mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-16 04:12:21 +00:00
302 lines
11 KiB
Plaintext
302 lines
11 KiB
Plaintext
#define STATE_UNWIRED 0
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#define STATE_WIRED 1
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#define STATE_ELECTRONICS_INSTALLED 2
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/obj/structure/door_assembly
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name = "airlock assembly"
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desc = "An airlock assembly."
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desc_info = "To create a glass airlock, add two reinforced glass sheets."
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icon = 'icons/obj/doors/basic/single/generic/door.dmi'
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icon_state = "construction"
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anchored = FALSE
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density = TRUE
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w_class = ITEMSIZE_HUGE
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build_amt = 4
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obj_flags = OBJ_FLAG_ROTATABLE|OBJ_FLAG_MOVES_UNSUPPORTED
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pixel_x = -16
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pixel_y = -16
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var/state = STATE_UNWIRED
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var/base_name = "airlock"
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var/obj/item/airlock_electronics/electronics
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/// The type path of the airlock once completed.
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var/airlock_type
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/// Glass version of this airlock.
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var/glass_type
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/// If glass is installed.
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var/glass = FALSE
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var/created_name
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var/width = 1
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/obj/structure/door_assembly/Initialize(mapload)
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. = ..()
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update_state()
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/obj/structure/door_assembly/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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. += "It is currently facing [dir2text(dir)]."
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/obj/structure/door_assembly/door_assembly_generic
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base_name = "airlock"
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airlock_type = /obj/machinery/door/airlock
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glass_type = /obj/machinery/door/airlock/glass
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/obj/structure/door_assembly/door_assembly_mai
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base_name = "maintenance airlock"
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airlock_type = /obj/machinery/door/airlock/maintenance
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/obj/structure/door_assembly/door_assembly_ext
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base_name = "external airlock"
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airlock_type = /obj/machinery/door/airlock/external
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/obj/structure/door_assembly/door_assembly_hatch
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base_name = "airtight hatch"
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icon = 'icons/obj/doors/basic/single/external/door.dmi'
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airlock_type = /obj/machinery/door/airlock/hatch
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/obj/structure/door_assembly/door_assembly_mhatch
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base_name = "maintenance hatch"
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icon = 'icons/obj/doors/basic/single/external/door.dmi'
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airlock_type = /obj/machinery/door/airlock/maintenance_hatch
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/obj/structure/door_assembly/door_assembly_highsecurity
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base_name = "high security airlock"
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icon = 'icons/obj/doors/basic/single/secure/door.dmi'
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airlock_type = /obj/machinery/door/airlock/highsecurity
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/obj/structure/door_assembly/multi_tile
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icon = 'icons/obj/doors/basic/double/generic/door.dmi'
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dir = EAST
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pixel_x = -32
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pixel_y = -32
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width = 2
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airlock_type = /obj/machinery/door/airlock/multi_tile
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glass_type = /obj/machinery/door/airlock/multi_tile/glass
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/obj/structure/door_assembly/multi_tile/Initialize()
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. = ..()
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update_state()
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/obj/structure/door_assembly/proc/SetBounds() // dont update with move or init, makes dragging impossible. do it just before airlock spawns
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if(width > 1)
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if(dir in list(EAST, WEST))
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bound_width = width * world.icon_size
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bound_height = world.icon_size
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else
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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/obj/structure/door_assembly/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.ispen())
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var/door_name = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
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if(!door_name)
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return
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if(!Adjacent(user))
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return
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created_name = door_name
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else if(attacking_item.iswelder())
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if(!glass || anchored)
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to_chat(user, SPAN_WARNING("\The [src] isn't ready to be welded yet. It doesn't have any installed glass to remove, and it has to be unsecured to deconstruct it."))
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return
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var/obj/item/weldingtool/WT = attacking_item
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if(WT.use(0, user))
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playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1)
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if(glass)
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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."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src || !WT.isOn())
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return
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to_chat(user, SPAN_NOTICE("You weld the glass panel out."))
