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https://github.com/Aurorastation/Aurora.3.git
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308 lines
10 KiB
Plaintext
308 lines
10 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Screwdriver the door to complete
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*/
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obj/structure/windoor_assembly
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name = "windoor assembly"
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icon = 'icons/obj/doors/windoor.dmi'
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icon_state = "l_windoor_assembly01"
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obj_flags = OBJ_FLAG_ROTATABLE
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anchored = 0
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density = 0
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dir = NORTH
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w_class = ITEMSIZE_NORMAL
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flags = ON_BORDER
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var/obj/item/airlock_electronics/electronics = null
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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/obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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..()
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if(constructed)
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state = "01"
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anchored = 0
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switch(start_dir)
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if(NORTH, SOUTH, EAST, WEST)
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set_dir(start_dir)
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else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
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set_dir(NORTH)
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update_nearby_tiles(need_rebuild=1)
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obj/structure/windoor_assembly/Destroy()
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density = 0
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update_nearby_tiles()
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return ..()
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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if(air_group) return 0
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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switch(state)
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if("01")
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if(W.iswelder() && !anchored )
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var/obj/item/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
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playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1)
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if(do_after(user, 40/W.toolspeed))
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if(!src || !WT.isOn()) return
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to_chat(user, "<span class='notice'>You dissasembled the windoor assembly!</span>")
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new /obj/item/stack/material/glass/reinforced(get_turf(src), 5)
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if(secure)
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new /obj/item/stack/rods(get_turf(src), 4)
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>")
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(W.iswrench() && !anchored)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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if(do_after(user, 40/W.toolspeed))
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if(!src) return
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to_chat(user, "<span class='notice'>You've secured the windoor assembly!</span>")
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src.anchored = 1
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if(src.secure)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Anchored Windoor Assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(W.iswrench() && anchored)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 40/W.toolspeed))
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if(!src) return
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to_chat(user, "<span class='notice'>You've unsecured the windoor assembly!</span>")
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src.anchored = 0
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if(src.secure)
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src.name = "Secure Windoor Assembly"
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else
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src.name = "Windoor Assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/rods) && !secure)
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var/obj/item/stack/rods/R = W
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if(R.get_amount() < 4)
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to_chat(user, "<span class='warning'>You need more rods to do this.</span>")
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return
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with rods.</span>")
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if(do_after(user,40/W.toolspeed) && !secure)
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if (R.use(4))
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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src.secure = "secure_"
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if(src.anchored)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Secure Windoor Assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(W.iscoil() && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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var/obj/item/stack/cable_coil/CC = W
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if(do_after(user, 40/W.toolspeed))
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if (CC.use(1))
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to_chat(user, "<span class='notice'>You wire the windoor!</span>")
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src.state = "02"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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else
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..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(W.iswirecutter() && !src.electronics)
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playsound(src.loc, 'sound/items/wirecutter.ogg', 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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if(do_after(user, 40/W.toolspeed))
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if(!src) return
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to_chat(user, "<span class='notice'>You cut the windoor wires.!</span>")
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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src.state = "01"
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if(src.secure)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Anchored Windoor Assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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var/obj/item/airlock_electronics/EL = W
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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("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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EL.is_installed = 1
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if(do_after(user, 40))
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EL.is_installed = 0
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if(!src) return
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user.drop_from_inventory(EL,src)
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to_chat(user, "<span class='notice'>You've installed the airlock electronics!</span>")
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src.name = "Near finished Windoor Assembly"
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src.electronics = EL
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else
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EL.is_installed = 0
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(W.isscrewdriver() && src.electronics)
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
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if(do_after(user, 40/W.toolspeed))
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if(!src || !src.electronics) return
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to_chat(user, "<span class='notice'>You've removed the airlock electronics!</span>")
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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var/obj/item/airlock_electronics/ae = electronics
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electronics = null
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ae.forceMove(src.loc)
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//Crowbar to complete the assembly, Step 7 complete.
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else if(W.iscrowbar())
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if(!src.electronics)
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to_chat(usr, "<span class='warning'>The assembly is missing electronics.</span>")
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return
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usr << browse(null, "window=windoor_access")
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playsound(src.loc, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
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if(do_after(user, 40/W.toolspeed))
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if(!src) return
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density = 1 //Shouldn't matter but just incase
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to_chat(user, "<span class='notice'>You finish the windoor!</span>")
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.set_dir(src.dir)
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windoor.density = 0
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.forceMove(windoor)
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.set_dir(src.dir)
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windoor.density = 0
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.forceMove(windoor)
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qdel(src)
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else
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..()
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//Update to reflect changes(if applicable)
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update_icon()
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/obj/structure/windoor_assembly/rotate(var/mob/user)
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if(use_check_and_message(user))
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return
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if(anchored)
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to_chat(user, SPAN_WARNING("\The [src] is bolted to the floor!"))
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return FALSE
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var/targetdir = turn(dir, 270)
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for(var/obj/obstacle in get_turf(src))
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if (obstacle == src)
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continue
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if((obstacle.flags & ON_BORDER) && obstacle.dir == targetdir)
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to_chat(usr, SPAN_WARNING("You can't turn the windoor assembly that way, there's already something there!"))
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return
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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set_dir(targetdir)
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1)
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update_icon()
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return
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(src.facing == "l")
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to_chat(usr, "The windoor will now slide to the right.")
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src.facing = "r"
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else
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src.facing = "l"
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to_chat(usr, "The windoor will now slide to the left.")
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update_icon()
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return
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