diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index 04d8b44d99f..3c91dd3374f 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -1,714 +1,15 @@ -<<<<<<< HEAD -/obj/structure/window - name = "window" - desc = "A window." - icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons - density = TRUE - can_atmos_pass = ATMOS_PASS_PROC - w_class = ITEMSIZE_NORMAL - - layer = WINDOW_LAYER - pressure_resistance = 4*ONE_ATMOSPHERE - anchored = TRUE - flags = ON_BORDER - var/maxhealth = 14.0 - var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire - var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly. - var/health - var/force_threshold = 0 - var/ini_dir = null - var/state = 2 - var/reinf = 0 - var/basestate - var/shardtype = /obj/item/weapon/material/shard - var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass. - var/silicate = 0 // number of units of silicate - var/fulltile = FALSE // Set to true on full-tile variants. - -/obj/structure/window/examine(mob/user) - . = ..() - - if(health == maxhealth) - . += "It looks fully intact." - else - var/perc = health / maxhealth - if(perc > 0.75) - . += "It has a few cracks." - else if(perc > 0.5) - . += "It looks slightly damaged." - else if(perc > 0.25) - . += "It looks moderately damaged." - else - . += "It looks heavily damaged." - if(silicate) - if (silicate < 30) - . += "It has a thin layer of silicate." - else if (silicate < 70) - . += "It is covered in silicate." - else - . += "There is a thick layer of silicate covering it." - -/obj/structure/window/examine_icon() - return icon(icon=initial(icon),icon_state=initial(icon_state)) - -/obj/structure/window/take_damage(var/damage = 0, var/sound_effect = 1) - var/initialhealth = health - - if(silicate) - damage = damage * (1 - silicate / 200) - - health = max(0, health - damage) - - if(health <= 0) - shatter() - else - if(sound_effect) - playsound(src, 'sound/effects/Glasshit.ogg', 100, 1) - if(health < maxhealth / 4 && initialhealth >= maxhealth / 4) - visible_message("[src] looks like it's about to shatter!" ) - update_icon() - else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2) - visible_message("[src] looks seriously damaged!" ) - update_icon() - else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4) - visible_message("Cracks begin to appear in [src]!" ) - update_icon() - return - -/obj/structure/window/proc/apply_silicate(var/amount) - if(health < maxhealth) // Mend the damage - health = min(health + amount * 3, maxhealth) - if(health == maxhealth) - visible_message("[src] looks fully repaired." ) - else // Reinforce - silicate = min(silicate + amount, 100) - updateSilicate() - -/obj/structure/window/proc/updateSilicate() - cut_overlays() - update_icon() - - var/image/img = image(src) - img.color = "#ffffff" - img.alpha = silicate * 255 / 100 - add_overlay(img) - -/obj/structure/window/proc/shatter(var/display_message = 1) - playsound(src, "shatter", 70, 1) - if(display_message) - visible_message("[src] shatters!") - new shardtype(loc) - if(reinf) - new /obj/item/stack/rods(loc) - if(is_fulltile()) - new shardtype(loc) //todo pooling? - if(reinf) - new /obj/item/stack/rods(loc) - qdel(src) - return - - -/obj/structure/window/bullet_act(var/obj/item/projectile/Proj) - - var/proj_damage = Proj.get_structure_damage() - if(!proj_damage) return - - ..