mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-20 22:42:54 +00:00
Your computer will restart in- No, not that kind of Windows Update! Updates windows code (and not delete sys32) to be better in various regards Full windows now have double the health of their directional counterparts. You spend twice the glass, you get twice the integrity! You can now build one directional OR full windows on grilles, as well as select the direction of the one directional window you are building on the grille! - This is largely quality of life, saves some time on the actual repairing / building of windows. 🆑 tweak: Full windows are now 100% stronger than before, so you don't have to pick strength over security. tweak: Full windows now take longer to deconstruct so they offer slightly better security against break-ins. Toolspeed does apply. rscadd: Full and directional windows can be built on grilles now, and you can even pick the direction! Technically both a tweak and an addition... /🆑
421 lines
14 KiB
Plaintext
421 lines
14 KiB
Plaintext
/* Glass stack types
|
|
* Contains:
|
|
* Glass sheets
|
|
* Reinforced glass sheets
|
|
* Glass shards - TODO: Move this into code/game/object/item/weapons
|
|
* Plasma Glass Sheets
|
|
* Reinforced Plasma Glass Sheets (AKA Holy fuck strong windows)
|
|
|
|
Todo: Create a unified construct_window(sheet, user, created_window, full_window)
|
|
|
|
*/
|
|
|
|
/*
|
|
* Glass sheets
|
|
*/
|
|
/obj/item/stack/sheet/glass
|
|
name = "glass"
|
|
desc = "HOLY SHEET! That is a lot of glass."
|
|
singular_name = "glass sheet"
|
|
icon_state = "sheet-glass"
|
|
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
|
|
origin_tech = "materials=1"
|
|
created_window = /obj/structure/window/basic
|
|
full_window = /obj/structure/window/full/basic
|
|
merge_type = /obj/item/stack/sheet/glass
|
|
|
|
/obj/item/stack/sheet/glass/fifty
|
|
amount = 50
|
|
|
|
/obj/item/stack/sheet/glass/cyborg
|
|
materials = list()
|
|
|
|
/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, params)
|
|
..()
|
|
if(istype(W,/obj/item/stack/cable_coil))
|
|
var/obj/item/stack/cable_coil/CC = W
|
|
if(CC.amount < 5)
|
|
to_chat(user, "<b>There is not enough wire in this coil. You need 5 lengths.</b>")
|
|
return
|
|
CC.use(5)
|
|
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
|
|
new /obj/item/stack/light_w(user.loc)
|
|
src.use(1)
|
|
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_hands(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())
|
|
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
|
|
return 0
|
|
var/title = "Sheet-Glass"
|
|
title += " ([src.amount] sheet\s left)"
|
|
switch(input(title, "What would you like to construct?") in list("One Direction Window", "Full Window", "Fishbowl", "Fish Tank", "Wall Aquarium", "Cancel"))
|
|
if("One Direction Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
|
|
var/list/directions = new/list(cardinal)
|
|
var/i = 0
|
|
for(var/obj/structure/window/win in user.loc)
|
|
i++
|
|
if(i >= 4)
|
|
to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
|
|
return 1
|
|
directions-=win.dir
|
|
if(win.is_fulltile())
|
|
to_chat(user, "<span class='danger'>Can't let you do that.</span>")
|
|
return 1
|
|
|
|
//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.
