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Polaris/code/game/objects/items/stacks/sheets/glass.dm
2015-07-18 21:13:32 +01:00

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/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Phoron Glass Sheets
* Reinforced Phoron Glass Sheets (AKA Holy fuck strong windows)
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
/obj/item/stack/material/glass
name = "glass"
singular_name = "glass sheet"
icon_state = "sheet-glass"
var/created_window = /obj/structure/window/basic
var/is_reinforced = 0
var/list/construction_options = list("One Direction", "Full Window")
default_type = "glass"
/obj/item/stack/material/glass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/material/glass/attackby(obj/item/W, mob/user)
..()
if(!is_reinforced)
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5)
user << "<span class='warning'>You need five lengths of coil and one sheet of glass to make wired glass.</span>"
return
CC.use(5)
use(1)
user << "<span class='notice'>You attach wire to the [name].</span>"
new /obj/item/stack/light_w(user.loc)
else if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() < 1 || get_amount() < 1)
user << "<span class='warning'>You need one rod and one sheet of glass to make reinforced glass.</span>"
return
var/obj/item/stack/material/glass/reinforced/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
var/obj/item/stack/material/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
V.use(1)
G.use(1)
if (!G && replace)
user.put_in_hands(RG)
/obj/item/stack/material/glass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
return 0
var/title = "Sheet-[name]"
title += " ([src.get_amount()] sheet\s left)"
switch(input(title, "What would you like to construct?") as null|anything in construction_options)
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)
user << "<span class='warning'>There are too many windows in this location.</span>"
return 1
directions-=win.dir
if(!(win.dir in cardinal))
user << "<span class='warning'>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
new created_window( user.loc, dir_to_set, 1 )
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.get_amount() < 4)
user << "<span class='warning'>You need more glass to do that.</span>"
return 1
if(locate(/obj/structure/window) in user.loc)
user << "<span class='warning'>There is a window in the way.</span>"
return 1
new created_window( user.loc, SOUTHWEST, 1 )
src.use(4)
if("Windoor")
if(!is_reinforced) return 1
if(!src || src.loc != user) return 1
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
user << "<span class='warning'>There is already a windoor assembly in that location.</span>"
return 1
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
user << "<span class='warning'>There is already a windoor in that location.</span>"
return 1
if(src.get_amount() < 5)
user << "<span class='warning'>You need more glass to do that.</span>"
return 1
new /obj/structure/windoor_assembly(user.loc, user.dir, 1)
src.use(5)
return 0
/*
* Reinforced glass sheets
*/
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
default_type = "reinforced glass"
created_window = /obj/structure/window/reinforced
is_reinforced = 1
construction_options = list("One Direction", "Full Window", "Windoor")
/*
* Phoron Glass sheets
*/
/obj/item/stack/material/glass/phoronglass
name = "phoron glass"
singular_name = "phoron glass sheet"
icon_state = "sheet-phoronglass"
created_window = /obj/structure/window/phoronbasic
default_type = "phoron glass"
/obj/item/stack/material/glass/phoronglass/attackby(obj/item/W, mob/user)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/material/glass/phoronrglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/material/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 ..()
/*
* Reinforced phoron glass sheets
*/
/obj/item/stack/material/glass/phoronrglass
name = "reinforced phoron glass"
singular_name = "reinforced phoron glass sheet"
icon_state = "sheet-phoronrglass"
default_type = "reinforced phoron glass"
created_window = /obj/structure/window/phoronreinforced
is_reinforced = 1