a5de1c1b5e
About The Pull Request
full tile Reinforced windows now require a melee item over 11 damage to damage, have 150 health, and 90 melee armor. This is approximately 2 minutes of sustained beating with a toolbox.
full tile reinforced Plasmaglass windows now require a melee item over 21 damage to damage, have 200 health, and 95 melee resistance. This is approximately 3 minutes of sustained beating with a toolbox.
dir windows have been given the appropriate halved health values.
Current deconstruction steps:
heat one way screws (welder, 18 seconds, harm intent required)
unscrew one way screws (screwdriver, 8 seconds)
pop out panel (crowbar, 5 seconds)
cut connecting bars (wirecutter, 3 seconds)
unbolt frame (wrench, 5 seconds)
theoretical fastest time: 39 seconds
more practical time: 45 seconds
if the bolts are heated and then not unscrewed within 30 seconds they cool off again, and must be heated again
Construction is the same as before except the crowbar levering step takes 10 seconds instead of 3.
Why It's Good For The Game
Getting into places you shouldn't be is currently way too easy.
This change forces you to hack in, disassemble the window, or target a weak point like a windoor.
At the moment, it is possible to smash down what is intended to be a secure window with an item you get in your bag at roundstart for free. This is stupid. It should require some planning or at least thinking to be able to make your way in places you should not be.
Oranges has talked in the past about departments being designed like impenetrable fortresses with shutters everywhere, and this happens because reinforced windows are far too weak and unreliable to be able to have as effective defense of any department against even underequipped and underprepared people. This leads to the introduction of shutters which are too strong and difficult to deal with in most cases.
This is part of some plans to make departments more secure overall while still providing ample avenues for determined or properly prepared individuals able to get in if they want to. Despite having more plans along with this, this is a standalone change as is. This is not a "this will only work with later changes I'm totally going to do" situation
Changelog
cl
balance: Reinforced windows now require a melee item over 11 damage to damage, have 150 health, and 90 melee armor. This is approximately 2 minutes of sustained beating with a toolbox.
balance: Plasmaglass windows now require a melee item over 21 damage to damage, have 200 health, and 90 melee resistance. This is approximately 3 minutes of sustained beating with a toolbox.
/cl
878 lines
31 KiB
Plaintext
878 lines
31 KiB
Plaintext
/obj/structure/window
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name = "window"
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desc = "A window."
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icon_state = "window"
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density = TRUE
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layer = ABOVE_OBJ_LAYER //Just above doors
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pressure_resistance = 4*ONE_ATMOSPHERE
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anchored = TRUE //initially is 0 for tile smoothing
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flags_1 = ON_BORDER_1
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max_integrity = 25
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can_be_unanchored = TRUE
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resistance_flags = ACID_PROOF
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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CanAtmosPass = ATMOS_PASS_PROC
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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rad_flags = RAD_PROTECT_CONTENTS
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var/ini_dir = null
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var/state = WINDOW_OUT_OF_FRAME
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var/reinf = FALSE
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var/heat_resistance = 800
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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var/real_explosion_block //ignore this, just use explosion_block
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var/breaksound = "shatter"
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var/hitsound = 'sound/effects/Glasshit.ogg'
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/obj/structure/window/examine(mob/user)
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. = ..()
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if(reinf)
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if(anchored && state == WINDOW_SCREWED_TO_FRAME)
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. += "<span class='notice'>The window is <b>screwed</b> to the frame.</span>"
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else if(anchored && state == WINDOW_IN_FRAME)
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. += "<span class='notice'>The window is <i>unscrewed</i> but <b>pried</b> into the frame.</span>"
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else if(anchored && state == WINDOW_OUT_OF_FRAME)
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. += "<span class='notice'>The window is out of the frame, but could be <i>pried</i> in. It is <b>screwed</b> to the floor.</span>"
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else if(!anchored)
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. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
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else
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if(anchored)
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. += "<span class='notice'>The window is <b>screwed</b> to the floor.</span>"
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else
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. += "<span class='notice'>The window is <i>unscrewed</i> from the floor, and could be deconstructed by <b>wrenching</b>.</span>"
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/obj/structure/window/Initialize(mapload, direct)
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. = ..()
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if(direct)
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setDir(direct)
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if(reinf && anchored)
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state = RWINDOW_SECURE
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ini_dir = dir
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air_update_turf(1)
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if(fulltile)
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setDir()
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//windows only block while reinforced and fulltile, so we'll use the proc
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real_explosion_block = explosion_block
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explosion_block = EXPLOSION_BLOCK_PROC
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/obj/structure/window/ComponentInitialize()
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. = ..()
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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))
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/obj/structure/window/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
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return FALSE
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/obj/structure/window/rcd_act(mob/user, var/obj/item/construction/rcd/the_rcd)
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switch(the_rcd.mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, "<span class='notice'>You deconstruct the window.</span>")
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qdel(src)
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return TRUE
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return FALSE
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/obj/structure/window/narsie_act()
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add_atom_colour(NARSIE_WINDOW_COLOUR, FIXED_COLOUR_PRIORITY)
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/obj/structure/window/ratvar_act()
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if(!fulltile)
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new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
