/obj/structure/window name = "window" desc = "A window." icon_state = "window" density = TRUE layer = ABOVE_OBJ_LAYER //Just above doors pressure_resistance = 4*ONE_ATMOSPHERE anchored = TRUE //initially is 0 for tile smoothing flags_1 = ON_BORDER_1 | RAD_PROTECT_CONTENTS_1 max_integrity = 25 can_be_unanchored = TRUE resistance_flags = ACID_PROOF armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) CanAtmosPass = ATMOS_PASS_PROC rad_insulation = RAD_VERY_LIGHT_INSULATION var/ini_dir = null var/state = WINDOW_SCREWED_TO_FRAME var/reinf = FALSE var/heat_resistance = 800 var/decon_speed = 30 var/wtype = "glass" var/fulltile = FALSE var/glass_type = /obj/item/stack/sheet/glass var/glass_amount = 1 var/mutable_appearance/crack_overlay var/real_explosion_block //ignore this, just use explosion_block var/breaksound = "shatter" var/hitsound = 'sound/effects/Glasshit.ogg' /obj/structure/window/examine(mob/user) . = ..() if(reinf) if(anchored && state == WINDOW_SCREWED_TO_FRAME) . += span_notice("The window is screwed to the frame.") else if(anchored && state == WINDOW_IN_FRAME) . += span_notice("The window is unscrewed but pried into the frame.") else if(anchored && state == WINDOW_OUT_OF_FRAME) . += span_notice("The window is out of the frame, but could be pried in. It is screwed to the floor.") else if(!anchored) . += span_notice("The window is unscrewed from the floor, and could be deconstructed by wrenching.") else if(anchored) . += span_notice("The window is screwed to the floor.") else . += span_notice("The window is unscrewed from the floor, and could be deconstructed by wrenching.") /obj/structure/window/Initialize(mapload, direct) . = ..() if(direct) setDir(direct) if(reinf && anchored) state = RWINDOW_SECURE ini_dir = dir air_update_turf(1) if(fulltile) setDir() //windows only block while reinforced and fulltile, so we'll use the proc real_explosion_block = explosion_block explosion_block = EXPLOSION_BLOCK_PROC /obj/structure/window/ComponentInitialize() . = ..() AddComponent(/datum/component/simple_rotation,ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS ,null,CALLBACK(src, .proc/can_be_rotated),CALLBACK(src,.proc/after_rotation)) /obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd) switch(the_rcd.mode) if(RCD_DECONSTRUCT) return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5) return FALSE /obj/structure/window/rcd_act(mob/user, var/obj/item/construction/rcd/the_rcd) if (resistance_flags & INDESTRUCTIBLE) return FALSE switch(the_rcd.mode) if(RCD_DECONSTRUCT) to_chat(user, span_notice("You deconstruct the window.")) qdel(src) return TRUE return FALSE /obj/structure/window/narsie_act() add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY) /obj/structure/window/ratvar_act() if(!fulltile) new/obj/structure/window/reinforced/clockwork(get_turf(src), dir) else new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src)) qdel(src) /obj/structure/window/honk_act() if(fulltile) new/obj/structure/window/bananium/fulltile(get_turf(src)) else return qdel(src) /obj/structure/window/singularity_pull(S, current_size) ..() if(current_size >= STAGE_FIVE) deconstruct(FALSE) /obj/structure/window/setDir(direct) if(!fulltile) ..() else ..(FULLTILE_WINDOW_DIR) /obj/structure/window/CanAllowThrough(atom/movable/mover, turf/target) . = ..