Files
Aurora.3/code/game/objects/structures/windoor_assembly.dm
NanakoAC fa12422854 Mining chargers, fruit slices, windoors (#1897)
A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge

Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills.
I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too.

Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop

Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag.

Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically.

Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault

fixes #990
fixes #862
fixes #1875
fixes #1842
fixes #1742
2017-03-18 20:04:13 +02:00

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/* 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"
anchored = 0
density = 0
dir = NORTH
w_class = 3
flags = ON_BORDER
var/obj/item/weapon/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()
..()
/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(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
if (WT.remove_fuel(0,user))
user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
new /obj/item/stack/material/glass/reinforced(get_turf(src), 5)
if(secure)
getFromPool(/obj/item/stack/rods, get_turf(src), 4)
qdel(src)
else
user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(istype(W, /obj/item/weapon/wrench) && !anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
if(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You've secured the windoor assembly!</span>"
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(istype(W, /obj/item/weapon/wrench) && anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
if(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
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)
user << "<span class='warning'>You need more rods to do this.</span>"
return
user << "<span class='notice'>You start to reinforce the windoor with rods.</span>"
if(do_after(user,40) && !secure)
if (R.use(4))
user << "<span class='notice'>You reinforce the windoor.</span>"
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(istype(W, /obj/item/stack/cable_coil) && 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(do_after(user, 40))
if (CC.use(1))
user << "<span class='notice'>You wire the windoor!</span>"
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(istype(W, /obj/item/weapon/wirecutters) && !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(do_after(user, 40))
if(!src) return
user << "<span class='notice'>You cut the windoor wires.!</span>"
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/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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.")
if(do_after(user, 40))
if(!src) return
user.drop_item()
W.loc = src
user << "<span class='notice'>You've installed the airlock electronics!</span>"
src.name = "Near finished Windoor Assembly"
src.electronics = W
else
W.loc = src.loc
//Screwdriver to remove airlock electronics. Step 6 undone.
else if(istype(W, /obj/item/weapon/screwdriver) && src.electronics)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
if(do_after(user, 40))
if(!src || !src.electronics) return
user << "<span class='notice'>You've removed the airlock electronics!</span>"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
src.name = "Wired Windoor Assembly"
var/obj/item/weapon/airlock_electronics/ae = electronics
electronics = null
ae.loc = src.loc
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
if(!src.electronics)
usr << "<span class='warning'>The assembly is missing electronics.</span>"
return
usr << browse(null, "window=windoor_access")
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
if(do_after(user, 40))
if(!src) return
density = 1 //Shouldn't matter but just incase
user << "<span class='notice'>You finish the windoor!</span>"
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.loc = 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.loc = windoor
qdel(src)
else
..()
//Update to reflect changes(if applicable)
update_icon()
//Rotates the windoor assembly clockwise
//These directions are fucked up, apparently dm rotates anticlockwise by default
/obj/structure/windoor_assembly/verb/rotate()
set name = "Rotate Windoor Clockwise"
set category = "Object"
set src in oview(1)
var/targetdir = turn(src.dir, 270)
for(var/obj/obstacle in get_turf(src))
if (obstacle == src)
continue
if((obstacle.flags & ON_BORDER) && obstacle.dir == targetdir)
usr << span("danger", "You can't turn the windoor assembly that way, there's already something there!")
return
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
if(src.state != "01")
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.set_dir(targetdir)
if(src.state != "01")
update_nearby_tiles(need_rebuild=1)
update_icon()
return
//Rotates the windoor assembly anticlockwise
/obj/structure/windoor_assembly/verb/revrotate()
set name = "Rotate Windoor Anticlockwise"
set category = "Object"
set src in oview(1)
var/targetdir = turn(src.dir, 90)
for(var/obj/obstacle in get_turf(src))
if (obstacle == src)
continue
if((obstacle.flags & ON_BORDER) && obstacle.dir == targetdir)
usr << span("danger", "You can't turn the windoor assembly that way, there's already something there!")
return
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
if(src.state != "01")
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.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")
usr << "The windoor will now slide to the right."
src.facing = "r"
else
src.facing = "l"
usr << "The windoor will now slide to the left."
update_icon()
return