/* Windoor (window door) assembly -Nodrak * Step 1: Create a windoor out of rglass * Step 2: Add r-glass to the assembly to make a secure windoor (Optional) * Step 3: Rotate or Flip the assembly to face and open the way you want * Step 4: Wrench the assembly in place * Step 5: Add cables to the assembly * Step 6: Set access for the door. * Step 7: Screwdriver the door to complete */ obj/structure/windoor_assembly name = "windoor assembly" icon = 'icons/obj/doors/windoor.dmi' icon_state = "l_windoor_assembly01" obj_flags = OBJ_FLAG_ROTATABLE anchored = 0 density = 0 dir = NORTH w_class = ITEMSIZE_NORMAL flags = ON_BORDER var/obj/item/airlock_electronics/electronics = null //Vars to help with the icon's name var/facing = "l" //Does the windoor open to the left or right? var/secure = "" //Whether or not this creates a secure windoor var/state = "01" //How far the door assembly has progressed in terms of sprites /obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0) ..() if(constructed) state = "01" anchored = 0 switch(start_dir) if(NORTH, SOUTH, EAST, WEST) set_dir(start_dir) else //If the user is facing northeast. northwest, southeast, southwest or north, default to north set_dir(NORTH) update_nearby_tiles(need_rebuild=1) obj/structure/windoor_assembly/Destroy() density = 0 update_nearby_tiles() return ..() /obj/structure/windoor_assembly/update_icon() icon_state = "[facing]_[secure]windoor_assembly[state]" /obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(get_dir(loc, target) == dir) //Make sure looking at appropriate border if(air_group) return 0 return !density else return 1 /obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(get_dir(loc, target) == dir) return !density else return 1 /obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob) //I really should have spread this out across more states but thin little windoors are hard to sprite. switch(state) if("01") if(W.iswelder() && !anchored) var/obj/item/weldingtool/WT = W if (WT.use(0,user)) user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.") playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1) if(W.use_tool(src, user, 40, volume = 50)) if(!src || !WT.isOn()) return to_chat(user, "You dissasembled the windoor assembly!") new /obj/item/stack/material/glass/reinforced(get_turf(src), 5) if(secure) new /obj/item/stack/rods(get_turf(src), 4) qdel(src) else to_chat(user, "You need more welding fuel to dissassemble the windoor assembly.") return //Wrenching an unsecure assembly anchors it in place. Step 4 complete if(W.iswrench() && !anchored) user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.") if(W.use_tool(src, user, 40, volume = 50)) if(!src) return to_chat(user, "You've secured the windoor assembly!") src.anchored = 1 if(src.secure) src.name = "Secure Anchored Windoor Assembly" else src.name = "Anchored Windoor Assembly" //Unwrenching an unsecure assembly un-anchors it. Step 4 undone else if(W.iswrench() && anchored) user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.") if(W.use_tool(src, user, 40, volume = 50)) if(!src) return to_chat(user, "You've unsecured the windoor assembly!") src.anchored = 0 if(src.secure) src.name = "Secure Windoor Assembly" else src.name = "Windoor Assembly" //Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete. else if(istype(W, /obj/item/stack/rods) && !secure) var/obj/item/stack/rods/R = W if(R.get_amount() < 4) to_chat(user, "You need more rods to do this.") return to_chat(user, "You start to reinforce the windoor with rods.") if(W.use_tool(src, user, 40, volume = 50) && !secure) if (R.use(4)) to_chat(user, "You reinforce the windoor.") src.secure = "secure_" if(src.anchored) src.name = "Secure Anchored Windoor Assembly" else src.name = "Secure Windoor Assembly" //Adding cable to the assembly. Step 5 complete. else if(W.iscoil() && anchored) user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.") var/obj/item/stack/cable_coil/CC = W if(W.use_tool(src, user, 40, volume = 50)) if (CC.use(1)) to_chat(user, "You wire the windoor!") src.state = "02" if(src.secure) src.name = "Secure Wired Windoor Assembly" else src.name = "Wired Windoor Assembly" else ..