() if(istype(mover) && (mover.pass_flags & PASSGLASS)) return 1 if(dir == FULLTILE_WINDOW_DIR) return 0 //full tile window, you can't move into it! var/attempted_dir = get_dir(loc, target) if(attempted_dir == dir) return if(istype(mover, /obj/structure/window)) var/obj/structure/window/W = mover if(!valid_window_location(loc, W.ini_dir)) return FALSE else if(istype(mover, /obj/structure/windoor_assembly)) var/obj/structure/windoor_assembly/W = mover if(!valid_window_location(loc, W.ini_dir)) return FALSE else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir)) return FALSE else if(attempted_dir != dir) return TRUE /obj/structure/window/CheckExit(atom/movable/O, turf/target) if(istype(O) && (O.pass_flags & PASSGLASS)) return 1 if(get_dir(O.loc, target) == dir) return 0 return 1 /obj/structure/window/attack_tk(mob/user) user.changeNext_move(CLICK_CD_MELEE) user.visible_message(span_notice("Something knocks on [src].")) add_fingerprint(user) playsound(src, 'sound/effects/Glassknock.ogg', 50, 1) /obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) if(!can_be_reached(user)) return 1 . = ..() /obj/structure/window/attack_hand(mob/user) . = ..() if(.) return if(!can_be_reached(user)) return user.changeNext_move(CLICK_CD_MELEE) user.visible_message("[user] knocks on [src].") add_fingerprint(user) playsound(src, 'sound/effects/Glassknock.ogg', 50, 1) /obj/structure/window/attack_paw(mob/user) return attack_hand(user) /obj/structure/window/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) //used by attack_alien, attack_animal, and attack_slime if(!can_be_reached(user)) return ..() /obj/structure/window/attackby(obj/item/I, mob/living/user, params) if(!can_be_reached(user)) return 1 //skip the afterattack add_fingerprint(user) if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP) if(obj_integrity < max_integrity) if(!I.tool_start_check(user, amount=0)) return to_chat(user, span_notice("You begin repairing [src]...")) if(I.use_tool(src, user, 40, volume=50)) obj_integrity = max_integrity update_nearby_icons() to_chat(user, span_notice("You repair [src].")) else to_chat(user, span_warning("[src] is already in good condition!")) return if(!(flags_1&NODECONSTRUCT_1) && !(reinf && state >= RWINDOW_FRAME_BOLTED)) if(I.tool_behaviour == TOOL_SCREWDRIVER) I.play_tool_sound(src, 75) to_chat(user, span_notice("You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...")) if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_anchored, anchored))) setAnchored(!anchored) to_chat(user, span_notice("You [anchored ? "fasten the window to":"unfasten the window from"] the floor.")) return else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME)) to_chat(user, span_notice("You begin to lever the window into the frame...")) I.play_tool_sound(src, 75) if(I.use_tool(src, user, 100, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored))) state = RWINDOW_SECURE to_chat(user, span_notice("You pry the window into the frame.")) return else if(I.tool_behaviour == TOOL_WRENCH && !anchored) I.play_tool_sound(src, 75) to_chat(user, span_notice(" You begin to disassemble [src]...")) if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored))) var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount) G.add_fingerprint(user) playsound(src, 'sound/items/Deconstruct.ogg', 50, 1) to_chat(user, span_notice("You successfully disassemble [src].")) qdel(src) return return ..() /obj/structure/window/setAnchored(anchorvalue) ..() air_update_turf(TRUE) update_nearby_icons() /obj/structure/window/proc/check_state(checked_state) if(state == checked_state) return TRUE /obj/structure/window/proc/check_anchored(checked_anchored) if(anchored == checked_anchored) return TRUE /obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored) return check_state(checked_state) && check_anchored(checked_anchored) /obj/structure/window/mech_melee_attack(obj/mecha/M, equip_allowed) if(!can_be_reached()) return ..() /obj/structure/window/proc/can_be_reached(mob/user) if(!fulltile) if(get_dir(user,src) & dir) for(var/obj/O in loc) if(!O.CanPass(user, user.loc, 1)) return 0 return 1 /obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1) . = ..