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Aurora.3/code/game/objects/structures/fireaxe_cabinet.dm
Fluffy df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00

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/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "A fire axe cabinet. There is small label that reads \"FOR EMERGENCY USE ONLY\" along with details for safe use of the axe on the side of it. As if."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
req_access = null
obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
var/damage_threshold = 10 // Damage needed to break the glass.
var/open
var/unlocked
var/shattered
var/obj/item/material/twohanded/fireaxe/fireaxe
/obj/structure/fireaxecabinet/north
dir = NORTH
pixel_y = 24
/obj/structure/fireaxecabinet/east
dir = EAST
pixel_x = 19
/obj/structure/fireaxecabinet/west
dir = WEST
pixel_x = -19
/obj/structure/fireaxecabinet/south
dir = SOUTH
pixel_y = -20
/obj/structure/fireaxecabinet/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
user.do_attack_animation(src)
playsound(user, 'sound/effects/glass_hit.ogg', 50, 1)
visible_message(SPAN_WARNING("\The [user] [attack_verb] \the [src]!"))
if(damage_threshold >= damage)
to_chat(user, SPAN_WARNING("Your strike is deflected by the reinforced glass!"))
return
if(shattered)
return
shattered = TRUE
unlocked = TRUE
open = TRUE
playsound(user, /singleton/sound_category/glass_break_sound, 100, 1)
update_icon()
/obj/structure/fireaxecabinet/update_icon()
ClearOverlays()
if(fireaxe)
AddOverlays("axe")
if(shattered)
AddOverlays("glass4")
if(unlocked)
AddOverlays("unlocked")
else
AddOverlays("locked")
if(open)
AddOverlays("glass_raised")
else
AddOverlays("glass")
/obj/structure/fireaxecabinet/New()
..()
fireaxe = new(src)
update_icon()
/obj/structure/fireaxecabinet/Initialize(mapload)
. = ..()
if(!mapload)
set_pixel_offsets()
/obj/structure/fireaxecabinet/set_pixel_offsets()
pixel_x = ((src.dir & (NORTH|SOUTH)) ? 0 : (src.dir == EAST ? 19 : -(19)))
pixel_y = ((src.dir & (NORTH|SOUTH)) ? (src.dir == NORTH ? 24 : -(20)) : 0)
/obj/structure/fireaxecabinet/attack_ai(var/mob/user)
if(!ai_can_interact(user))
return
toggle_lock(user)
/obj/structure/fireaxecabinet/attack_hand(var/mob/user)
if(!unlocked)
to_chat(user, SPAN_NOTICE("\The [src] is locked."))
return
toggle_open(user)
/obj/structure/fireaxecabinet/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
if(over == user)
var/mob/mob_dropped_over = over
if(!istype(mob_dropped_over))
return
if(!open)
to_chat(mob_dropped_over, SPAN_NOTICE("\The [src] is closed."))
return
if(!fireaxe)
to_chat(mob_dropped_over, SPAN_NOTICE("\The [src] is empty."))
return
fireaxe.forceMove(get_turf(mob_dropped_over))
mob_dropped_over.put_in_hands(fireaxe)
fireaxe = null
update_icon()
return
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
fireaxe.forceMove(get_turf(src))
fireaxe = null
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.ismultitool())
toggle_lock(user)
return
if(istype(attacking_item, /obj/item/material/twohanded/fireaxe))
if(open)
if(fireaxe)
to_chat(user, SPAN_ALERT("There is already \a [fireaxe] inside \the [src]."))
else if(user.unEquip(attacking_item))
attacking_item.forceMove(src)
fireaxe = attacking_item
to_chat(user, SPAN_NOTICE("You place \the [fireaxe] into \the [src]."))
update_icon()
return
if(attacking_item.force)
user.setClickCooldown(10)
attack_generic(user, attacking_item.force, "bashes")
return
return ..()
/obj/structure/fireaxecabinet/proc/toggle_open(var/mob/user)
if(shattered)
open = TRUE
unlocked = TRUE
else
user.setClickCooldown(10)
open = !open
to_chat(user, SPAN_NOTICE("You [open ? "open" : "close"] \the [src]."))
update_icon()
/obj/structure/fireaxecabinet/proc/toggle_lock(var/mob/user)
if(open)
return
if(shattered)
open = TRUE
unlocked = TRUE
else
user.setClickCooldown(10)
to_chat(user, SPAN_NOTICE("You begin [unlocked ? "enabling" : "disabling"] \the [src]'s maglock."))
if(!do_after(user, 20))
return
if(shattered)
return
unlocked = !unlocked
to_chat(user, SPAN_NOTICE("You [unlocked ? "disable" : "enable"] the maglock."))
update_icon()