() if("02") //Removing wire from the assembly. Step 5 undone. if(W.iswirecutter() && !src.electronics) 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.") if(W.use_tool(src, user, 40, volume = 50)) if(!src) return to_chat(user, "You cut the windoor wires.!") new/obj/item/stack/cable_coil(get_turf(user), 1) src.state = "01" if(src.secure) src.name = "Secure Anchored Windoor Assembly" else src.name = "Anchored Windoor Assembly" //Adding airlock electronics for access. Step 6 complete. else if(istype(W, /obj/item/airlock_electronics) && W:icon_state != "door_electronics_smoked") 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)) EL.is_installed = 0 if(!src) return user.drop_from_inventory(EL,src) to_chat(user, "You've installed the airlock electronics!") src.name = "Near finished Windoor Assembly" src.electronics = EL else EL.is_installed = 0 //Screwdriver to remove airlock electronics. Step 6 undone. else if(W.isscrewdriver() && src.electronics) user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.") if(W.use_tool(src, user, 40, volume = 50)) if(!src || !src.electronics) return to_chat(user, "You've removed the airlock electronics!") if(src.secure) src.name = "Secure Wired Windoor Assembly" else src.name = "Wired Windoor Assembly" var/obj/item/airlock_electronics/ae = electronics electronics = null ae.forceMove(src.loc) //Crowbar to complete the assembly, Step 7 complete. else if(W.iscrowbar()) if(!src.electronics) to_chat(usr, "The assembly is missing electronics.") return usr << browse(null, "window=windoor_access") user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.") if(W.use_tool(src, user, 40, volume = 50)) if(!src) return density = 1 //Shouldn't matter but just incase to_chat(user, "You finish the windoor!") if(secure) var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc) if(src.facing == "l") windoor.icon_state = "leftsecureopen" windoor.base_state = "leftsecure" else windoor.icon_state = "rightsecureopen" windoor.base_state = "rightsecure" windoor.set_dir(src.dir) windoor.density = 0 if(src.electronics.one_access) windoor.req_access = null windoor.req_one_access = src.electronics.conf_access else windoor.req_access = src.electronics.conf_access windoor.electronics = src.electronics src.electronics.forceMove(windoor) else var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc) if(src.facing == "l") windoor.icon_state = "leftopen" windoor.base_state = "left" else windoor.icon_state = "rightopen" windoor.base_state = "right" windoor.set_dir(src.dir) windoor.density = 0 if(src.electronics.one_access) windoor.req_access = null windoor.req_one_access = src.electronics.conf_access else windoor.req_access = src.electronics.conf_access windoor.electronics = src.electronics src.electronics.forceMove(windoor) qdel(src) else ..() //Update to reflect changes(if applicable) update_icon() /obj/structure/windoor_assembly/rotate(var/mob/user) if(use_check_and_message(user)) return if(anchored) to_chat(user, SPAN_WARNING("\The [src] is bolted to the floor!")) return FALSE var/targetdir = turn(dir, 270) for(var/obj/obstacle in get_turf(src)) if (obstacle == src) continue if((obstacle.flags & ON_BORDER) && obstacle.dir == targetdir) to_chat(usr, SPAN_WARNING("You can't turn the windoor assembly that way, there's already something there!")) return if(src.state != "01") update_nearby_tiles(need_rebuild=1) //Compel updates before set_dir(targetdir) if(src.state != "01") update_nearby_tiles(need_rebuild=1) update_icon() return //Flips the windoor assembly, determines whather the door opens to the left or the right /obj/structure/windoor_assembly/verb/flip() set name = "Flip Windoor Assembly" set category = "Object" set src in oview(1) if(src.facing == "l") to_chat(usr, "The windoor will now slide to the right.") src.facing = "r" else src.facing = "l" to_chat(usr, "The windoor will now slide to the left.") update_icon() return