() if(.) //received damage update_nearby_icons() /obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, hitsound, 75, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src, 'sound/items/Welder.ogg', 100, 1) /obj/structure/window/deconstruct(disassembled = TRUE) if(QDELETED(src)) return if(!disassembled) playsound(src, breaksound, 70, 1) if(!(flags_1 & NODECONSTRUCT_1)) for(var/obj/item/shard/debris in spawnDebris(drop_location())) transfer_fingerprints_to(debris) // transfer fingerprints to shards only qdel(src) update_nearby_icons() /obj/structure/window/proc/spawnDebris(location) . = list() . += new /obj/item/shard(location) . += new /obj/effect/decal/cleanable/glass(location) if (reinf) . += new /obj/item/stack/rods(location, (fulltile ? 2 : 1)) if (fulltile) . += new /obj/item/shard(location) /obj/structure/window/proc/can_be_rotated(mob/user,rotation_type) if(anchored) to_chat(user, span_warning("[src] cannot be rotated while it is fastened to the floor!")) return FALSE var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90) if(!valid_window_location(loc, target_dir)) to_chat(user, span_warning("[src] cannot be rotated in that direction!")) return FALSE return TRUE /obj/structure/window/proc/after_rotation(mob/user,rotation_type) air_update_turf(1) ini_dir = dir add_fingerprint(user) /obj/structure/window/Destroy() density = FALSE air_update_turf(1) update_nearby_icons() return ..() /obj/structure/window/Move() var/turf/T = loc . = ..() setDir(ini_dir) move_update_air(T) /obj/structure/window/CanAtmosPass(turf/T) if(!anchored || !density) return TRUE return !(FULLTILE_WINDOW_DIR == dir || dir == get_dir(loc, T)) //This proc is used to update the icons of nearby windows. /obj/structure/window/proc/update_nearby_icons() update_icon() if(smooth) queue_smooth_neighbors(src) //merges adjacent full-tile windows into one /obj/structure/window/update_icon() if(!QDELETED(src)) if(!fulltile) return var/ratio = obj_integrity / max_integrity ratio = CEILING(ratio*4, 1) * 25 if(smooth) queue_smooth(src) cut_overlay(crack_overlay) if(ratio > 75) return crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1)) add_overlay(crack_overlay) /obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > (T0C + heat_resistance)) take_damage(round(exposed_volume / 100), BURN, 0, 0) ..() /obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user) return null /obj/structure/window/CanAStarPass(ID, to_dir) if(!density) return 1 if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir)) return 0 return 1 /obj/structure/window/GetExplosionBlock() return reinf && fulltile ? real_explosion_block : 0 /obj/structure/window/spawner/east dir = EAST /obj/structure/window/spawner/west dir = WEST /obj/structure/window/spawner/north dir = NORTH /obj/structure/window/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/reinforced name = "reinforced window" desc = "A window that is reinforced with metal rods." icon_state = "rwindow" reinf = TRUE heat_resistance = 1600 armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) max_integrity = 75 explosion_block = 1 damage_deflection = 11 state = RWINDOW_SECURE glass_type = /obj/item/stack/sheet/rglass rad_insulation = RAD_HEAVY_INSULATION /obj/structure/window/reinforced/bronze name = "bronze window" desc = "A paper-thin pane of translucent yet reinforced bronze." icon = 'icons/obj/smooth_structures/clockwork_window.dmi' icon_state = "clockwork_window_single" glass_type = /obj/item/stack/tile/bronze //this is shitcode but all of construction is shitcode and needs a refactor, it works for now //If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this /obj/structure/window/reinforced/attackby(obj/item/I, mob/living/user, params) switch(state) if(RWINDOW_SECURE) if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM) user.visible_message(span_notice("[user] holds \the [I] to the security screws on \the [src]..."), span_notice("You begin heating the security screws on \the [src]...")) if(I.use_tool(src, user, 8 SECONDS, volume = 100)) to_chat(user, span_notice("The security bolts are glowing white hot and look ready to be removed.")) state = RWINDOW_BOLTS_HEATED addtimer(CALLBACK(src, .proc/cool_bolts), 300) return if(RWINDOW_BOLTS_HEATED) if(I.tool_behaviour == TOOL_SCREWDRIVER) user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."), span_notice("You dig into the heated screws hard and they start turning...")) if(I.use_tool(src, user, 4 SECONDS, volume = 50)) state = RWINDOW_BOLTS_OUT to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane.")) return if(RWINDOW_BOLTS_OUT) if(I.tool_behaviour == TOOL_CROWBAR) user.visible_message(span_notice("[user] wedges \the [I] into the gap in the frame and starts prying..."), span_notice("You wedge \the [I] into the gap in the frame and start prying...")) if(I.use_tool(src, user, 5 SECONDS, volume = 50)) state = RWINDOW_POPPED to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.")) return if(RWINDOW_POPPED) if(I.tool_behaviour == TOOL_WIRECUTTER) user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."), span_notice("You start cutting the exposed bars on \the [src]")) if(I.use_tool(src, user, 3 SECONDS, volume = 50)) state = RWINDOW_BARS_CUT to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts.")) return if(RWINDOW_BARS_CUT) if(I.tool_behaviour == TOOL_WRENCH) user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."), span_notice("You start unfastening the bolts from the frame...")) if(I.use_tool(src, user, 5 SECONDS, volume = 50)) to_chat(user, span_notice("You unscrew the bolts from the frame and the window pops loose.")) state = WINDOW_OUT_OF_FRAME setAnchored(FALSE) return return ..() /obj/structure/window/proc/cool_bolts() if(state == RWINDOW_BOLTS_HEATED) state = RWINDOW_SECURE visible_message(span_notice("The bolts on \the [src] look like they've cooled off...")) /obj/structure/window/reinforced/examine(mob/user) . = ..() switch(state) if(RWINDOW_SECURE) . += "It's been screwed in with one way screws, you'd need to heat them to have any chance of backing them out." if(RWINDOW_BOLTS_HEATED) . += "The screws are glowing white hot, and you'll likely be able to unscrew them now." if(RWINDOW_BOLTS_OUT) . += "The screws have been removed, revealing a small gap you could fit a prying tool in." if(RWINDOW_POPPED) . += "The main plate of the window has popped out of the frame, exposing some bars that look like they can be cut." if(RWINDOW_BARS_CUT) . += "The main pane can be easily moved out of the way to reveal some bolts holding the frame in." /obj/structure/window/reinforced/spawner/east dir = EAST /obj/structure/window/reinforced/spawner/west dir = WEST /obj/structure/window/reinforced/spawner/north dir = NORTH /obj/structure/window/reinforced/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/plasma name = "plasma window" desc = "A window made out of a plasma-silicate alloy. It looks insanely tough to break and burn through." icon_state = "plasmawindow" reinf = FALSE heat_resistance = 25000 armor = list(MELEE = 60, BULLET = 5, LASER = 0, ENERGY = 100, BOMB = 45, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) max_integrity = 150 explosion_block = 1 glass_type = /obj/item/stack/sheet/plasmaglass rad_insulation = RAD_FULL_INSULATION /obj/structure/window/plasma/CanAllowThrough(atom/movable/mover, turf/target) . = ..() if(istype(mover, /obj/item/projectile/energy/nuclear_particle)) return FALSE /obj/structure/window/plasma/spawnDebris(location) . = list() . += new /obj/item/shard/plasma(location) . += new /obj/effect/decal/cleanable/glass/plasma(location) if (reinf) . += new /obj/item/stack/rods(location, (fulltile ? 