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Refactored the projectile code, mostly in line with TG's now. Refactored various procs that are used or depends on it. Projectiles can now ricochet if enabled to. Damage falloffs with distance. Homing projectiles can now have accuracy falloff with distance. Projectiles have a maximum range. Muzzle flash is configurable per projectile. Impact effect of the projectile is configurable per projectile. Accuracy decreases with distance. Projectiles work with signals and emits them, for easy hooking up from other parts of the code. Meatshielding is now less effective . Impact sound is now configurable per projectile. High risk.
306 lines
10 KiB
Plaintext
306 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 = WEIGHT_CLASS_NORMAL
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atom_flags = ATOM_FLAG_CHECKS_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(mover?.movement_type & PHASING)
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return TRUE
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if(istype(mover) && mover.pass_flags & 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.pass_flags & 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/attacking_item, mob/user)
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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(attacking_item.iswelder() && !anchored)
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var/obj/item/weldingtool/WT = attacking_item
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if (WT.use(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(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src || !WT.isOn()) return
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to_chat(user, SPAN_NOTICE("You dissasembled the windoor assembly!"))
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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_NOTICE("You need more welding fuel to dissassemble the windoor assembly."))
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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(attacking_item.iswrench() && !anchored)
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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(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You've secured the windoor assembly!"))
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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(attacking_item.iswrench() && anchored)
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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(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You've unsecured the windoor assembly!"))
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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(attacking_item, /obj/item/stack/rods) && !secure)
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var/obj/item/stack/rods/R = attacking_item
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if(R.get_amount() < 4)
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to_chat(user, SPAN_WARNING("You need more rods to do this."))
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return
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to_chat(user, SPAN_NOTICE("You start to reinforce the windoor with rods."))
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if(attacking_item.use_tool(src, user, 40, volume = 50) && !secure)
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if (R.use(4))
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to_chat(user, SPAN_NOTICE("You reinforce the windoor."))
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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(attacking_item.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 = attacking_item
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if(attacking_item.use_tool(src, user, 40, volume = 50))
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if (CC.use(1))
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to_chat(user, SPAN_NOTICE("You wire the windoor!"))
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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(attacking_item.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(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src) return
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to_chat(user, SPAN_NOTICE("You cut the windoor wires.!"))
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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(attacking_item, /obj/item/airlock_electronics) && attacking_item:icon_state != "door_electronics_smoked")
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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("[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_NOTICE("You've installed the airlock electronics!"))
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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(attacking_item.isscrewdriver() && src.electronics)
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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(attacking_item.use_tool(src, user, 40, volume = 50))
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if(!src || !src.electronics) return
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to_chat(user, SPAN_NOTICE("You've removed the airlock electronics!"))
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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(attacking_item.iscrowbar())
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if(!src.electronics)
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to_chat(usr, SPAN_WARNING("The assembly is missing electronics."))
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return
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usr << browse(null, "window=windoor_access")
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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(attacking_item.use_tool(src, user, 40, volume = 50))
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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_NOTICE("You finish the windoor!"))
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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.atom_flags & ATOM_FLAG_CHECKS_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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