Airlock Construction (#10518)

This commit is contained in:
Geeves
2020-11-26 12:42:39 +02:00
committed by GitHub
parent ced5329475
commit cc2c58a54d
2 changed files with 166 additions and 101 deletions
+158 -101
View File
@@ -1,3 +1,7 @@
#define STATE_UNWIRED 0
#define STATE_WIRED 1
#define STATE_ELECTRONICS_INSTALLED 2
/obj/structure/door_assembly
name = "airlock assembly"
icon = 'icons/obj/doors/door_assembly.dmi'
@@ -6,7 +10,7 @@
density = 1
w_class = ITEMSIZE_HUGE
build_amt = 4
var/state = 0
var/state = STATE_UNWIRED
var/base_icon_state = ""
var/base_name = "Airlock"
var/obj/item/airlock_electronics/electronics = null
@@ -15,8 +19,9 @@
var/glass = 0 // 0 = glass can be installed. -1 = glass can't be installed. 1 = glass is already installed. Text = mineral plating is installed instead.
var/created_name = null
New()
update_state()
/obj/structure/door_assembly/Initialize(mapload)
. = ..()
update_state()
/obj/structure/door_assembly/door_assembly_com
base_icon_state = "com"
@@ -165,43 +170,55 @@
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(W.ispen())
var/t = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
if(!t) return
if(!in_range(src, usr) && src.loc != usr) return
created_name = t
return
var/door_name = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
if(!door_name)
return
if(!Adjacent(user))
return
created_name = door_name
if(W.iswelder() && ( (istext(glass)) || (glass == 1) || (!anchored) ))
else if(W.iswelder())
if(!(istext(glass) || glass == TRUE || !anchored))
to_chat(user, SPAN_WARNING("\The [src] isn't ready to be welded yet. It doesn't have any installed material to remove, and it has to be unsecured to deconstruct it."))
return
var/obj/item/weldingtool/WT = W
if (WT.remove_fuel(0, user))
if(WT.remove_fuel(0, user))
playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1)
if(istext(glass))
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40/W.toolspeed))
if(!src || !WT.isOn()) return
to_chat(user, "<span class='notice'>You welded the [glass] plating off!</span>")
user.visible_message("<b>[user]</b> starts welding the [glass] plating off the airlock assembly.", SPAN_NOTICE("You start welding the [glass] plating off the airlock assembly."))
if(do_after(user, 40 / W.toolspeed))
if(!src || !WT.isOn())
return
to_chat(user, SPAN_NOTICE("You weld the [glass] plating off."))
var/M = text2path("/obj/item/stack/material/[glass]")
new M(src.loc, 2)
glass = 0
else if(glass == 1)
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40/W.toolspeed))
if(!src || !WT.isOn()) return
to_chat(user, "<span class='notice'>You welded the glass panel out!</span>")
glass = FALSE
else if(glass == TRUE)
user.visible_message("<b>[user]</b> starts welding the glass panel out of the airlock assembly.", SPAN_NOTICE("You start welding the glass panel out of the airlock assembly."))
if(do_after(user, 40 / W.toolspeed))
if(!src || !WT.isOn())
return
to_chat(user, SPAN_NOTICE("You weld the glass panel out."))
new /obj/item/stack/material/glass/reinforced(src.loc)
glass = 0
glass = FALSE
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40/W.toolspeed))
if(!src || !WT.isOn()) return
to_chat(user, "<span class='notice'>You dissasembled the airlock assembly!</span>")
user.visible_message("<b>[user]</b> starts disassembling the airlock assembly.", SPAN_NOTICE("You start disassembling the airlock assembly."))
if(do_after(user, 40 / W.toolspeed))
if(!src || !WT.isOn())
return
to_chat(user, SPAN_NOTICE("You disassemble the airlock assembly."))
dismantle()
else
to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
to_chat(user, SPAN_WARNING("You need more welding fuel."))
return
else if(W.iswrench())
if(state != STATE_UNWIRED)
to_chat(user, SPAN_WARNING("You have to remove the wiring before you can use the wrench on \the [src]."))
return
else if(W.iswrench() && state == 0)
playsound(src.loc, W.usesound, 100, 1)
if(anchored)
user.visible_message("<b>[user]</b> begins unsecuring the airlock assembly from the floor.", \
SPAN_NOTICE("You start unsecuring the airlock assembly from the floor."))
