/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
/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"
/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/attack_self(mob/user)
construct_window(user)
/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)
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_hand()==G)
V.use(1)
G.use(1)
if (!G && replace)
user.put_in_hands(RG)
else
user << "You need one rod and one sheet of glass to make reinforced glass!"
return
else
return ..()
/obj/item/stack/sheet/glass/proc/construct_window(mob/user)
if(!user || !src)
return 0
if(!istype(user.loc,/turf))
return 0
if(!user.IsAdvancedToolUser())
user << "You don't have the dexterity to do this!"
return 0
if(zero_amount())
return 0
var/title = "Sheet-Glass"
title += " ([src.get_amount()] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
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 << "There are too many windows in this location."
return 1
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "Can't let you do that."
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
var/obj/structure/window/W
W = new /obj/structure/window( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
W.air_update_turf(1)
src.use(1)
W.add_fingerprint(user)
if("Full Window")
if(!src)
return 1
if(src.loc != user)
return 1
if(src.get_amount() < 2)
user << "You need more glass to do that!"
return 1
if(locate(/obj/structure/window) in user.loc)
user << "There is a window in the way!"
return 1
var/obj/structure/window/W
W = new /obj/structure/window/fulltile( user.loc, 0 )
W.anchored = 0
W.air_update_turf(1)
W.add_fingerprint(user)
src.use(2)
return 0
/*
* Reinforced glass sheets
*/
/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"
/obj/item/stack/sheet/rglass/cyborg
materials = list()
var/datum/robot_energy_storage/metsource
var/datum/robot_energy_storage/glasource
var/metcost = 250
var/glacost = 500
/obj/item/stack/sheet/rglass/cyborg/get_amount()
return min(round(metsource.energy / metcost), round(glasource.energy / glacost))
/obj/item/stack/sheet/rglass/cyborg/use(amount) // Requires special checks, because it uses two storages
metsource.use_charge(amount * metcost)
glasource.use_charge(amount * glacost)
return
/obj/item/stack/sheet/rglass/cyborg/add(amount)
metsource.add_charge(amount * metcost)
glasource.add_charge(amount * glacost)
return
/obj/item/stack/sheet/rglass/attack_self(mob/user)
construct_window(user)
/obj/item/stack/sheet/rglass/proc/construct_window(mob/user)
if(!user || !src)
return 0
if(!istype(user.loc,/turf))
return 0
if(!user.IsAdvancedToolUser())
user << "You don't have the dexterity to do this!"
return 0
var/title = "Sheet Reinf. Glass"
title += " ([src.get_amount()] sheet\s left)"
switch(input(title, "Would you like full tile glass a one direction glass pane or a windoor?") in list("One Direction", "Full Window", "Windoor", "Cancel"))
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 << "There are too many windows in this location."
return 1
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "Can't let you do that."
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
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W.state = 0
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
W.add_fingerprint(user)
src.use(1)
if("Full Window")
if(!src)
return 1
if(src.loc != user)
return 1
if(src.get_amount() < 2)
user << "You need more glass to do that!"
return 1
if(locate(/obj/structure/window) in user.loc)
user << "There is a window in the way!"
return 1
var/obj/structure/window/W
W = new /obj/structure/window/reinforced/fulltile(user.loc, 1)
W.state = 0
W.anchored = 0
W.add_fingerprint(user)
src.use(2)
if("Windoor")
if(!src || src.loc != user || !isturf(user.loc))
return 1
for(var/obj/structure/windoor_assembly/WA in user.loc)
if(WA.dir == user.dir)
user << "There is already a windoor assembly in that location!"
return 1
for(var/obj/machinery/door/window/W in user.loc)
if(W.dir == user.dir)
user << "There is already a windoor in that location!"
return 1
if(src.get_amount() < 5)
user << "You need more glass to do that!"
return 1
var/obj/structure/windoor_assembly/WD = new(user.loc)
WD.state = "01"
WD.anchored = 0
WD.add_fingerprint(user)
src.use(5)
switch(user.dir)
if(SOUTH)
WD.dir = SOUTH
WD.ini_dir = SOUTH
if(EAST)
WD.dir = EAST
WD.ini_dir = EAST
if(WEST)
WD.dir = WEST
WD.ini_dir = WEST
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
WD.dir = NORTH
WD.ini_dir = NORTH
else
return 1
return 0
/obj/item/weapon/shard
name = "shard"
desc = "A nasty looking shard of glass."
icon = 'icons/obj/shards.dmi'
icon_state = "large"
w_class = 1
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'
var/cooldown = 0
sharpness = IS_SHARP
/obj/item/weapon/shard/suicide_act(mob/user)
user.visible_message(pick("[user] is slitting \his wrists with the shard of glass! It looks like \he's trying to commit suicide.", \
"[user] is slitting \his throat with the shard of glass! It looks like \he's trying to commit suicide."))
return (BRUTELOSS)
/obj/item/weapon/shard/New()
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
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.gloves && !(PIERCEIMMUNE in H.dna.species.specflags)) // golems, etc
H << "[src] cuts into your hand!"
var/organ = (H.hand ? "l_" : "r_") + "arm"
var/obj/item/organ/limb/affecting = H.get_organ(organ)
if(affecting.take_damage(force / 2))
H.update_damage_overlays(0)
else if(ismonkey(user))
var/mob/living/carbon/monkey/M = user
M << "[src] cuts into your hand!"
M.adjustBruteLoss(force / 2)
/obj/item/weapon/shard/attackby(obj/item/I, mob/user, params)
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)
user << "You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s."
qdel(src)
..()
/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.specflags)
return 0
if(!H.shoes)
H.apply_damage(5,BRUTE,(pick("l_leg", "r_leg")))
H.Weaken(3)
if(cooldown < world.time - 10) //cooldown to avoid message spam.
H.visible_message("[H] steps in the broken glass!", \
"You step in the broken glass!")
cooldown = world.time