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new /obj/item/stack/material/glass/reinforced(src.loc)
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glass = FALSE
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else if(!anchored)
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user.visible_message("<b>[user]</b> starts disassembling the airlock assembly.", SPAN_NOTICE("You start disassembling the airlock assembly."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src || !WT.isOn())
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return
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to_chat(user, SPAN_NOTICE("You disassemble the airlock assembly."))
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dismantle()
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else
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to_chat(user, SPAN_WARNING("You need more welding fuel."))
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return
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else if(attacking_item.iswrench())
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if(state != STATE_UNWIRED)
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to_chat(user, SPAN_WARNING("You have to remove the wiring before you can use the wrench on \the [src]."))
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return
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if(anchored)
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user.visible_message("<b>[user]</b> begins unsecuring the airlock assembly from the floor.", \
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SPAN_NOTICE("You start unsecuring the airlock assembly from the floor."))
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else
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user.visible_message("<b>[user]</b> begins securing the airlock assembly to the floor.", \
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SPAN_NOTICE("You start securing the airlock assembly to the floor."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src)
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return
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to_chat(user, SPAN_NOTICE("You [anchored? "un" : ""]secure \the [src]."))
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anchored = !anchored
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else if(attacking_item.iscoil())
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if(state > STATE_UNWIRED)
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to_chat(user, SPAN_WARNING("\The [src] has already been wired."))
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return
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if(!anchored)
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to_chat(user, SPAN_WARNING("\The [src] must be anchored before it can be wired."))
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return
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var/obj/item/stack/cable_coil/C = attacking_item
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if (C.get_amount() < 3)
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to_chat(user, SPAN_WARNING("You need three lengths of coil to wire the airlock assembly."))
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return
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user.visible_message("<b>[user]</b> starts wiring the airlock assembly.", SPAN_NOTICE("You start wiring the airlock assembly."))
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if(attacking_item.use_tool(src, user, 40, volume = 50) && state == STATE_UNWIRED && anchored)
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if(C.use(3))
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state = STATE_WIRED
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to_chat(user, SPAN_NOTICE("You wire the airlock."))
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else if(attacking_item.iswirecutter())
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if(state == STATE_UNWIRED)
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to_chat(user, SPAN_WARNING("\The [src] doesn't have any wires to remove."))
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return
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else if(state > STATE_WIRED)
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to_chat(user, SPAN_WARNING("\The [src]'s wires cannot be reached, take out the electronics first."))
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return
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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user.visible_message("<b>[user]</b> starts cutting the wires from the airlock assembly.", SPAN_NOTICE("You start cutting the wires from airlock assembly."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src)
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return
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to_chat(user, SPAN_NOTICE("You cut the airlock wires."))
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new /obj/item/stack/cable_coil(src.loc, 1)
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state = STATE_UNWIRED
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else if(istype(attacking_item, /obj/item/airlock_electronics))
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if(state == STATE_UNWIRED)
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to_chat(user, SPAN_WARNING("\The [src] must be wired before you can install electronics into it."))
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return
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else if(state > STATE_WIRED)
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to_chat(user, SPAN_WARNING("\The [src] already has electronics installed."))
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return
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var/obj/item/airlock_electronics/EL = attacking_item
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if(!EL.is_installed)
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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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."))
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EL.is_installed = TRUE
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if(attacking_item.use_tool(src, user, 40, volume = 50) && state == STATE_WIRED)
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EL.is_installed = FALSE
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if(!src)
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return
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user.drop_from_inventory(EL, src)
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to_chat(user, SPAN_NOTICE("You finish installing \the [EL]."))
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state = STATE_ELECTRONICS_INSTALLED
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electronics = EL
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else
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EL.is_installed = FALSE
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else if(attacking_item.iscrowbar())
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if(state != STATE_ELECTRONICS_INSTALLED)
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to_chat(user, SPAN_WARNING("\The [src] has no electronics to remove."))
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return
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//This should never happen, but just in case I guess
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if(!electronics)
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to_chat(user, SPAN_WARNING("There was nothing to remove."))