@@ -209,99 +226,133 @@
user.visible_message("<b>[user]</b> begins securing the airlock assembly to the floor.", \
SPAN_NOTICE("You start securing the airlock assembly to the floor."))
if(do_after(user, 40/W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>")
if(do_after(user, 40 / W.toolspeed))
if(!src)
return
to_chat(user, SPAN_NOTICE("You [anchored? "un" : ""]secure \the [src]."))
anchored = !anchored
else if(W.iscoil() && state == 0 && anchored)
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>")
else if(W.iscoil())
if(state > STATE_UNWIRED)
to_chat(user, SPAN_WARNING("\The [src] has already been wired."))
return
if(!anchored)
to_chat(user, SPAN_WARNING("\The [src] must be anchored before it can be wired."))
return
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 3)
to_chat(user, SPAN_WARNING("You need three lengths of coil to wire the airlock assembly."))
return
user.visible_message("<b>[user]</b> starts wiring the airlock assembly.", SPAN_NOTICE("You start wiring the airlock assembly."))
if(do_after(user, 40) && state == STATE_UNWIRED && anchored)
if(C.use(3))
state = STATE_WIRED
to_chat(user, SPAN_NOTICE("You wire the airlock."))
else if(W.iswirecutter())
if(state == STATE_UNWIRED)
to_chat(user, SPAN_WARNING("\The [src] doesn't have any wires to remove."))
return
else if(state > STATE_WIRED)
to_chat(user, SPAN_WARNING("\The [src]'s wires cannot be reached, take out the electronics first."))
return
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
if(do_after(user, 40) && state == 0 && anchored)
if (C.use(1))
src.state = 1
to_chat(user, "<span class='notice'>You wire the airlock.</span>")
else if(W.iswirecutter() && state == 1 )
playsound(src.loc, 'sound/items/wirecutter.ogg', 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
user.visible_message("<b>[user]</b> starts cutting the wires from the airlock assembly.", SPAN_NOTICE("You start cutting the wires from airlock assembly."))
if(do_after(user, 40/W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You cut the airlock wires.!</span>")
new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0
if(do_after(user, 40 / W.toolspeed))
if(!src)
return
to_chat(user, SPAN_NOTICE("You cut the airlock wires."))
new /obj/item/stack/cable_coil(src.loc, 1)
state = STATE_UNWIRED
else if(istype(W, /obj/item/airlock_electronics) && state == 1)
else if(istype(W, /obj/item/airlock_electronics))
if(state == STATE_UNWIRED)
to_chat(user, SPAN_WARNING("\The [src] must be wired before you can install electronics into it."))
return
else if(state > STATE_WIRED)
to_chat(user, SPAN_WARNING("\The [src] already has electronics installed."))
return
var/obj/item/airlock_electronics/EL = W
if(!EL.is_installed)
playsound(src.loc, 'sound/items/screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
EL.is_installed = 1
if(do_after(user, 40/W.toolspeed))
EL.is_installed = 0
if(!src) return
user.drop_from_inventory(EL,src)
to_chat(user, "<span class='notice'>You installed the airlock electronics!</span>")
src.state = 2
src.name = "Near finished Airlock Assembly"
src.electronics = EL
user.visible_message("<b>[user]</b> starts installing \the [EL] into the airlock assembly.", SPAN_NOTICE("You start installing \the [EL] into the airlock assembly."))
EL.is_installed = TRUE
if(do_after(user, 40 / W.toolspeed) && state == STATE_WIRED)
EL.is_installed = FALSE
if(!src)
return
user.drop_from_inventory(EL, src)
to_chat(user, SPAN_NOTICE("You finish installing \the [EL]."))
state = STATE_ELECTRONICS_INSTALLED
electronics = EL
else
EL.is_installed = 0
EL.is_installed = FALSE
else if(W.iscrowbar())
if(state != STATE_ELECTRONICS_INSTALLED)
to_chat(user, SPAN_WARNING("\The [src] has no electronics to remove."))
return
else if(W.iscrowbar() && state == 2 )
//This should never happen, but just in case I guess
if (!electronics)
to_chat(user, "<span class='notice'>There was nothing to remove.</span>")
src.state = 1
if(!electronics)
to_chat(user, SPAN_WARNING("There was nothing to remove."))
log_debug("[src] had the ELECTRONICS_INSTALLED state, but didn't actually have electronics installed")
state = STATE_WIRED
return
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("\The [user] starts removing the electronics from the airlock assembly.", "You start removing the electronics from the airlock assembly.")
user.visible_message("<b>[user]</b> starts removing the electronics from \the [src].", SPAN_NOTICE("You start removing the electronics from \the [src]."))
if(do_after(user, 40/W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You removed the airlock electronics!</span>")
src.state = 1
src.name = "Wired Airlock Assembly"
if(do_after(user, 40 / W.toolspeed))
if(!src)
return
to_chat(user, SPAN_NOTICE("You remove \the [electronics]."))
state = STATE_WIRED
electronics.forceMove(src.loc)
electronics = null
else if(istype(W, /obj/item/stack/material) && !glass)
else if(istype(W, /obj/item/stack/material))
if(glass)
to_chat(user, SPAN_WARNING("\The [src] already has material plating installed."))
