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Scenario - Environmental Testing Facility (#19611)
changes: - rscadd: "Adds Environmental Testing Facility odyssey scenario. Big map." - rscadd: "Removes green tint from the minimap program/reader." - rscadd: "Adds/reorganizes some generic outfits." - rscadd: "Adds some generic odyssey actor roles." - rscadd: "Adds actor accesses system to odyssey scenarios, and a self-service access terminal." - rscadd: "Adds some warnings to odyssey actor teleporter, in case ID access or headset are missing." - rscadd: "Adds some more random spawners." - rscadd: "Adds better sprites door helpers." - rscadd: "Adds access door helper." - rscadd: "Adds info box to odyssey actor panel about roles."       --------- Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com> Co-authored-by: DreamySkrell <> Co-authored-by: AuroraBuildBot <action@github.com> Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
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@@ -1,3 +1,7 @@
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// --------------------------
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/// Door helper base/parent type.
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/obj/effect/map_effect/door_helper
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layer = CLOSED_DOOR_LAYER + 0.01
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@@ -12,14 +16,22 @@
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/obj/effect/map_effect/door_helper/proc/modify_door(obj/machinery/door/D)
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return
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// --------------------------
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/// Directional access unrestriction.
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/// Removes access requirement on the door it is placed on top of, in the helper's direction.
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/// Example use: entering a room or department requires an ID access, but leaving it is always possible without any ID.
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/obj/effect/map_effect/door_helper/unres
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icon_state = "unres_door"
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icon_state = "door_helper_unres_door"
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/obj/effect/map_effect/door_helper/unres/modify_door(obj/machinery/door/D)
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D.unres_dir ^= dir
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// --------------------------
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/// Ship alert level dependent access.
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/obj/effect/map_effect/door_helper/level_access
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icon_state = "level_door"
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icon_state = "door_helper_level_door"
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/// Sets access_by_level (access override based on security level) on the airlock this is spawned on.
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/// For more information check the access_by_level variable on the airlock.
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@@ -60,9 +72,11 @@
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"delta" = list(19,38)
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)
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// --------------------------
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/// Locks/bolts any (lockable) door/airlock this marker is placed on.
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/obj/effect/map_effect/door_helper/lock
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icon_state = "locked"
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icon_state = "door_helper_locked"
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/obj/effect/map_effect/door_helper/lock/modify_door(obj/machinery/door/D)
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. = ..()
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@@ -70,3 +84,20 @@
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var/obj/machinery/door/airlock/A = D
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A.locked = TRUE
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A.set_airlock_overlays(AIRLOCK_CLOSED)
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// --------------------------
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/// Adds access requirements to the door this helper is placed on.
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/// Adds, not replaces. So multiple access req helpers can be placed on a door.
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/obj/effect/map_effect/door_helper/access_req
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icon_state = "door_helper_access_req"
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/obj/effect/map_effect/door_helper/access_req/modify_door(obj/machinery/door/door)
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. = ..()
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if(isairlock(door) || istype(door, /obj/machinery/door/window))
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if(!door.req_access && req_access)
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door.req_access = list()
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door.req_access += req_access
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if(!door.req_one_access && req_one_access)
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door.req_one_access = list()
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door.req_one_access += req_one_access
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