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else
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new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
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qdel(src)
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/obj/structure/window/singularity_pull(S, current_size)
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..()
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if(current_size >= STAGE_FIVE)
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deconstruct(FALSE)
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/obj/structure/window/setDir(direct)
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if(!fulltile)
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..()
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else
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..(FULLTILE_WINDOW_DIR)
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/obj/structure/window/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && (mover.pass_flags & PASSGLASS))
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return 1
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if(dir == FULLTILE_WINDOW_DIR)
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return 0 //full tile window, you can't move into it!
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if(get_dir(loc, target) == dir)
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return !density
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/structure/windoor_assembly))
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var/obj/structure/windoor_assembly/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
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return FALSE
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return 1
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/obj/structure/window/CheckExit(atom/movable/O, turf/target)
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if(istype(O) && (O.pass_flags & PASSGLASS))
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return 1
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if(get_dir(O.loc, target) == dir)
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return 0
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return 1
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/obj/structure/window/attack_tk(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='notice'>Something knocks on [src].</span>")
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add_fingerprint(user)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
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if(!can_be_reached(user))
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return 1
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. = ..()
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/obj/structure/window/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(!can_be_reached(user))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.visible_message("<span class='notice'>[user] knocks on [src].</span>", \
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"<span class='notice'>You knock on [src].</span>")
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add_fingerprint(user)
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playsound(src, 'sound/effects/Glassknock.ogg', 50, 1)
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/obj/structure/window/attack_paw(mob/user)
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return attack_hand(user)
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/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
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if(!can_be_reached(user))
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return
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..()
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/obj/structure/window/attackby(obj/item/I, mob/living/user, params)
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if(!can_be_reached(user))
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return 1 //skip the afterattack
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add_fingerprint(user)
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if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP)
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if(obj_integrity < max_integrity)
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if(!I.tool_start_check(user, amount=0))
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return
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 40, volume=50))
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obj_integrity = max_integrity
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update_nearby_icons()
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
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return
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if(!(flags_1&NODECONSTRUCT_1) && !(reinf && state >= RWINDOW_FRAME_BOLTED))
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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I.play_tool_sound(src, 75)
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to_chat(user, "<span class='notice'>You begin to [anchored ? "unscrew the window from":"screw the window to"] the floor...</span>")
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_anchored, anchored)))
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setAnchored(!anchored)
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to_chat(user, "<span class='notice'>You [anchored ? "fasten the window to":"unfasten the window from"] the floor.</span>")
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return
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else if(I.tool_behaviour == TOOL_CROWBAR && reinf && (state == WINDOW_OUT_OF_FRAME))
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to_chat(user, "<span class='notice'>You begin to lever the window into the frame...</span>")
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I.play_tool_sound(src, 75)
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if(I.use_tool(src, user, 100, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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state = RWINDOW_SECURE
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to_chat(user, "<span class='notice'>You pry the window into the frame.</span>")
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return
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else if(I.tool_behaviour == TOOL_WRENCH && !anchored)
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I.play_tool_sound(src, 75)
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to_chat(user, "<span class='notice'> You begin to disassemble [src]...</span>")
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if(I.use_tool(src, user, decon_speed, extra_checks = CALLBACK(src, .proc/check_state_and_anchored, state, anchored)))
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var/obj/item/stack/sheet/G = new glass_type(user.loc, glass_amount)
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G.add_fingerprint(user)
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You successfully disassemble [src].</span>")
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qdel(src)
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return
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return ..()
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/obj/structure/window/setAnchored(anchorvalue)
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..()
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air_update_turf(TRUE)
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update_nearby_icons()
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/obj/structure/window/proc/check_state(checked_state)
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if(state == checked_state)
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return TRUE
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/obj/structure/window/proc/check_anchored(checked_anchored)
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if(anchored == checked_anchored)
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return TRUE
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/obj/structure/window/proc/check_state_and_anchored(checked_state, checked_anchored)
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return check_state(checked_state) && check_anchored(checked_anchored)
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/obj/structure/window/mech_melee_attack(obj/mecha/M)
