack/sheet/plasmarglass
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name = "reinforced plasma glass"
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desc = "Plasma glass which seems to have rods or something stuck in them."
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singular_name = "reinforced plasma glass sheet"
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icon_state = "sheet-plasmarglass"
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g_amt = MINERAL_MATERIAL_AMOUNT * 2
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m_amt = MINERAL_MATERIAL_AMOUNT / 2
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origin_tech = "materials=3;plasma=2"
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var/created_window = /obj/structure/window/plasmareinforced
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var/full_window = /obj/structure/window/full/plasmareinforced
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/obj/item/stack/sheet/plasmarglass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/sheet/plasmarglass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return 0
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var/title = "Reinforced plasma-glass alloy"
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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 Direction", "Full Window", "Cancel", null))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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user << "\red There are too many windows in this location."
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return 1
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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user << "\red Can't let you do that."
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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var/obj/structure/window/W
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W = new /obj/structure/window/plasmareinforced( user.loc, 0 )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.state = 0
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W.anchored = 0
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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user << "\red You need more glass to do that."
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return 1
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if(locate(/obj/structure/window) in user.loc)
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user << "\red There is a window in the way."
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return 1
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var/obj/structure/window/W = new full_window( user.loc, 0 )
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W.state = 0
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W.anchored = 0
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src.use(2)
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return 0
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