|
|
var/dir_to_set = 2
|
|
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
|
var/found = 0
|
|
for(var/obj/structure/window/WT in user.loc)
|
|
if(WT.dir == direction)
|
|
found = 1
|
|
if(!found)
|
|
dir_to_set = direction
|
|
break
|
|
|
|
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.state = 0
|
|
W.anchored = 0
|
|
W.air_update_turf(1)
|
|
src.use(1)
|
|
if("Full Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 2)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
if(locate(/obj/structure/window/full) in user.loc)
|
|
to_chat(user, "<span class='danger'>There is a full window in the way.</span>")
|
|
return 1
|
|
var/obj/structure/window/W = new full_window( user.loc, 0 )
|
|
W.state = 0
|
|
W.anchored = 0
|
|
W.air_update_turf(1)
|
|
src.use(2)
|
|
if("Fishbowl")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/bowl(user.loc, 0)
|
|
F.air_update_turf(1)
|
|
src.use(1)
|
|
if("Fish Tank")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 3)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/tank(user.loc, 0)
|
|
F.air_update_turf(1)
|
|
src.use(3)
|
|
if("Wall Aquarium")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 4)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
var/obj/machinery/fishtank/F = new /obj/machinery/fishtank/wall(user.loc, 0)
|
|
F.air_update_turf(1)
|
|
src.use(4)
|
|
return 0
|
|
|
|
|
|
/*
|
|
* Reinforced glass sheets
|
|
*/
|
|
/obj/item/stack/sheet/rglass
|
|
name = "reinforced glass"
|
|
desc = "Glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced glass sheet"
|
|
icon_state = "sheet-rglass"
|
|
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
|
|
origin_tech = "materials=2"
|
|
created_window = /obj/structure/window/reinforced
|
|
full_window = /obj/structure/window/full/reinforced
|
|
merge_type = /obj/item/stack/sheet/rglass
|
|
|
|
/obj/item/stack/sheet/rglass/cyborg
|
|
materials = list()
|
|
|
|
/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())
|
|
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
|
|
return 0
|
|
var/title = "Sheet Reinf. Glass"
|
|
title += " ([src.amount] sheet\s left)"
|
|
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"))
|
|
if("One Direction")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
var/list/directions = new/list(cardinal)
|
|
var/i = 0
|
|
for(var/obj/structure/window/win in user.loc)
|
|
i++
|
|
if(i >= 4)
|
|
to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
|
|
return 1
|
|
directions-=win.dir
|
|
if(win.is_fulltile())
|
|
to_chat(user, "<span class='danger'>Can't let you do that.</span>")
|
|
return 1
|
|
|
|
//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.
|
|
var/dir_to_set = 2
|
|
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
|
var/found = 0
|
|
for(var/obj/structure/window/WT in user.loc)
|
|
if(WT.dir == direction)
|
|
found = 1
|
|
if(!found)
|
|
dir_to_set = direction
|
|
break
|
|
|
|
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 Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 2)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
if(locate(/obj/structure/window/full) in user.loc)
|
|
to_chat(user, "<span class='danger'>There is a window in the way.</span>")
|
|
return 1
|
|
var/obj/structure/window/W = new full_window( user.loc, 0 )
|
|
W.state = 0
|
|
W.anchored = 0
|
|
src.use(2)
|
|
|
|
if("Windoor")
|
|
if(!src || src.loc != user) return 1
|
|
|
|
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
|
|
to_chat(user, "<span class='danger'>There is already a windoor assembly in that location.</span>")
|
|
return 1
|
|
|
|
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
|
|
to_chat(user, "<span class='danger'>There is already a windoor in that location.</span>")
|
|
return 1
|
|
|
|
if(src.amount < 5)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
|
|
var/obj/structure/windoor_assembly/WD
|
|
WD = new /obj/structure/windoor_assembly(user.loc)
|
|
WD.state = "01"
|
|
WD.anchored = 0
|
|
src.use(5)
|
|
switch(user.dir)
|
|
if(SOUTH)
|
|
WD.dir = SOUTH
|
|
WD.ini_dir = SOUTH
|
|
if(EAST)
|
|
WD.dir = EAST
|
|
WD.ini_dir = EAST
|
|
if(WEST)
|
|
WD.dir = WEST
|
|
WD.ini_dir = WEST
|
|
else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
|
|
WD.dir = NORTH
|
|
WD.ini_dir = NORTH
|
|
else
|
|
return 1
|
|
|
|
|
|
return 0
|
|
|
|
|
|
/obj/item/stack/sheet/plasmaglass
|
|
name = "plasma glass"
|
|
desc = "A very strong and very resistant sheet of a plasma-glass alloy."
|
|
singular_name = "glass sheet"
|
|
icon_state = "sheet-plasmaglass"
|
|
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
|
|
origin_tech = "plasmatech=2;materials=2"
|
|
created_window = /obj/structure/window/plasmabasic
|
|
full_window = /obj/structure/window/full/plasmabasic
|
|
|
|
|
|
/obj/item/stack/sheet/plasmaglass/attack_self(mob/user as mob)
|
|
construct_window(user)
|
|
|
|
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
|
|
..()
|
|
if( istype(W, /obj/item/stack/rods) )
|
|
var/obj/item/stack/rods/V = W
|
|
var/obj/item/stack/sheet/plasmarglass/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_hands(RG)
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/stack/sheet/plasmaglass/proc/construct_window(mob/user as mob)
|
|
if(!user || !src) return 0
|
|
if(!istype(user.loc,/turf)) return 0
|
|
if(!user.IsAdvancedToolUser())
|
|
to_chat(user, "<span class='danger'> You don't have the dexterity to do this!")