() - take_damage(proj_damage) - return - - -/obj/structure/window/ex_act(severity) - switch(severity) - if(1.0) - qdel(src) - return - if(2.0) - shatter(0) - return - if(3.0) - if(prob(50)) - shatter(0) - return - -/obj/structure/window/blob_act() - take_damage(50) - -/obj/structure/window/CanPass(atom/movable/mover, turf/target) - if(istype(mover) && mover.checkpass(PASSGLASS)) - return TRUE - if(is_fulltile()) - return FALSE //full tile window, you can't move into it! - if(get_dir(mover, target) == reverse_dir[dir]) // From elsewhere to here, can't move against our dir - return !density - else - return TRUE - -/obj/structure/window/Uncross(atom/movable/mover, turf/target) - if(istype(mover) && mover.checkpass(PASSGLASS)) - return TRUE - if(get_dir(mover, target) == dir) // From here to elsewhere, can't move in our dir - return !density - else - return TRUE - -/obj/structure/window/CanZASPass(turf/T, is_zone) - if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly. - return !anchored // If it's anchored, it'll block air. - return TRUE // Don't stop airflow from the other sides. - -/obj/structure/window/hitby(AM as mob|obj) - ..() - visible_message("[src] was hit by [AM].") - var/tforce = 0 - if(ismob(AM)) - tforce = 40 - else if(isobj(AM)) - var/obj/item/I = AM - tforce = I.throwforce - if(reinf) tforce *= 0.25 - if(health - tforce <= 7 && !reinf) - anchored = FALSE - update_verbs() - update_nearby_icons() - step(src, get_dir(AM, src)) - take_damage(tforce) - -/obj/structure/window/attack_tk(mob/user as mob) - user.visible_message("Something knocks on [src].") - playsound(src, 'sound/effects/Glasshit.ogg', 50, 1) - -/obj/structure/window/attack_hand(mob/user as mob) - user.setClickCooldown(user.get_attack_speed()) - if(HULK in user.mutations) - user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!")) - user.visible_message("[user] smashes through [src]!") - user.do_attack_animation(src) - shatter() - - else if (usr.a_intent == I_HURT) - - if (istype(usr,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = usr - if(H.species.can_shred(H)) - attack_generic(H,25) - return - - playsound(src, 'sound/effects/glassknock.ogg', 80, 1) - user.do_attack_animation(src) - usr.visible_message("\The [usr] bangs against \the [src]!", - "You bang against \the [src]!", - "You hear a banging sound.") - else - playsound(src, 'sound/effects/glassknock.ogg', 80, 1) - usr.visible_message("[usr.name] knocks on the [src.name].", - "You knock on the [src.name].", - "You hear a knocking sound.") - return - -/obj/structure/window/attack_generic(var/mob/user, var/damage) - user.setClickCooldown(user.get_attack_speed()) - if(!damage) - return - if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD) - visible_message("[user] smashes into [src]!") - if(reinf) - damage = damage / 2 - take_damage(damage) - else - visible_message("\The [user] bonks \the [src] harmlessly.") - user.do_attack_animation(src) - return 1 - -/obj/structure/window/attackby(obj/item/W as obj, mob/user as mob) - if(!istype(W)) return//I really wish I did not need this - - // Fixing. - if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == I_HELP) - var/obj/item/weapon/weldingtool/WT = W - if(health < maxhealth) - if(WT.remove_fuel(1 ,user)) - to_chat(user, "You begin repairing [src]...") - playsound(src, WT.usesound, 50, 1) - if(do_after(user, 40 * WT.toolspeed, target = src)) - health = maxhealth - // playsound(src, 'sound/items/Welder.ogg', 50, 1) - update_icon() - to_chat(user, "You repair [src].") - else - to_chat(user, "[src] is already in good condition!") - return - - // Slamming. - if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) - var/obj/item/weapon/grab/G = W - if(istype(G.affecting,/mob/living)) - var/mob/living/M = G.affecting - var/state = G.state - qdel(W) //gotta delete it here because if window breaks, it won't get deleted - switch (state) - if(1) - M.visible_message("[user] slams [M] against \the [src]!") - M.apply_damage(7) - hit(10) - if(2) - M.visible_message("[user] bashes [M] against \the [src]!") - if (prob(50)) - M.Weaken(1) - M.apply_damage(10) - hit(25) - if(3) - M.visible_message("[user] crushes [M] against \the [src]!") - M.Weaken(5) - M.apply_damage(20) - hit(50) - return - - if(W.flags & NOBLUDGEON) return - - if(W.is_screwdriver()) - if(reinf && state >= 1) - state = 3 - state - update_nearby_icons() - playsound(src, W.usesound, 75, 1) - to_chat(user, "You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.") - else if(reinf && state == 0) - anchored = !anchored - update_nearby_tiles(need_rebuild=1) - update_nearby_icons() - update_verbs() - playsound(src, W.usesound, 75, 1) - to_chat(user, "You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.") - else if(!reinf) - anchored = !anchored - update_nearby_tiles(need_rebuild=1) - update_nearby_icons() - update_verbs() - playsound(src, W.usesound, 75, 1) - to_chat(user, "You have [anchored ? "" : "un"]fastened the window [anchored ? "to" : "from"] the floor.") - else if(W.is_crowbar() && reinf && state <= 1) - state = 1 - state - playsound(src, W.usesound, 75, 1) - to_chat(user, "You have pried the window [state ? "into" : "out of"] the frame.") - else if(W.is_wrench() && !anchored && (!state || !reinf)) - if(!glasstype) - to_chat(user, "You're not sure how to dismantle \the [src] properly.") - else - playsound(src, W.usesound, 75, 1) - visible_message("[user] dismantles \the [src].") - var/obj/item/stack/material/mats = new glasstype(loc) - if(is_fulltile()) - mats.set_amount(4) - qdel(src) - else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized)) - var/obj/item/stack/cable_coil/C = W - if (C.use(1)) - playsound(src, 'sound/effects/sparks1.ogg', 75, 1) - user.visible_message( \ - "\The [user] begins to wire \the [src] for electrochromic tinting.", \ - "You begin to wire \the [src] for electrochromic tinting.", \ - "You hear sparks.") - if(do_after(user, 20 * C.toolspeed, src) && state == 0) - playsound(src, 'sound/items/Deconstruct.ogg', 50, 1) - var/obj/structure/window/reinforced/polarized/P = new(loc, dir) - if(is_fulltile()) - P.fulltile = TRUE - P.icon_state = "fwindow" - P.maxhealth = maxhealth - P.health = health - P.state = state - P.anchored = anchored - qdel(src) - else if(istype(W,/obj/item/frame) && anchored) - var/obj/item/frame/F = W - F.try_build(src, user) - else - user.setClickCooldown(user.get_attack_speed(W)) - if(W.damtype == BRUTE || W.damtype == BURN) - user.do_attack_animation(src) - hit(W.force) - if(health <= 7) - anchored = FALSE - update_nearby_icons() - step(src, get_dir(user, src)) - else - playsound(src, 'sound/effects/Glasshit.ogg', 75, 1) - ..() - return - -/obj/structure/window/proc/hit(var/damage, var/sound_effect = 1) - if(damage < force_threshold || force_threshold < 0) - return - if(reinf) damage *= 0.5 - take_damage(damage) - return - - -/obj/structure/window/verb/rotate_counterclockwise() - set name = "Rotate Window Counterclockwise" - set category = "Object" - set src in oview(1) - - if(usr.incapacitated()) - return 0 - - if(is_fulltile()) - return 0 - - if(anchored) - to_chat(usr, "It is fastened to the floor therefore you can't rotate it!") - return 0 - - update_nearby_tiles(need_rebuild=1) //Compel updates before - src.set_dir(turn(src.dir, 90)) - updateSilicate() - update_nearby_tiles(need_rebuild=1) - return - - -/obj/structure/window/verb/rotate_clockwise() - set name = "Rotate Window Clockwise" - set category = "Object" - set src in oview(1) - - if(usr.incapacitated()) - return 0 - - if(is_fulltile()) - return 0 - - if(anchored) - to_chat(usr, "It is fastened to the floor therefore you can't rotate it!") - return 0 - - update_nearby_tiles(need_rebuild=1) //Compel updates before - src.set_dir(turn(src.dir, 270)) - updateSilicate() - update_nearby_tiles(need_rebuild=1) - return - -/obj/structure/window/New(Loc, start_dir=null, constructed=0) - ..