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if(!can_be_reached())
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return
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..()
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/obj/structure/window/proc/can_be_reached(mob/user)
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if(!fulltile)
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if(get_dir(user,src) & dir)
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for(var/obj/O in loc)
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if(!O.CanPass(user, user.loc, 1))
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return 0
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return 1
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/obj/structure/window/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
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. = ..()
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if(.) //received damage
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update_nearby_icons()
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/obj/structure/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(damage_amount)
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playsound(src, hitsound, 75, 1)
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else
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playsound(src, 'sound/weapons/tap.ogg', 50, 1)
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if(BURN)
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playsound(src, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/window/deconstruct(disassembled = TRUE)
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if(QDELETED(src))
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return
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if(!disassembled)
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playsound(src, breaksound, 70, 1)
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if(!(flags_1 & NODECONSTRUCT_1))
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for(var/obj/item/shard/debris in spawnDebris(drop_location()))
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transfer_fingerprints_to(debris) // transfer fingerprints to shards only
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qdel(src)
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update_nearby_icons()
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/obj/structure/window/proc/spawnDebris(location)
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. = list()
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. += new /obj/item/shard(location)
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. += new /obj/effect/decal/cleanable/glass(location)
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if (reinf)
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. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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if (fulltile)
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. += new /obj/item/shard(location)
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/obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
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if(anchored)
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to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
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if(!valid_window_location(loc, target_dir))
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to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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return TRUE
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/obj/structure/window/proc/after_rotation(mob/user,rotation_type)
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air_update_turf(1)
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ini_dir = dir
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add_fingerprint(user)
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/obj/structure/window/Destroy()
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density = FALSE
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air_update_turf(1)
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update_nearby_icons()
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return ..()
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/obj/structure/window/Move()
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var/turf/T = loc
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. = ..()
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setDir(ini_dir)
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move_update_air(T)
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/obj/structure/window/CanAtmosPass(turf/T)
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if(!anchored || !density)
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return TRUE
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return !(FULLTILE_WINDOW_DIR == dir || dir == get_dir(loc, T))
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//This proc is used to update the icons of nearby windows.
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/obj/structure/window/proc/update_nearby_icons()
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update_icon()
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if(smooth)
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queue_smooth_neighbors(src)
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//merges adjacent full-tile windows into one
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/obj/structure/window/update_icon()
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if(!QDELETED(src))
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if(!fulltile)
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return
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var/ratio = obj_integrity / max_integrity
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ratio = CEILING(ratio*4, 1) * 25
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if(smooth)
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queue_smooth(src)
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cut_overlay(crack_overlay)
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if(ratio > 75)
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return
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crack_overlay = mutable_appearance('icons/obj/structures.dmi', "damage[ratio]", -(layer+0.1))
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add_overlay(crack_overlay)
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/obj/structure/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > (T0C + heat_resistance))
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take_damage(round(exposed_volume / 100), BURN, 0, 0)
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..()
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/obj/structure/window/get_dumping_location(obj/item/storage/source,mob/user)
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return null
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/obj/structure/window/CanAStarPass(ID, to_dir)
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if(!density)
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return 1
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if((dir == FULLTILE_WINDOW_DIR) || (dir == to_dir))
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return 0
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return 1
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/obj/structure/window/GetExplosionBlock()
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return reinf && fulltile ? real_explosion_block : 0
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/obj/structure/window/spawner/east
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dir = EAST
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/obj/structure/window/spawner/west
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dir = WEST
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/obj/structure/window/spawner/north
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dir = NORTH
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/obj/structure/window/unanchored
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anchored = FALSE
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/obj/structure/window/reinforced
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name = "reinforced window"
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desc = "A window that is reinforced with metal rods."