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LOG_DEBUG("[src] had the ELECTRONICS_INSTALLED state, but didn't actually have electronics installed")
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state = STATE_WIRED
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return
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user.visible_message("<b>[user]</b> starts removing the electronics from \the [src].", SPAN_NOTICE("You start removing the electronics from \the [src]."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src)
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return
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to_chat(user, SPAN_NOTICE("You remove \the [electronics]."))
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state = STATE_WIRED
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electronics.forceMove(src.loc)
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electronics = null
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else if(istype(attacking_item, /obj/item/stack/material) && glass_type)
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if(glass)
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to_chat(user, SPAN_WARNING("\The [src] already has glass installed."))
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return
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var/obj/item/stack/S = attacking_item
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var/material_name = S.get_material_name()
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if(S.get_amount() >= 2)
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if(material_name == MATERIAL_GLASS_REINFORCED)
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user.visible_message("<b>[user]</b> starts installing \the [S] into the airlock assembly.", SPAN_WARNING("You start installing \the [S] into the airlock assembly."))
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if(attacking_item.use_tool(src, user, 40, volume = 50) && !glass)
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if(S.use(2))
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to_chat(user, SPAN_NOTICE("You install reinforced glass windows into the airlock assembly."))
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glass = TRUE
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else if(attacking_item.isscrewdriver())
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if(state != STATE_ELECTRONICS_INSTALLED)
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to_chat(user, SPAN_WARNING("\The [src] doesn't have any electronics installed."))
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return
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user.visible_message("<b>[user]</b> starts finishing \the [src].", SPAN_NOTICE("You start finishing \the [src]."))
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src)
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return
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to_chat(user, SPAN_NOTICE("You finish the airlock!"))
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SetBounds()
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if(glass && glass_type)
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new glass_type(loc, dir, FALSE, src)
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else
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new airlock_type(loc, dir, FALSE, src)
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qdel(src)
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else if(istype(attacking_item, /obj/item/material/twohanded/chainsaw))
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var/obj/item/material/twohanded/chainsaw/ChainSawVar = attacking_item
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if(!ChainSawVar.wielded)
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to_chat(user, SPAN_WARNING("Cutting the airlock requires the strength of two hands."))
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else if(ChainSawVar.cutting)
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to_chat(user, SPAN_WARNING("You are already cutting an airlock open."))
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else if(!ChainSawVar.powered)
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to_chat(user, SPAN_WARNING("\The [attacking_item] needs to be on in order to tear \the [src] apart."))
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else
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ChainSawVar.cutting = TRUE
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user.visible_message(\
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SPAN_DANGER("[user] starts cutting \the [src] apart with \the [attacking_item]!"), \
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SPAN_NOTICE("You start cutting \the [src] apart..."), \
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SPAN_WARNING("You hear a loud buzzing sound and metal grinding on metal...") \
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)
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if(do_after(user, ChainSawVar.opendelay SECONDS, user, extra_checks = CALLBACK(src, PROC_REF(CanChainsaw), attacking_item)))
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user.visible_message(\
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SPAN_DANGER("[user] finishes cutting \the [src] apart with the [attacking_item]."), \
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SPAN_NOTICE("You finish cutting \the [src] apart."), \
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SPAN_WARNING("You hear a metal clank and some sparks.") \
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)
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new /obj/item/stack/material/steel(src.loc, 2)
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ChainSawVar.cutting = FALSE
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qdel(src)
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else
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ChainSawVar.cutting = FALSE
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else
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..()
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update_state()
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/obj/structure/door_assembly/proc/CanChainsaw(var/obj/item/material/twohanded/chainsaw/ChainSawVar)
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return (ChainSawVar.powered)
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/obj/structure/door_assembly/proc/update_state()
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name = ""
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switch (state)
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if(STATE_UNWIRED)
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name = anchored ? "secured " : "unsecured "
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if(STATE_WIRED)
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name = "wired "
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if(STATE_ELECTRONICS_INSTALLED)
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name = "near-finished "
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name += "[glass == TRUE ? "window " : ""][glass ? "glass airlock" : base_name] assembly"
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if(created_name)
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name += " ([created_name])"
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#undef STATE_UNWIRED
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#undef STATE_WIRED
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#undef STATE_ELECTRONICS_INSTALLED
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