Files
VOREStation/code/game/objects/structures/window_spawner.dm
Selis f4bf017921 Unit Test rework & Master/Ticker update (#17912)
* Unit Test rework & Master/Ticker update

* Fixes and working unit testing

* Fixes

* Test fixes and FA update

* Fixed runtimes

* Radio subsystem

* move that glob wherever later

* ident

* CIBUILDING compile option

* Fixed runtimes

* Some changes to the workflow

* CI Split

* More split

* Pathing

* Linters and Annotators

* ci dir fix

* Missing undef fixed

* Enable grep checks

* More test conversions

* More split

* Correct file

* Removes unneeded inputs

* oop

* More dependency changes

* More conversions

* Conversion fixes

* Fixes

* Some assert fixes

* Corrects start gate

* Converted some README.dms to README.mds

* Removes duplicate proc

* Removes unused defines

* Example configs

* fix dll access viol by double calling

* Post-rebase fixes

* Cleans up names global list

* Undef restart counter

* More code/game/ cleanup

* Statpanel update

* Skybox

* add

* Fix ticker

* Roundend fix

* Persistence dependency update

* Reordering

* Reordering

* Reordering

* Initstage fix

* .

* .

* Reorder

* Reorder

* Circle

* Mobs

* Air

* Test fix

* CI Script Fix

* Configs

* More ticker stuff

* This is now in 'reboot world'

* Restart world announcements

* no glob in PreInit

* to define

* Update

* Removed old include

* Make this file normal again

* moved

* test

* shared unit testing objects

* Updates batched_spritesheets and universal_icon

* .

* job data debug

* rm that

* init order

* show us

* .

* i wonder

* .

* .

* urg

* do we not have a job ID?

* .

* rm sleep for now

* updated rust-g linux binaries

* binaries update 2

* binaries update 3

* testing something

* change that

* test something

* .

* .

* .

* locavar

* test

* move that

* .

* debug

* don't run this test

* strack trace it

* cleaner

* .

* .

* cras again

* also comment this out

* return to official rust g

* Update robot_icons.dm

* monitor the generation

* .

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-08-10 01:37:23 +02:00

103 lines
3.2 KiB
Plaintext

// Ported from Haine and WrongEnd with much gratitude!
/* ._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._. */
/*-=-=-=-=-=-=-=-=-=-=-=-=-=WHAT-EVER=-=-=-=-=-=-=-=-=-=-=-=-=-*/
/* '~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~'-._.-'~' */
/obj/effect/wingrille_spawn
name = "window grille spawner"
icon = 'icons/obj/structures.dmi'
icon_state = "wingrille"
density = TRUE
anchored = TRUE
pressure_resistance = 4*ONE_ATMOSPHERE
can_atmos_pass = ATMOS_PASS_NO
var/win_path = /obj/structure/window/basic
var/activated
/obj/effect/wingrille_spawn/attack_hand()
attack_generic()
/obj/effect/wingrille_spawn/attack_ghost()
attack_generic()
/obj/effect/wingrille_spawn/attack_generic()
activate()
/obj/effect/wingrille_spawn/CanPass(atom/movable/mover, turf/target)
return FALSE
/obj/effect/wingrille_spawn/Initialize(mapload)
if(win_path && SSticker && SSticker.current_state < GAME_STATE_PLAYING)
activate()
..()
return INITIALIZE_HINT_QDEL
/obj/effect/wingrille_spawn/proc/activate()
if(activated) return
if (!locate(/obj/structure/grille) in get_turf(src))
var/obj/structure/grille/G = new /obj/structure/grille(src.loc)
handle_grille_spawn(G)
var/list/neighbours = list()
for (var/dir in GLOB.cardinal)
var/turf/T = get_step(src, dir)
var/obj/effect/wingrille_spawn/other = locate(/obj/effect/wingrille_spawn) in T
if(!other)
var/found_connection
if(locate(/obj/structure/grille) in T)
for(var/obj/structure/window/W in T)
if(W.type == win_path && W.dir == get_dir(T,src))
found_connection = 1
qdel(W)
if(!found_connection)
var/obj/structure/window/new_win = new win_path(src.loc)
new_win.set_dir(dir)
handle_window_spawn(new_win)
else
neighbours |= other
activated = 1
for(var/obj/effect/wingrille_spawn/other in neighbours)
if(!other.activated) other.activate()
if((flags & ATOM_INITIALIZED) && !QDELETED(src))
qdel(src)
/obj/effect/wingrille_spawn/proc/handle_window_spawn(var/obj/structure/window/W)
return
// Currently unused, could be useful for pre-wired electrified windows.
/obj/effect/wingrille_spawn/proc/handle_grille_spawn(var/obj/structure/grille/G)
return
/obj/effect/wingrille_spawn/reinforced
name = "reinforced window grille spawner"
icon_state = "r-wingrille"
win_path = /obj/structure/window/reinforced
/obj/effect/wingrille_spawn/reinforced/crescent
name = "Crescent window grille spawner"
icon_state = "r-wingrille"
win_path = /obj/structure/window/reinforced
/obj/effect/wingrille_spawn/reinforced/crescent/handle_window_spawn(var/obj/structure/window/W)
W.maxhealth = 1000000
W.health = 1000000
/obj/effect/wingrille_spawn/phoron
name = "phoron window grille spawner"
icon_state = "p-wingrille"
win_path = /obj/structure/window/phoronbasic
/obj/effect/wingrille_spawn/reinforced_phoron
name = "reinforced phoron window grille spawner"
icon_state = "pr-wingrille"
win_path = /obj/structure/window/phoronreinforced
/obj/effect/wingrille_spawn/reinforced/polarized
name = "polarized window grille spawner"
color = "#444444"
win_path = /obj/structure/window/reinforced/polarized
var/id
/obj/effect/wingrille_spawn/reinforced/polarized/handle_window_spawn(var/obj/structure/window/reinforced/polarized/P)
if(id)
P.id = id