return
var/obj/item/stack/S = W
var/material_name = S.get_material_name()
if (S)
if (S.get_amount() >= 1)
if(S)
if(S.get_amount() >= 1)
if(material_name == "rglass")
playsound(src.loc, /decl/sound_category/crowbar_sound, 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
user.visible_message("<b>[user]</b> starts installing [S] into the airlock assembly.", "You start installing [S] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(1))
to_chat(user, "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>")
if(S.use(1))
to_chat(user, SPAN_NOTICE("You install reinforced glass windows into the airlock assembly."))
glass = 1
else if(material_name)
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
to_chat(user, "You cannot make an airlock out of that material.")
to_chat(user, SPAN_WARNING("You cannot make an airlock out of [S]."))
return
if(S.get_amount() >= 2)
playsound(src.loc, /decl/sound_category/crowbar_sound, 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
user.visible_message("<b>[user]</b> starts installing [S] into the airlock assembly.", "You start installing [S] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
to_chat(user, "<span class='notice'>You installed [SSmaterials.material_display_name(material_name)] plating into the airlock assembly.</span>")
to_chat(user, SPAN_NOTICE("You install [SSmaterials.material_display_name(material_name)] plating into the airlock assembly."))
glass = material_name
else if(W.isscrewdriver() && state == 2 )
playsound(src.loc, W.usesound, 100, 1)
to_chat(user, "<span class='notice'>Now finishing the airlock.</span>")
else if(W.isscrewdriver())
if(state != STATE_ELECTRONICS_INSTALLED)
to_chat(user, SPAN_WARNING("\The [src] doesn't have any electronics installed."))
return
if(do_after(user, 40/W.toolspeed))
if(!src) return
to_chat(user, "<span class='notice'>You finish the airlock!</span>")
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<b>[user]</b> starts finishing \the [src].", SPAN_NOTICE("You start finishing \the [src]."))
if(do_after(user, 40 / W.toolspeed))
if(!src)
return
to_chat(user, SPAN_NOTICE("You finish the airlock!"))
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")
@@ -312,32 +363,33 @@
new path(src.loc, src)
qdel(src)
else if(istype(W, /obj/item/material/twohanded/chainsaw))
var/obj/item/material/twohanded/chainsaw/ChainSawVar = W
if(!ChainSawVar.wielded)
to_chat(user, "<span class='notice'>Cutting the airlock requires the strength of two hands.</span>")
to_chat(user, SPAN_WARNING("Cutting the airlock requires the strength of two hands."))
else if(ChainSawVar.cutting)
to_chat(user, "<span class='notice'>You are already cutting an airlock open.</span>")
to_chat(user, SPAN_WARNING("You are already cutting an airlock open."))
else if(!ChainSawVar.powered)
to_chat(user, "<span class='notice'>The [W] needs to be on in order to open this door.</span>")
to_chat(user, SPAN_WARNING("\The [W] needs to be on in order to tear \the [src] apart."))
else
ChainSawVar.cutting = 1
ChainSawVar.cutting = TRUE
user.visible_message(\
"<span class='danger'>[user.name] starts cutting the rest of the airlock with the [W]!</span>",\
"<span class='warning'>You start cutting the rest of the airlock...</span>",\
"<span class='notice'>You hear a loud buzzing sound and metal grinding on metal...</span>"\
SPAN_DANGER("[user] starts cutting \the [src] apart with \the [W]!"), \
SPAN_NOTICE("You start cutting \the [src] apart..."), \
SPAN_WARNING("You hear a loud buzzing sound and metal grinding on metal...") \
)
if(do_after(user, ChainSawVar.opendelay SECONDS, act_target = user, extra_checks = CALLBACK(src, .proc/CanChainsaw, W)))
user.visible_message(\
"<span class='warning'>[user.name] finishes cutting the airlock with the [W].</span>",\
"<span class='warning'>You finish cutting the airlock.</span>",\
"<span class='notice'>You hear a metal clank and some sparks.</span>"\
SPAN_DANGER("[user] finishes cutting \the [src] apart with the [W]."), \
SPAN_NOTICE("You finish cutting \the [src] apart."), \
SPAN_WARNING("You hear a metal clank and some sparks.") \
)
new /obj/item/stack/material/steel(src.loc, 2)
ChainSawVar.cutting = 0
ChainSawVar.cutting = FALSE
qdel(src)
else
ChainSawVar.cutting = 0
ChainSawVar.cutting = FALSE
else
..()
update_state()
@@ -349,11 +401,16 @@
icon_state = "door_as_[glass == 1 ? "g" : ""][istext(glass) ? glass : base_icon_state][state]"
name = ""
switch (state)
if(0)
if (anchored)
name = "Secured "
if(1)
if(STATE_UNWIRED)
name = anchored ? "Secured " : "Unsecured "
if(STATE_WIRED)
name = "Wired "
if(2)
name = "Near Finished "
if(STATE_ELECTRONICS_INSTALLED)
name = "Near-finished "
name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"
if(created_name)
name += " ([created_name])"
#undef STATE_UNWIRED
#undef STATE_WIRED
#undef STATE_ELECTRONICS_INSTALLED