/obj/item/camera_assembly name = "camera assembly" desc = "A pre-fabricated security camera kit, ready to be assembled and mounted to a surface." icon = 'icons/obj/monitors.dmi' icon_state = "cameracase" w_class = WEIGHT_CLASS_SMALL anchored = 0 matter = list(MATERIAL_ALUMINIUM = 700, MATERIAL_GLASS = 300) // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/stock_parts/scanning_module) var/list/upgrades = list() var/camera_name var/camera_network var/state = 0 var/busy = 0 /* 0 = Nothing done to it 1 = Wrenched in place 2 = Welded in place 3 = Wires attached to it (you can now attach/dettach upgrades) 4 = Screwdriver panel closed and is fully built (you cannot attach upgrades) */ /obj/item/camera_assembly/attackby(obj/item/attacking_item, mob/user) switch(state) if(0) // State 0 if(attacking_item.tool_behaviour == TOOL_WRENCH && isturf(src.loc)) attacking_item.play_tool_sound(get_turf(src), 50) to_chat(user, "You wrench the assembly into place.") anchored = 1 state = 1 update_icon() auto_turn() return TRUE if(1) // State 1 if(attacking_item.tool_behaviour == TOOL_WELDER) if(weld(attacking_item, user)) to_chat(user, "You weld the assembly securely into place.") anchored = 1 state = 2 return TRUE else if(attacking_item.tool_behaviour == TOOL_WRENCH) attacking_item.play_tool_sound(get_turf(src), 50) to_chat(user, "You unattach the assembly from its place.") anchored = 0 update_icon() state = 0 return TRUE if(2) // State 2 if(attacking_item.tool_behaviour == TOOL_CABLECOIL) var/obj/item/stack/cable_coil/C = attacking_item if(C.use(2)) to_chat(user, SPAN_NOTICE("You add wires to the assembly.")) state = 3 else to_chat(user, SPAN_WARNING("You need 2 coils of wire to wire the assembly.")) return TRUE else if(attacking_item.tool_behaviour == TOOL_WELDER) if(weld(attacking_item, user)) to_chat(user, "You unweld the assembly from its place.") state = 1 anchored = 1 return TRUE if(3) // State 3 if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER) attacking_item.play_tool_sound(get_turf(src), 50) var/input = sanitize( tgui_input_text(user, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: Station,Security,Secret", "Set Network", (camera_network ? camera_network : NETWORK_STATION)) ) if(!input) to_chat(usr, "No input found please hang up and try your call again.") return TRUE var/list/tempnetwork = text2list(input, ",") if(tempnetwork.len < 1) to_chat(usr, "No network found please hang up and try your call again.") return TRUE var/area/camera_area = get_area(src) var/area_display_name = get_area_display_name(camera_area) var/temptag = "[sanitize(area_display_name)] ([rand(1, 999)])" input = sanitizeSafe( tgui_input_text(user, "How would you like to name the camera?", "Set Camera Name", (camera_name ? camera_name : temptag), MAX_NAME_LEN), MAX_NAME_LEN ) state = 4 var/obj/machinery/camera/C = new(src.loc) src.forceMove(C) C.assembly = src C.auto_turn() C.replace_networks(uniquelist(tempnetwork)) C.c_tag = input for(var/i = 5; i >= 0; i -= 1) var/direct = tgui_input_list(user, "Direction?", "Assembling Camera", list("Confirm", "NORTH", "EAST", "SOUTH", "WEST")) if(direct != "Confirm") C.dir = text2dir(direct) C.set_pixel_offsets() if(i != 0) var/confirm = tgui_input_list(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", list("Yes", "No")) if(confirm == "Yes") break return TRUE else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER) new/obj/item/stack/cable_coil(get_turf(src), 2) playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1) to_chat(user, "You cut the wires from the circuits.") state = 2 return TRUE // Upgrades! if(is_type_in_list(attacking_item, possible_upgrades) && !is_type_in_list(attacking_item, upgrades)) // Is a possible upgrade and isn't in the camera already. if(istype(attacking_item, /obj/item/stock_parts/scanning_module)) var/obj/item/stock_parts/scanning_module/SM = attacking_item if(SM.rating < 2) to_chat(user, SPAN_WARNING("That scanning module doesn't seem advanced enough.")) return to_chat(user, "You attach \the [attacking_item] into the assembly inner circuits.") upgrades += attacking_item user.remove_from_mob(attacking_item) attacking_item.forceMove(src) return // Taking out upgrades else if(attacking_item.tool_behaviour == TOOL_CROWBAR && upgrades.len) var/obj/U = locate(/obj) in upgrades if(U) to_chat(user, "You unattach an upgrade from the assembly.") attacking_item.play_tool_sound(get_turf(src), 50) U.forceMove(get_turf(src)) upgrades -= U return ..() /obj/item/camera_assembly/update_icon() if(anchored) icon_state = "camera1" else icon_state = "cameracase" /obj/item/camera_assembly/attack_hand(mob/user as mob) if(!anchored) ..() /obj/item/camera_assembly/proc/weld(var/obj/item/weldingtool/WT, var/mob/user) if(busy) return 0 if(!WT.isOn()) return 0 to_chat(user, SPAN_NOTICE("You start to weld the [src]..")) playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) user.flash_act(FLASH_PROTECTION_MAJOR) busy = 1 if(WT.use_tool(src, user, 20, volume = 50)) busy = 0 if(!WT.isOn()) return 0 return 1 busy = 0 return 0