/* Glass stack types * Contains: * Glass sheets * Reinforced glass sheets * Glass shards - TODO: Move this into code/game/object/item/weapons */ /* * Glass sheets */ GLOBAL_LIST_INIT(glass_recipes, list ( \ new/datum/stack_recipe("directional window", /obj/structure/window/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \ new/datum/stack_recipe("fulltile window", /obj/structure/window/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \ )) /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" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/glass /obj/item/stack/sheet/glass/cyborg materials = list() is_cyborg = 1 cost = 500 /obj/item/stack/sheet/glass/fifty amount = 50 /obj/item/stack/sheet/glass/Initialize(mapload, new_amount, merge = TRUE) recipes = GLOB.glass_recipes ..() /obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params) add_fingerprint(user) if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/CC = W if (get_amount() < 1 || CC.get_amount() < 5) to_chat(user, "You attach wire to the [name].") var/obj/item/stack/light_w/new_tile = new(user.loc) new_tile.add_fingerprint(user) else if(istype(W, /obj/item/stack/rods)) var/obj/item/stack/rods/V = W if (V.get_amount() >= 1 && src.get_amount() >= 1) var/obj/item/stack/sheet/rglass/RG = new (user.loc) RG.add_fingerprint(user) var/obj/item/stack/sheet/glass/G = src src = null var/replace = (user.get_inactive_held_item()==G) V.use(1) G.use(1) if (!G && replace) user.put_in_hands(RG) else to_chat(user, "You need one rod and one sheet of glass to make reinforced glass!") return else return ..() /* * Reinforced glass sheets */ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \ new/datum/stack_recipe("windoor frame", /obj/structure/windoor_assembly, 5, time = 0, on_floor = TRUE, window_checks = TRUE), \ null, \ new/datum/stack_recipe("directional reinforced window", /obj/structure/window/reinforced/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \ new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/reinforced/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \ )) /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" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/rglass /obj/item/stack/sheet/rglass/cyborg materials = list() var/datum/robot_energy_storage/glasource var/metcost = 250 var/glacost = 500 /obj/item/stack/sheet/rglass/cyborg/get_amount() return min(round(source.energy / metcost), round(glasource.energy / glacost)) /obj/item/stack/sheet/rglass/cyborg/use(amount) // Requires special checks, because it uses two storages source.use_charge(amount * metcost) glasource.use_charge(amount * glacost) /obj/item/stack/sheet/rglass/cyborg/add(amount) source.add_charge(amount * metcost) glasource.add_charge(amount * glacost) /obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge = TRUE) recipes = GLOB.reinforced_glass_recipes ..() /obj/item/weapon/shard name = "shard" desc = "A nasty looking shard of glass." icon = 'icons/obj/shards.dmi' icon_state = "large" w_class = WEIGHT_CLASS_TINY force = 5 throwforce = 10 item_state = "shard-glass" materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) attack_verb = list("stabbed", "slashed", "sliced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' resistance_flags = ACID_PROOF armor = list(melee = 100, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100) obj_integrity = 40 max_integrity = 40 var/cooldown = 0 sharpness = IS_SHARP /obj/item/weapon/shard/suicide_act(mob/user) user.visible_message("[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide.") return (BRUTELOSS) /obj/item/weapon/shard/Initialize() . = ..() icon_state = pick("large", "medium", "small") switch(icon_state) if("small") pixel_x = rand(-12, 12) pixel_y = rand(-12, 12) if("medium") pixel_x = rand(-8, 8) pixel_y = rand(-8, 8) if("large") pixel_x = rand(-5, 5) pixel_y = rand(-5, 5) /obj/item/weapon/shard/afterattack(atom/A as mob|obj, mob/user, proximity) if(!proximity || !(src in user)) return if(isturf(A)) return if(istype(A, /obj/item/weapon/storage)) return var/hit_hand = ((user.active_hand_index % 2 == 0) ? "r_" : "l_") + "arm" if(ishuman(user)) var/mob/living/carbon/human/H = user if(!H.gloves && !(PIERCEIMMUNE in H.dna.species.species_traits)) // golems, etc to_chat(H, "[src] cuts into your hand!") H.apply_damage(force*0.5, BRUTE, hit_hand) else if(ismonkey(user)) var/mob/living/carbon/monkey/M = user to_chat(M, "[src] cuts into your hand!") M.apply_damage(force*0.5, BRUTE, hit_hand) /obj/item/weapon/shard/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/device/lightreplacer)) I.attackby(src, user) else if(istype(I, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = I if(WT.remove_fuel(0, user)) var/obj/item/stack/sheet/glass/NG = new (user.loc) for(var/obj/item/stack/sheet/glass/G in user.loc) if(G == NG) continue if(G.amount >= G.max_amount) continue G.attackby(NG, user) to_chat(user, "You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.") qdel(src) else return ..() /obj/item/weapon/shard/Crossed(mob/AM) if(istype(AM) && has_gravity(loc)) playsound(loc, 'sound/effects/glass_step.ogg', 50, 1) if(ishuman(AM)) var/mob/living/carbon/human/H = AM if(PIERCEIMMUNE in H.dna.species.species_traits) return var/picked_def_zone = pick("l_leg", "r_leg") var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone) if(!istype(O)) return var/feetCover = (H.wear_suit && H.wear_suit.body_parts_covered & FEET) || (H.w_uniform && H.w_uniform.body_parts_covered & FEET) if(H.shoes || feetCover || H.movement_type & FLYING || H.buckled) return H.apply_damage(5, BRUTE, picked_def_zone) if(cooldown < world.time - 10) //cooldown to avoid message spam. if(!H.incapacitated()) H.visible_message("[H] steps in the broken glass!", \ "You step in the broken glass!") else H.visible_message("[H] slides on the broken glass!", \ "You slide on the broken glass!") cooldown = world.time H.Weaken(3)