|
|
return 0
|
|
var/title = "Plasma-glass alloy"
|
|
title += " ([src.amount] sheet\s left)"
|
|
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
|
|
if("One Direction")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
var/list/directions = new/list(cardinal)
|
|
var/i = 0
|
|
for(var/obj/structure/window/win in user.loc)
|
|
i++
|
|
if(i >= 4)
|
|
to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
|
|
return 1
|
|
directions-=win.dir
|
|
if(!(win.ini_dir in cardinal))
|
|
to_chat(user, "<span class='danger'>Can't let you do that.</span>")
|
|
return 1
|
|
//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.
|
|
var/dir_to_set = 2
|
|
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
|
var/found = 0
|
|
for(var/obj/structure/window/WT in user.loc)
|
|
if(WT.dir == direction)
|
|
found = 1
|
|
if(!found)
|
|
dir_to_set = direction
|
|
break
|
|
var/obj/structure/window/W
|
|
W = new /obj/structure/window/plasmabasic( user.loc, 0 )
|
|
W.dir = dir_to_set
|
|
W.ini_dir = W.dir
|
|
W.state = 0
|
|
W.anchored = 0
|
|
src.use(1)
|
|
if("Full Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 2)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
if(locate(/obj/structure/window) in user.loc)
|
|
to_chat(user, "<span class='danger'>There is a window in the way.</span>")
|
|
return 1
|
|
var/obj/structure/window/W = new full_window( user.loc, 0 )
|
|
W.state = 0
|
|
W.anchored = 0
|
|
src.use(2)
|
|
return 0
|
|
|
|
/*
|
|
* Reinforced plasma glass sheets
|
|
*/
|
|
/obj/item/stack/sheet/plasmarglass
|
|
name = "reinforced plasma glass"
|
|
desc = "Plasma glass which seems to have rods or something stuck in them."
|
|
singular_name = "reinforced plasma glass sheet"
|
|
icon_state = "sheet-plasmarglass"
|
|
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
|
|
origin_tech = "plasmatech=2;materials=2"
|
|
created_window = /obj/structure/window/plasmareinforced
|
|
full_window = /obj/structure/window/full/plasmareinforced
|
|
|
|
|
|
/obj/item/stack/sheet/plasmarglass/attack_self(mob/user as mob)
|
|
construct_window(user)
|
|
|
|
/obj/item/stack/sheet/plasmarglass/proc/construct_window(mob/user as mob)
|
|
if(!user || !src) return 0
|
|
if(!istype(user.loc,/turf)) return 0
|
|
if(!user.IsAdvancedToolUser())
|
|
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
|
|
return 0
|
|
var/title = "Reinforced plasma-glass alloy"
|
|
title += " ([src.amount] sheet\s left)"
|
|
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
|
|
if("One Direction")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
var/list/directions = new/list(cardinal)
|
|
var/i = 0
|
|
for(var/obj/structure/window/win in user.loc)
|
|
i++
|
|
if(i >= 4)
|
|
to_chat(user, "<span class='danger'>There are too many windows in this location.</span>")
|
|
return 1
|
|
directions-=win.dir
|
|
if(!(win.ini_dir in cardinal))
|
|
to_chat(user, "<span class='danger'>Can't let you do that.</span>")
|
|
return 1
|
|
//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.
|
|
var/dir_to_set = 2
|
|
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
|
|
var/found = 0
|
|
for(var/obj/structure/window/WT in user.loc)
|
|
if(WT.dir == direction)
|
|
found = 1
|
|
if(!found)
|
|
dir_to_set = direction
|
|
break
|
|
var/obj/structure/window/W
|
|
W = new /obj/structure/window/plasmareinforced( user.loc, 0 )
|
|
W.dir = dir_to_set
|
|
W.ini_dir = W.dir
|
|
W.state = 0
|
|
W.anchored = 0
|
|
src.use(1)
|
|
if("Full Window")
|
|
if(!src) return 1
|
|
if(src.loc != user) return 1
|
|
if(src.amount < 2)
|
|
to_chat(user, "<span class='danger'>You need more glass to do that.</span>")
|
|
return 1
|
|
if(locate(/obj/structure/window) in user.loc)
|
|
to_chat(user, "<span class='danger'>There is a window in the way.</span>")
|
|
return 1
|
|
var/obj/structure/window/W = new full_window( user.loc, 0 )
|
|
W.state = 0
|
|
W.anchored = 0
|
|
src.use(2)
|
|
return 0
|