() - - if (start_dir) - set_dir(start_dir) - - //player-constructed windows - if (constructed) - anchored = FALSE - state = 0 - update_verbs() - - health = maxhealth - - ini_dir = dir - - update_nearby_tiles(need_rebuild=1) - update_nearby_icons() - - -/obj/structure/window/Destroy() - density = FALSE - update_nearby_tiles() - var/turf/location = loc - . = ..() - for(var/obj/structure/window/W in orange(location, 1)) - W.update_icon() - -/obj/structure/window/Move() - var/ini_dir = dir - update_nearby_tiles(need_rebuild=1) - . = ..() - set_dir(ini_dir) - update_nearby_tiles(need_rebuild=1) - -//checks if this window is full-tile one -/obj/structure/window/proc/is_fulltile() - return fulltile - -/obj/structure/window/is_between_turfs(var/turf/origin, var/turf/target) - if(is_fulltile()) - return TRUE - return ..() - -//This proc is used to update the icons of nearby windows. It should not be confused with update_nearby_tiles(), which is an atmos proc! -/obj/structure/window/proc/update_nearby_icons() - update_icon() - for(var/obj/structure/window/W in orange(src, 1)) - W.update_icon() - -//Updates the availabiliy of the rotation verbs -/obj/structure/window/proc/update_verbs() - if(anchored || is_fulltile()) - verbs -= /obj/structure/window/verb/rotate_counterclockwise - verbs -= /obj/structure/window/verb/rotate_clockwise - else if(!is_fulltile()) - verbs += /obj/structure/window/verb/rotate_counterclockwise - verbs += /obj/structure/window/verb/rotate_clockwise - -//merges adjacent full-tile windows into one (blatant ripoff from game/smoothwall.dm) -/obj/structure/window/update_icon() - //A little cludge here, since I don't know how it will work with slim windows. Most likely VERY wrong. - //this way it will only update full-tile ones - cut_overlays() - if(!is_fulltile()) - // Rotate the sprite somewhat so non-fulltiled windows can be seen as needing repair. - var/full_tilt_degrees = 15 - var/tilt_to_apply = abs((health / maxhealth) - 1) - if(tilt_to_apply && prob(50)) - tilt_to_apply = -tilt_to_apply - adjust_rotation(LERP(0, full_tilt_degrees, tilt_to_apply)) - - icon_state = "[basestate]" - return - else - flags = 0 // Removes ON_BORDER and OPPOSITE_OPACITY - var/list/dirs = list() - if(anchored) - for(var/obj/structure/window/W in orange(src,1)) - if(W.anchored && W.density && W.glasstype == src.glasstype && W.is_fulltile()) //Only counts anchored, not-destroyed fill-tile windows. - dirs += get_dir(src, W) - - var/list/connections = dirs_to_corner_states(dirs) - - icon_state = "" - for(var/i = 1 to 4) - var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1)) - add_overlay(I) - - // Damage overlays. - var/ratio = health / maxhealth - ratio = CEILING(ratio * 4, 1) * 25 - - if(ratio > 75) - return - var/image/I = image(icon, "damage[ratio]", layer = layer + 0.1) - add_overlay(I) - - return - -/obj/structure/window/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) - if(exposed_temperature > maximal_heat) - hit(damage_per_fire_tick, 0) - ..() - - - -/obj/structure/window/basic - desc = "It looks thin and flimsy. A few knocks with... almost anything, really should shatter it." - icon_state = "window" - basestate = "window" - glasstype = /obj/item/stack/material/glass - maximal_heat = T0C + 100 - damage_per_fire_tick = 2.0 - maxhealth = 12.0 - force_threshold = 3 - -/obj/structure/window/basic/full - icon_state = "window-full" - maxhealth = 24 - fulltile = TRUE - flags = 0 - -/obj/structure/window/phoronbasic - name = "phoron window" - desc = "A borosilicate alloy window. It seems to be quite strong." - basestate = "phoronwindow" - icon_state = "phoronwindow" - shardtype = /obj/item/weapon/material/shard/phoron - glasstype = /obj/item/stack/material/glass/phoronglass - maximal_heat = T0C + 2000 - damage_per_fire_tick = 1.0 - maxhealth = 40.0 - force_threshold = 5 - -/obj/structure/window/phoronbasic/full - icon_state = "phoronwindow-full" - maxhealth = 80 - fulltile = TRUE - flags = 0 - -/obj/structure/window/phoronreinforced - name = "reinforced borosilicate window" - desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong." - basestate = "phoronrwindow" - icon_state = "phoronrwindow" - shardtype = /obj/item/weapon/material/shard/phoron - glasstype = /obj/item/stack/material/glass/phoronrglass - reinf = 1 - maximal_heat = T0C + 4000 - damage_per_fire_tick = 1.0 // This should last for 80 fire ticks if the window is not damaged at all. The idea is that borosilicate windows have something like ablative layer that protects them for a while. - maxhealth = 80.0 - force_threshold = 10 - -/obj/structure/window/phoronreinforced/full - icon_state = "phoronrwindow-full" - maxhealth = 160 - fulltile = TRUE - flags = 0 - -/obj/structure/window/reinforced - name = "reinforced window" - desc = "It looks rather strong. Might take a few good hits to shatter it." - icon_state = "rwindow" - basestate = "rwindow" - maxhealth = 40.0 - reinf = 1 - maximal_heat = T0C + 750 - damage_per_fire_tick = 2.0 - glasstype = /obj/item/stack/material/glass/reinforced - force_threshold = 6 - -/obj/structure/window/reinforced/full - icon_state = "rwindow-full" - maxhealth = 80 - fulltile = TRUE - flags = 0 - -/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" - maxhealth = 30 - force_threshold = 5 - -/obj/structure/window/shuttle - name = "shuttle window" - desc = "It looks rather strong. Might take a few good hits to shatter it." - icon = 'icons/obj/podwindows.dmi' - icon_state = "window" - basestate = "window" - maxhealth = 40 - reinf = 1 - basestate = "w" - dir = 5 - force_threshold = 7 - -/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/full - icon_state = "rwindow-full" - maxhealth = 80 - fulltile = TRUE - flags = 0 - -/obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob) - if(istype(W, /obj/item/device/multitool) && !anchored) // Only allow programming if unanchored! - var/obj/item/device/multitool/MT = W - // First check if they have a windowtint button buffered - if(istype(MT.connectable, /obj/machinery/button/windowtint)) - var/obj/machinery/button/windowtint/buffered_button = MT.connectable - src.id = buffered_button.id - to_chat(user, "\The [src] is linked to \the [buffered_button].") - return TRUE - // Otherwise fall back to asking them - var/t = sanitizeSafe(tgui_input_text(user, "Enter the ID for the window.", src.name, null, MAX_NAME_LEN), MAX_NAME_LEN) - if (!t && user.get_active_hand() != W && in_range(src, user)) - src.id = t - to_chat(user, "The new ID of \the [src] is [id]") - return TRUE - . = ..() - -/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) - var/turf/T = get_turf(src) - T.recalculate_directional_opacity() - -/obj/machinery/button/windowtint - name = "window tint control" - icon = 'icons/obj/stationobjs_vr.dmi' // VOREStation Edit - New icons - icon_state = "light0" - desc = "A remote control switch for polarized windows." - var/range = 7 - -/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]" - -/obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob) - if(istype(W, /obj/item/device/multitool)) - var/obj/item/device/multitool/MT = W - if(!id) - // If no ID is set yet (newly built button?) let them select an ID for first-time use! - var/t = sanitizeSafe(tgui_input_text(user, "Enter an ID for \the [src].", src.name, null, MAX_NAME_LEN), MAX_NAME_LEN) - if (t && user.get_active_hand() != W && in_range(src, user)) - src.id = t - to_chat(user, "The new ID of \the [src] is [id]") - if(id) - // It already has an ID (or they just set one), buffer it for copying to windows. - to_chat(user, "You store \the [src] in \the [MT]'s buffer!") - MT.connectable = src - MT.update_icon() - return TRUE - . = ..