2 : 1)) if (fulltile) . += new /obj/item/shard/plasma(location) /obj/structure/window/plasma/spawner/east dir = EAST /obj/structure/window/plasma/spawner/west dir = WEST /obj/structure/window/plasma/spawner/north dir = NORTH /obj/structure/window/plasma/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/plasma/reinforced name = "reinforced plasma window" desc = "A window made out of a plasma-silicate alloy and a rod matrix. It looks hopelessly tough to break and is most likely nigh fireproof." icon_state = "plasmarwindow" reinf = TRUE heat_resistance = 50000 armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 60, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) max_integrity = 500 damage_deflection = 21 explosion_block = 2 glass_type = /obj/item/stack/sheet/plasmarglass //entirely copypasted code //take this out when construction is made a component or otherwise modularized in some way /obj/structure/window/plasma/reinforced/attackby(obj/item/I, mob/living/user, params) switch(state) if(RWINDOW_SECURE) if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM) user.visible_message(span_notice("[user] holds \the [I] to the security screws on \the [src]..."), span_notice("You begin heating the security screws on \the [src]...")) if(I.use_tool(src, user, 180, volume = 100)) to_chat(user, span_notice("The security screws are glowing white hot and look ready to be removed.")) state = RWINDOW_BOLTS_HEATED addtimer(CALLBACK(src, .proc/cool_bolts), 300) return if(RWINDOW_BOLTS_HEATED) if(I.tool_behaviour == TOOL_SCREWDRIVER) user.visible_message(span_notice("[user] digs into the heated security screws and starts removing them..."), span_notice("You dig into the heated screws hard and they start turning...")) if(I.use_tool(src, user, 80, volume = 50)) state = RWINDOW_BOLTS_OUT to_chat(user, span_notice("The screws come out, and a gap forms around the edge of the pane.")) return if(RWINDOW_BOLTS_OUT) if(I.tool_behaviour == TOOL_CROWBAR) user.visible_message(span_notice("[user] wedges \the [I] into the gap in the frame and starts prying..."), span_notice("You wedge \the [I] into the gap in the frame and start prying...")) if(I.use_tool(src, user, 50, volume = 50)) state = RWINDOW_POPPED to_chat(user, span_notice("The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.")) return if(RWINDOW_POPPED) if(I.tool_behaviour == TOOL_WIRECUTTER) user.visible_message(span_notice("[user] starts cutting the exposed bars on \the [src]..."), span_notice("You start cutting the exposed bars on \the [src]")) if(I.use_tool(src, user, 30, volume = 50)) state = RWINDOW_BARS_CUT to_chat(user, span_notice("The panels falls out of the way exposing the frame bolts.")) return if(RWINDOW_BARS_CUT) if(I.tool_behaviour == TOOL_WRENCH) user.visible_message(span_notice("[user] starts unfastening \the [src] from the frame..."), span_notice("You start unfastening the bolts from the frame...")) if(I.use_tool(src, user, 50, volume = 50)) to_chat(user, span_notice("You unfasten the bolts from the frame and the window pops loose.")) state = WINDOW_OUT_OF_FRAME setAnchored(FALSE) return return ..() /obj/structure/window/plasma/reinforced/examine(mob/user) . = ..() switch(state) if(RWINDOW_SECURE) . += "It's been screwed in with one way screws, you'd need to heat them to have any chance of backing them out." if(RWINDOW_BOLTS_HEATED) . += "The screws are glowing white hot, and you'll likely be able to unscrew them now." if(RWINDOW_BOLTS_OUT) . += "The screws have been removed, revealing a small gap you could fit a prying tool in." if(RWINDOW_POPPED) . += "The main plate of the window has popped out of the frame, exposing some bars that look like they can be cut." if(RWINDOW_BARS_CUT) . += "The main pane can be easily moved out of the