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icon_state = "rwindow"
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reinf = TRUE
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heat_resistance = 1600
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armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
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max_integrity = 75
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explosion_block = 1
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damage_deflection = 11
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state = RWINDOW_SECURE
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glass_type = /obj/item/stack/sheet/rglass
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rad_insulation = RAD_HEAVY_INSULATION
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//this is shitcode but all of construction is shitcode and needs a refactor, it works for now
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//If you find this like 4 years later and construction still hasn't been refactored, I'm so sorry for this
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/obj/structure/window/reinforced/attackby(obj/item/I, mob/living/user, params)
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switch(state)
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if(RWINDOW_SECURE)
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if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HARM)
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user.visible_message("<span class='notice'>[user] holds \the [I] to the security screws on \the [src]...</span>",
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"<span class='notice'>You begin heating the security screws on \the [src]...</span>")
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if(I.use_tool(src, user, 180, volume = 100))
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to_chat(user, "<span class='notice'>The security bolts are glowing white hot and look ready to be removed.</span>")
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state = RWINDOW_BOLTS_HEATED
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addtimer(CALLBACK(src, .proc/cool_bolts), 300)
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return
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if(RWINDOW_BOLTS_HEATED)
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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user.visible_message("<span class='notice'>[user] digs into the heated security screws and starts removing them...</span>",
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"<span class='notice'>You dig into the heated screws hard and they start turning...</span>")
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if(I.use_tool(src, user, 80, volume = 50))
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state = RWINDOW_BOLTS_OUT
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to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
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return
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if(RWINDOW_BOLTS_OUT)
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if(I.tool_behaviour == TOOL_CROWBAR)
|
|
user.visible_message("<span class='notice'>[user] wedges \the [I] into the gap in the frame and starts prying...</span>",
|
|
"<span class='notice'>You wedge \the [I] into the gap in the frame and start prying...</span>")
|
|
if(I.use_tool(src, user, 50, volume = 50))
|
|
state = RWINDOW_POPPED
|
|
to_chat(user, "<span class='notice'>The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.</span>")
|
|
return
|
|
if(RWINDOW_POPPED)
|
|
if(I.tool_behaviour == TOOL_WIRECUTTER)
|
|
user.visible_message("<span class='notice'>[user] starts cutting the exposed bars on \the [src]...</span>",
|
|
"<span class='notice'>You start cutting the exposed bars on \the [src]</span>")
|
|
if(I.use_tool(src, user, 30, volume = 50))
|
|
state = RWINDOW_BARS_CUT
|
|
to_chat(user, "<span class='notice'>The panels falls out of the way exposing the frame bolts.</span>")
|
|
return
|
|
if(RWINDOW_BARS_CUT)
|
|
if(I.tool_behaviour == TOOL_WRENCH)
|
|
user.visible_message("<span class='notice'>[user] starts unfastening \the [src] from the frame...</span>",
|
|
"<span class='notice'>You start unfastening the bolts from the frame...</span>")
|
|
if(I.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, "<span class='notice'>You unscrew the bolts from the frame and the window pops loose.</span>")
|
|
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 class='notice'>The bolts on \the [src] look like they've cooled off...</span>")
|
|
|
|
/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 <b>heat them</b> 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 <b>unscrew them</b> now."
|
|
if(RWINDOW_BOLTS_OUT)
|
|
. += "The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> 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 <b>cut</b>."