() - -/obj/structure/window/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) - switch(passed_mode) - if(RCD_DECONSTRUCT) - return list( - RCD_VALUE_MODE = RCD_DECONSTRUCT, - RCD_VALUE_DELAY = 5 SECONDS, - RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5 - ) - -/obj/structure/window/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) - switch(passed_mode) - if(RCD_DECONSTRUCT) - to_chat(user, span("notice", "You deconstruct \the [src].")) - qdel(src) - return TRUE - return FALSE -======= /obj/structure/window name = "window" desc = "A window." - icon = 'icons/obj/structures.dmi' - density = 1 + icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons + density = TRUE can_atmos_pass = ATMOS_PASS_PROC w_class = ITEMSIZE_NORMAL layer = WINDOW_LAYER pressure_resistance = 4*ONE_ATMOSPHERE - anchored = 1.0 - atom_flags = ATOM_HAS_TRANSITION_PRIORITY + anchored = TRUE + flags = ON_BORDER var/maxhealth = 14.0 var/maximal_heat = T0C + 100 // Maximal heat before this window begins taking damage from fire var/damage_per_fire_tick = 2.0 // Amount of damage per fire tick. Regular windows are not fireproof so they might as well break quickly. @@ -718,7 +19,7 @@ var/state = 2 var/reinf = 0 var/basestate - var/shardtype = /obj/item/material/shard + var/shardtype = /obj/item/weapon/material/shard var/glasstype = null // Set this in subtypes. Null is assumed strange or otherwise impossible to dismantle, such as for shuttle glass. var/silicate = 0 // number of units of silicate var/fulltile = FALSE // Set to true on full-tile variants. @@ -837,7 +138,15 @@ return TRUE if(is_fulltile()) return FALSE //full tile window, you can't move into it! - if((get_dir(loc, target) & dir) || (get_dir(mover, target) == turn(dir, 180))) + if(get_dir(mover, target) == reverse_dir[dir]) // From elsewhere to here, can't move against our dir + return !density + else + return TRUE + +/obj/structure/window/Uncross(atom/movable/mover, turf/target) + if(istype(mover) && mover.checkpass(PASSGLASS)) + return TRUE + if(get_dir(mover, target) == dir) // From here to elsewhere, can't move in our dir return !density else return TRUE @@ -847,13 +156,6 @@ return !anchored // If it's anchored, it'll block air. return TRUE // Don't stop airflow from the other sides. -/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf) - if(istype(O) && O.checkpass(PASSGLASS)) - return 1 - if(get_dir(O.loc, target) == dir) - return 0 - return 1 - /obj/structure/window/hitby(AM as mob|obj) ..() visible_message("[src] was hit by [AM].") @@ -865,7 +167,7 @@ tforce = I.throwforce if(reinf) tforce *= 0.25 if(health - tforce <= 7 && !reinf) - anchored = 0 + anchored = FALSE update_verbs() update_nearby_icons() step(src, get_dir(AM, src)) @@ -913,7 +215,7 @@ damage = damage / 2 take_damage(damage) else - visible_message("\The [user] bonks \the [src] harmlessly.") + visible_message("\The [user] bonks \the [src] harmlessly.") user.do_attack_animation(src) return 1 @@ -921,8 +223,8 @@ if(!istype(W)) return//I really wish I did not need this // Fixing. - if(istype(W, /obj/item/weldingtool) && user.a_intent == I_HELP) - var/obj/item/weldingtool/WT = W + if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == I_HELP) + var/obj/item/weapon/weldingtool/WT = W if(health < maxhealth) if(WT.remove_fuel(1 ,user)) to_chat(user, "You begin repairing [src]...") @@ -937,8 +239,8 @@ return // Slamming. - if (istype(W, /obj/item/grab) && get_dist(src,user)<2) - var/obj/item/grab/G = W + if (istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) + var/obj/item/weapon/grab/G = W if(istype(G.affecting,/mob/living)) var/mob/living/M = G.affecting var/state = G.state @@ -961,7 +263,7 @@ hit(50) return - if(W.item_flags & NOBLUDGEON) return + if(W.flags & NOBLUDGEON) return if(W.is_screwdriver()) if(reinf && state >= 1) @@ -971,12 +273,14 @@ to_chat(user, "You have [state == 1 ? "un" : ""]fastened the window [state ? "from" : "to"] the frame.") else if(reinf && state == 0) anchored = !anchored + update_nearby_tiles(need_rebuild=1) update_nearby_icons() update_verbs() playsound(src, W.usesound, 75, 1) to_chat(user, "You have [anchored ? "" : "un"]fastened the frame [anchored ? "to" : "from"] the floor.") else if(!reinf) anchored = !anchored + update_nearby_tiles(need_rebuild=1) update_nearby_icons() update_verbs() playsound(src, W.usesound, 75, 1) @@ -993,14 +297,14 @@ visible_message("[user] dismantles \the [src].") var/obj/item/stack/material/mats = new glasstype(loc) if(is_fulltile()) - mats.amount = 4 + mats.set_amount(4) qdel(src) else if(istype(W, /obj/item/stack/cable_coil) && reinf && state == 0 && !istype(src, /obj/structure/window/reinforced/polarized)) var/obj/item/stack/cable_coil/C = W if (C.use(1)) playsound(src, 'sound/effects/sparks1.ogg', 75, 1) user.visible_message( \ - "\The [user] begins to wire \the [src] for electrochromic tinting.", \ + "\The [user] begins to wire \the [src] for electrochromic tinting.", \ "You begin to wire \the [src] for electrochromic tinting.", \ "You hear sparks.") if(do_after(user, 20 * C.toolspeed, src) && state == 0) @@ -1023,7 +327,7 @@ user.do_attack_animation(src) hit(W.force) if(health <= 7) - anchored = 0 + anchored = FALSE update_nearby_icons() step(src, get_dir(user, src)) else @@ -1082,15 +386,15 @@ update_nearby_tiles(need_rebuild=1) return -/obj/structure/window/Initialize(var/ml, start_dir=null, constructed=0) - . = ..() +/obj/structure/window/New(Loc, start_dir=null, constructed=0) + ..() if (start_dir) set_dir(start_dir) //player-constructed windows if (constructed) - anchored = 0 + anchored = FALSE state = 0 update_verbs() @@ -1101,39 +405,28 @@ update_nearby_tiles(need_rebuild=1) update_nearby_icons() - for(var/obj/structure/table/T in view(src, 1)) - T.update_connections() - T.update_icon() /obj/structure/window/Destroy() - density = 0 + density = FALSE update_nearby_tiles() var/turf/location = loc . = ..() for(var/obj/structure/window/W in orange(location, 1)) W.update_icon() - for(var/obj/structure/table/T in view(location, 1)) - T.update_connections() - T.update_icon() /obj/structure/window/Move() var/ini_dir = dir update_nearby_tiles(need_rebuild=1) - var/oldloc = loc . = ..() set_dir(ini_dir) update_nearby_tiles(need_rebuild=1) - if(loc != oldloc) - for(var/obj/structure/table/T in view(oldloc, 1) | view(loc, 1)) - T.update_connections() - T.update_icon() //checks if this window is full-tile one /obj/structure/window/proc/is_fulltile() return fulltile /obj/structure/window/is_between_turfs(var/turf/origin, var/turf/target) - if(fulltile) + if(is_fulltile()) return TRUE return ..() @@ -1167,6 +460,8 @@ icon_state = "[basestate]" return + else + flags = 0 // Removes ON_BORDER and OPPOSITE_OPACITY var/list/dirs = list() if(anchored) for(var/obj/structure/window/W in orange(src,1)) @@ -1176,11 +471,9 @@ var/list/connections = dirs_to_corner_states(dirs) icon_state = "" - var/list/add = list() for(var/i = 1 to 4) - var/image/image = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1)) - add += image - add_overlay(add) + var/image/I = image(icon, "[basestate][connections[i]]", dir = 1<<(i-1)) + add_overlay(I) // Damage overlays. var/ratio = health / maxhealth @@ -1188,7 +481,8 @@ if(ratio > 75) return - add_overlay(image(icon, "damage[ratio]", layer = layer + 0.1)) + var/image/I = image(icon, "damage[ratio]", layer = layer + 0.1) + add_overlay(I) return @@ -1213,13 +507,14 @@ icon_state = "window-full" maxhealth = 24 fulltile = TRUE + flags = 0 /obj/structure/window/phoronbasic name = "phoron window" desc = "A borosilicate alloy window. It seems to be quite strong." basestate = "phoronwindow" icon_state = "phoronwindow" - shardtype = /obj/item/material/shard/phoron + shardtype = /obj/item/weapon/material/shard/phoron glasstype = /obj/item/stack/material/glass/phoronglass maximal_heat = T0C + 2000 damage_per_fire_tick = 1.0 @@ -1230,13 +525,14 @@ icon_state = "phoronwindow-full" maxhealth = 80 fulltile = TRUE + flags = 0 /obj/structure/window/phoronreinforced name = "reinforced borosilicate window" desc = "A borosilicate alloy window, with rods supporting it. It seems to be very strong." basestate = "phoronrwindow" icon_state = "phoronrwindow" - shardtype = /obj/item/material/shard/phoron + shardtype = /obj/item/weapon/material/shard/phoron glasstype = /obj/item/stack/material/glass/phoronrglass reinf = 1 maximal_heat = T0C + 4000 @@ -1248,6 +544,7 @@ icon_state = "phoronrwindow-full" maxhealth = 160 fulltile = TRUE + flags = 0 /obj/structure/window/reinforced name = "reinforced window" @@ -1265,6 +562,7 @@ icon_state = "rwindow-full" maxhealth = 80 fulltile = TRUE + flags = 0 /obj/structure/window/reinforced/tinted name = "tinted window" @@ -1302,10 +600,11 @@ icon_state = "rwindow-full" maxhealth = 80 fulltile = TRUE + flags = 0 /obj/structure/window/reinforced/polarized/attackby(obj/item/W as obj, mob/user as mob) - if(istype(W, /obj/item/multitool) && !anchored) // Only allow programming if unanchored! - var/obj/item/multitool/MT = W + if(istype(W, /obj/item/device/multitool) && !anchored) // Only allow programming if unanchored! + var/obj/item/device/multitool/MT = W // First check if they have a windowtint button buffered if(istype(MT.connectable, /obj/machinery/button/windowtint)) var/obj/machinery/button/windowtint/buffered_button = MT.connectable @@ -1329,12 +628,12 @@ else animate(src, color="#222222", time=5) set_opacity(1) - - + var/turf/T = get_turf(src) + T.recalculate_directional_opacity() /obj/machinery/button/windowtint name = "window tint control" - icon = 'icons/obj/power.dmi' + icon = 'icons/obj/stationobjs_vr.dmi' // VOREStation Edit - New icons icon_state = "light0" desc = "A remote control switch for polarized windows." var/range = 7 @@ -1371,12 +670,12 @@ return else if(alarm_deconstruction_wirecutters(user, W)) return - else if(istype(W, /obj/item/multitool)) - var/obj/item/multitool/MT = W + else if(istype(W, /obj/item/device/multitool)) + var/obj/item/device/multitool/MT = W if(!id) // If no ID is set yet (newly built button?) let them select an ID for first-time use! - var/t = sanitizeSafe(input(user, "Enter an ID for \the [src].", src.name, null), MAX_NAME_LEN) - if(t && in_range(src, user)) + var/t = sanitizeSafe(tgui_input_text(user, "Enter an ID for \the [src].", src.name, null, MAX_NAME_LEN), MAX_NAME_LEN) + if (t && in_range(src, user)) src.id = t to_chat(user, "The new ID of \the [src] is '[id]'. To reset this, rebuild the control.") if(id) @@ -1387,7 +686,7 @@ return TRUE . = ..() -/obj/structure/window/rcd_values(mob/living/user, obj/item/rcd/the_rcd, passed_mode) +/obj/structure/window/rcd_values(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) return list( @@ -1396,11 +695,10 @@ RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 5 ) -/obj/structure/window/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode) +/obj/structure/window/rcd_act(mob/living/user, obj/item/weapon/rcd/the_rcd, passed_mode) switch(passed_mode) if(RCD_DECONSTRUCT) to_chat(user, span("notice", "You deconstruct \the [src].")) qdel(src) return TRUE return FALSE ->>>>>>> 6b909477bca... the little construction pr (#9002)