way to reveal some bolts holding the frame in." /obj/structure/window/plasma/reinforced/spawner/east dir = EAST /obj/structure/window/plasma/reinforced/spawner/west dir = WEST /obj/structure/window/plasma/reinforced/spawner/north dir = NORTH /obj/structure/window/plasma/reinforced/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/reinforced/tinted name = "tinted window" icon_state = "twindow" opacity = 1 /obj/structure/window/reinforced/tinted/frosted name = "frosted window" icon_state = "fwindow" /* Full Tile Windows (more obj_integrity) */ /obj/structure/window/fulltile icon = 'icons/obj/smooth_structures/window.dmi' icon_state = "window" dir = FULLTILE_WINDOW_DIR max_integrity = 50 fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile) glass_amount = 2 /obj/structure/window/fulltile/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/plasma/fulltile icon = 'icons/obj/smooth_structures/plasma_window.dmi' icon_state = "plasmawindow" dir = FULLTILE_WINDOW_DIR max_integrity = 300 fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile) glass_amount = 2 /obj/structure/window/plasma/fulltile/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/plasma/reinforced/fulltile icon = 'icons/obj/smooth_structures/rplasma_window.dmi' icon_state = "rplasmawindow" dir = FULLTILE_WINDOW_DIR state = RWINDOW_SECURE max_integrity = 1000 fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE glass_amount = 2 /obj/structure/window/plasma/reinforced/fulltile/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/reinforced/fulltile icon = 'icons/obj/smooth_structures/reinforced_window.dmi' icon_state = "r_window" dir = FULLTILE_WINDOW_DIR max_integrity = 150 fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE state = RWINDOW_SECURE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile) level = 3 glass_amount = 2 /obj/structure/window/reinforced/fulltile/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/reinforced/tinted/fulltile icon = 'icons/obj/smooth_structures/tinted_window.dmi' icon_state = "tinted_window" dir = FULLTILE_WINDOW_DIR fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile) level = 3 glass_amount = 2 /obj/structure/window/reinforced/fulltile/ice icon = 'icons/obj/smooth_structures/rice_window.dmi' icon_state = "ice_window" max_integrity = 150 canSmoothWith = list(/obj/structure/window/fulltile, /obj/structure/window/reinforced/fulltile, /obj/structure/window/reinforced/tinted/fulltile, /obj/structure/window/plasma/fulltile, /obj/structure/window/plasma/reinforced/fulltile) level = 3 glass_amount = 2 /obj/structure/window/reinforced/fulltile/bronze name = "bronze window" desc = "A pane of translucent yet reinforced bronze." icon = 'icons/obj/smooth_structures/clockwork_window.dmi' icon_state = "clockwork_window" glass_type = /obj/item/stack/tile/bronze /obj/structure/window/shuttle name = "shuttle window" desc = "A reinforced, air-locked pod window." icon = 'icons/obj/smooth_structures/shuttle_window.dmi' icon_state = "shuttle_window" dir = FULLTILE_WINDOW_DIR max_integrity = 100 wtype = "shuttle" fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 reinf = TRUE heat_resistance = 1600 armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) smooth = SMOOTH_TRUE canSmoothWith = null explosion_block = 3 level = 3 glass_type = /obj/item/stack/sheet/titaniumglass glass_amount = 2 /obj/structure/window/shuttle/narsie_act() add_atom_colour("#3C3434", FIXED_COLOUR_PRIORITY) /obj/structure/window/shuttle/tinted opacity = TRUE /obj/structure/window/shuttle/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/plastitanium name = "plastitanium window" desc = "A durable looking window made of an alloy of of plasma and titanium." icon = 'icons/obj/smooth_structures/plastitanium_window.dmi' icon_state = "plastitanium_window" dir = FULLTILE_WINDOW_DIR max_integrity = 600 wtype = "shuttle" fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 reinf = TRUE heat_resistance = 1600 armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) smooth = SMOOTH_TRUE canSmoothWith = null explosion_block = 3 damage_deflection = 21 //The same as reinforced plasma windows. level = 3 glass_type = /obj/item/stack/sheet/plastitaniumglass glass_amount = 2 rad_insulation = RAD_FULL_INSULATION /obj/structure/window/plastitanium/CanAllowThrough(atom/movable/mover, turf/target) . = ..() if(istype(mover, /obj/item/projectile/energy/nuclear_particle)) return FALSE /obj/structure/window/plastitanium/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/reinforced/clockwork name = "brass window" desc = "A paper-thin pane of translucent yet reinforced brass." icon = 'icons/obj/smooth_structures/clockwork_window.dmi' icon_state = "clockwork_window_single" resistance_flags = FIRE_PROOF | ACID_PROOF max_integrity = 150 armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) explosion_block = 2 //fancy AND hard to destroy. the most useful combination. decon_speed = 40 glass_type = /obj/item/stack/tile/brass glass_amount = 1 reinf = FALSE var/made_glow = FALSE /obj/structure/window/reinforced/clockwork/Initialize(mapload, direct) . = ..() change_construction_value(fulltile ? 2 : 1) /obj/structure/window/reinforced/clockwork/spawnDebris(location) . = list() var/gearcount = fulltile ? 4 : 2 for(var/i in 1 to gearcount) . += new /obj/item/clockwork/alloy_shards/medium/gear_bit(location) /obj/structure/window/reinforced/clockwork/setDir(direct) if(!made_glow) var/obj/effect/E = new /obj/effect/temp_visual/ratvar/window/single(get_turf(src)) E.setDir(direct) made_glow = TRUE ..() /obj/structure/window/reinforced/clockwork/Destroy() change_construction_value(fulltile ? -2 : -1) return ..() /obj/structure/window/reinforced/clockwork/ratvar_act() if(GLOB.ratvar_awakens) obj_integrity = max_integrity update_icon() /obj/structure/window/reinforced/clockwork/narsie_act() take_damage(rand(25, 75), BRUTE) if(!QDELETED(src)) var/previouscolor = color color = "#960000" animate(src, color = previouscolor, time = 0.8 SECONDS) addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 0.8 SECONDS) /obj/structure/window/reinforced/clockwork/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/reinforced/clockwork/fulltile icon_state = "clockwork_window" smooth = SMOOTH_TRUE canSmoothWith = null fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 dir = FULLTILE_WINDOW_DIR max_integrity = 600 level = 3 glass_amount = 2 /obj/structure/window/reinforced/clockwork/spawnDebris(location) . = list() for(var/i in 1 to 4) . += new /obj/item/clockwork/alloy_shards/medium/gear_bit(location) /obj/structure/window/reinforced/clockwork/Initialize(mapload, direct) made_glow = TRUE new /obj/effect/temp_visual/ratvar/window(get_turf(src)) return ..() /obj/structure/window/reinforced/clockwork/fulltile/unanchored anchored = FALSE state = WINDOW_OUT_OF_FRAME /obj/structure/window/paperframe name = "paper frame" desc = "A fragile separator made of thin wood and paper." icon = 'icons/obj/smooth_structures/paperframes.dmi' icon_state = "frame" dir = FULLTILE_WINDOW_DIR opacity = TRUE max_integrity = 15 fulltile = TRUE flags_1 = PREVENT_CLICK_UNDER_1 smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/paperframe, /obj/structure/mineral_door/paperframe) glass_amount = 2 glass_type = /obj/item/stack/sheet/paperframes heat_resistance = 233 decon_speed = 10 CanAtmosPass = ATMOS_PASS_YES resistance_flags = FLAMMABLE armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) breaksound = 'sound/items/poster_ripped.ogg' hitsound = 'sound/weapons/slashmiss.ogg' var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1) var/static/mutable_appearance/paper = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "paper", layer = ABOVE_OBJ_LAYER - 0.1) /obj/structure/window/paperframe/Initialize() . = ..