|
|
if(RWINDOW_BARS_CUT)
|
|
. += "The main pane can be easily moved out of the way to reveal some <b>bolts</b> 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
|
|
|
|
/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" = 90, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
|
|
max_integrity = 200
|
|
explosion_block = 1
|
|
glass_type = /obj/item/stack/sheet/plasmaglass
|
|
rad_insulation = RAD_NO_INSULATION
|
|
|
|
/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
|
|
|
|
/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" = 90, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "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 class='notice'>[user] holds \the [I] to the security screws on \the [src]...</span>",
|
|
"<span class='notice'>You begin heating the security screws on \the [src]...</span>")
|
|
if(I.use_tool(src, user, 180, volume = 100))
|
|
to_chat(user, "<span class='notice'>The security screws are glowing white hot and look ready to be removed.</span>")
|
|
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 class='notice'>[user] digs into the heated security screws and starts removing them...</span>",
|
|
"<span class='notice'>You dig into the heated screws hard and they start turning...</span>")
|
|
if(I.use_tool(src, user, 80, volume = 50))
|
|
state = RWINDOW_BOLTS_OUT
|
|
to_chat(user, "<span class='notice'>The screws come out, and a gap forms around the edge of the pane.</span>")
|
|
return
|
|
if(RWINDOW_BOLTS_OUT)
|
|
if(I.tool_behaviour == TOOL_CROWBAR)
|
|
user.visible_message("<span class='notice'>[user] wedges \the [I] into the gap in the frame and starts prying...</span>",
|
|
"<span class='notice'>You wedge \the [I] into the gap in the frame and start prying...</span>")
|
|
if(I.use_tool(src, user, 50, volume = 50))
|
|
state = RWINDOW_POPPED
|
|
to_chat(user, "<span class='notice'>The panel pops out of the frame, exposing some thin metal bars that looks like they can be cut.</span>")
|
|
return
|
|
if(RWINDOW_POPPED)
|
|
if(I.tool_behaviour == TOOL_WIRECUTTER)
|
|
user.visible_message("<span class='notice'>[user] starts cutting the exposed bars on \the [src]...</span>",
|
|
"<span class='notice'>You start cutting the exposed bars on \the [src]</span>")
|
|
if(I.use_tool(src, user, 30, volume = 50))
|
|
state = RWINDOW_BARS_CUT
|
|
to_chat(user, "<span class='notice'>The panels falls out of the way exposing the frame bolts.</span>")
|
|
return
|
|
if(RWINDOW_BARS_CUT)
|
|
if(I.tool_behaviour == TOOL_WRENCH)
|
|
user.visible_message("<span class='notice'>[user] starts unfastening \the [src] from the frame...</span>",
|
|
"<span class='notice'>You start unfastening the bolts from the frame...</span>")
|
|
if(I.use_tool(src, user, 50, volume = 50))
|
|
to_chat(user, "<span class='notice'>You unfasten the bolts from the frame and the window pops loose.</span>")
|
|
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 <b>heat them</b> 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 <b>unscrew them</b> now."
|
|
if(RWINDOW_BOLTS_OUT)
|
|
. += "The screws have been removed, revealing a small gap you could fit a <b>prying tool</b> 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 <b>cut</b>."
|
|
if(RWINDOW_BARS_CUT)
|
|
. += "The main pane can be easily moved out of the way to reveal some <b>bolts</b> 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
|
|
|
|
/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
|
|
|
|
/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
|
|
|
|
/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
|
|
|
|
/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
|
|
|
|
/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/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
|
|
|
|
/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 = 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/plastitaniumglass
|
|
glass_amount = 2
|
|
|
|
/obj/structure/window/plastitanium/unanchored
|
|
anchored = FALSE
|
|
|
|
/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 = 80
|
|
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "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 = 8)
|
|
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
|
|
|
|
/obj/structure/window/reinforced/clockwork/unanchored
|
|
anchored = FALSE
|
|
|
|
/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 = 120
|
|
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
|
|
|
|
/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 class='info'>It looks a bit damaged, you may be able to fix it with some <b>paper</b>.</span>"
|
|
|
|
/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 class='danger'>[user] tears a hole in [src].</span>")
|
|
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, 20, target = 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()
|