() update_icon() /obj/structure/window/paperframe/examine(mob/user) . = ..() if(obj_integrity < max_integrity) . += span_info("It looks a bit damaged, you may be able to fix it with some paper.") /obj/structure/window/paperframe/spawnDebris(location) . = list(new /obj/item/stack/sheet/mineral/wood(location)) for (var/i in 1 to rand(1,4)) . += new /obj/item/paper/natural(location) /obj/structure/window/paperframe/attack_hand(mob/user) . = ..() if(.) return add_fingerprint(user) if(user.a_intent != INTENT_HARM) user.changeNext_move(CLICK_CD_MELEE) user.visible_message("[user] knocks on [src].") playsound(src, "pageturn", 50, 1) else take_damage(4,BRUTE,MELEE, 0) playsound(src, hitsound, 50, 1) if(!QDELETED(src)) user.visible_message(span_danger("[user] tears a hole in [src].")) update_icon() /obj/structure/window/paperframe/update_icon() if(obj_integrity < max_integrity) cut_overlay(paper) add_overlay(torn) set_opacity(FALSE) else cut_overlay(torn) add_overlay(paper) set_opacity(TRUE) queue_smooth(src) /obj/structure/window/paperframe/attackby(obj/item/W, mob/user) if(W.is_hot()) fire_act(W.is_hot()) return if(user.a_intent == INTENT_HARM) return ..() if(istype(W, /obj/item/paper) && obj_integrity < max_integrity) user.visible_message("[user] starts to patch the holes in \the [src].") if(do_after(user, 2 SECONDS, src)) obj_integrity = min(obj_integrity+4,max_integrity) qdel(W) user.visible_message("[user] patches some of the holes in \the [src].") if(obj_integrity == max_integrity) update_icon() return ..() update_icon() /obj/structure/cloth_curtain name = "curtain" desc = "Beta brand soft sheets" icon = 'icons/obj/structures.dmi' icon_state = "curtain_open" color = "#af439d" //Default color, didn't bother hardcoding other colors, mappers can and should easily change it. alpha = 200 //Mappers can also just set this to 255 if they want curtains that can't be seen through layer = SIGN_LAYER anchored = TRUE opacity = FALSE density = FALSE var/open = TRUE /obj/structure/cloth_curtain/proc/toggle() open = !open update_icon() /obj/structure/cloth_curtain/update_icon() if(!open) icon_state = "curtain_closed" layer = WALL_OBJ_LAYER density = TRUE open = FALSE opacity = TRUE else icon_state = "curtain_open" layer = SIGN_LAYER density = FALSE open = TRUE opacity = FALSE /obj/structure/cloth_curtain/attackby(obj/item/W, mob/user) if (istype(W, /obj/item/toy/crayon)) color = input(user,"","Choose Color",color) as color return TRUE else return ..() /obj/structure/cloth_curtain/wrench_act(mob/living/user, obj/item/I) default_unfasten_wrench(user, I, 50) return TRUE /obj/structure/cloth_curtain/wirecutter_act(mob/living/user, obj/item/I) if(anchored) return TRUE user.visible_message(span_warning("[user] starts cuttting apart [src]."), span_notice("You start to cut apart [src]."), "You hear cutting.") if(I.use_tool(src, user, 50, volume=100) && !anchored) to_chat(user, span_notice("You cut apart [src].")) deconstruct() return TRUE /obj/structure/cloth_curtain/attack_hand(mob/user) . = ..() if(.) return playsound(loc, 'sound/effects/curtain.ogg', 50, 1) toggle() /obj/structure/cloth_curtain/deconstruct(disassembled = TRUE) if(QDELETED(src)) return new /obj/item/stack/sheet/cloth(loc, 2) new /obj/item/stack/rods(loc, 1) qdel(src) /obj/structure/cloth_curtain/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) if(damage_amount) switch(damage_type) if(BRUTE) playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1) if(BURN) playsound(loc, 'sound/items/welder.ogg', 80, 1) else playsound(loc, 'sound/weapons/tap.ogg', 50, 1)