diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 4d891e211be..549910f0fb7 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -948,6 +948,8 @@ About the new airlock wires panel:
else
spawn(0) close(1)
+ else if(istype(C, /obj/item/weapon/airlock_painter))
+ change_paintjob(C, user)
else
..()
return
@@ -1032,4 +1034,107 @@ About the new airlock wires panel:
/obj/machinery/door/airlock/proc/autoclose()
if(!density && !operating && !locked && !welded && autoclose)
- close()
\ No newline at end of file
+ close()
+
+/obj/machinery/door/airlock/proc/change_paintjob(obj/item/C as obj, mob/user as mob)
+ var/obj/item/weapon/airlock_painter/W
+ if(istype(C, /obj/item/weapon/airlock_painter))
+ W = C
+ else
+ user << "If you see this, it means airlock/change_paintjob() was called with something other than an airlock painter. Check your code!"
+ return
+
+ if(!W.can_use(user))
+ return
+
+ if(glass == 1)
+ //These airlocks have a glass version.
+ var optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
+ var paintjob = input(user, "Please select a paintjob for this airlock.") in optionlist
+ if((!in_range(src, usr) && src.loc != usr) || !W.use(user)) return
+ switch(paintjob)
+ if("Default")
+ icon = 'icons/obj/doors/Doorglass.dmi'
+ doortype = 7
+ heat_proof = 0
+ if("Engineering")
+ icon = 'icons/obj/doors/Doorengglass.dmi'
+ doortype = 15
+ heat_proof = 0
+ if("Atmospherics")
+ icon = 'icons/obj/doors/Dooratmoglass.dmi'
+ doortype = 23
+ heat_proof = 0
+ if("Security")
+ icon = 'icons/obj/doors/Doorsecglass.dmi'
+ doortype = 16
+ heat_proof = 0
+ if("Command")
+ icon = 'icons/obj/doors/Doorcomglass.dmi'
+ doortype = 14
+ heat_proof = 0
+ if("Medical")
+ icon = 'icons/obj/doors/Doormedglass.dmi'
+ doortype = 17
+ heat_proof = 0
+ if("Research")
+ icon = 'icons/obj/doors/Doorresearchglass.dmi'
+ doortype = 21
+ heat_proof = 1
+ if("Mining")
+ icon = 'icons/obj/doors/Doorminingglass.dmi'
+ doortype = 22
+ heat_proof = 0
+ else
+ //These airlocks have a regular version.
+ var optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
+ var paintjob = input(user, "Please select a paintjob for this airlock.") in optionlist
+ if((!in_range(src, usr) && src.loc != usr) || !W.use(user)) return
+ switch(paintjob)
+ if("Default")
+ icon = 'icons/obj/doors/Doorint.dmi'
+ doortype = 0
+ heat_proof = 0
+ if("Engineering")
+ icon = 'icons/obj/doors/Dooreng.dmi'
+ doortype = 3
+ heat_proof = 0
+ if("Atmospherics")
+ icon = 'icons/obj/doors/Dooratmo.dmi'
+ doortype = 19
+ heat_proof = 0
+ if("Security")
+ icon = 'icons/obj/doors/Doorsec.dmi'
+ doortype = 2
+ heat_proof = 0
+ if("Command")
+ icon = 'icons/obj/doors/Doorcom.dmi'
+ doortype = 1
+ heat_proof = 0
+ if("Medical")
+ icon = 'icons/obj/doors/Doormed.dmi'
+ doortype = 4
+ heat_proof = 0
+ if("Research")
+ icon = 'icons/obj/doors/Doorresearch.dmi'
+ doortype = 20
+ heat_proof = 0
+ if("Mining")
+ icon = 'icons/obj/doors/Doormining.dmi'
+ doortype = 18
+ heat_proof = 0
+ if("Maintenance")
+ icon = 'icons/obj/doors/Doormaint.dmi'
+ doortype = 5
+ heat_proof = 0
+ if("External")
+ icon = 'icons/obj/doors/Doorext.dmi'
+ doortype = 6
+ heat_proof = 0
+ if("High Security")
+ icon = 'icons/obj/doors/hightechsecurity.dmi'
+ doortype = 33
+ heat_proof = 0
+ update_icon()
+
+
diff --git a/code/game/objects/items/weapons/airlock_painter.dm b/code/game/objects/items/weapons/airlock_painter.dm
index 12a902de928..a0eb361aebd 100644
--- a/code/game/objects/items/weapons/airlock_painter.dm
+++ b/code/game/objects/items/weapons/airlock_painter.dm
@@ -1,6 +1,6 @@
/obj/item/weapon/airlock_painter
name = "airlock painter"
- desc = "This device can change the paintjob of an airlock assembly."
+ desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
icon = 'icons/obj/objects.dmi'
icon_state = "paint sprayer"
item_state = "paint sprayer"
@@ -19,22 +19,60 @@
New()
ink = new /obj/item/device/toner(src)
- proc/use()
- if(!ink || ink.charges < 1)
+ //This proc doesn't just check if the painter can be used, but also uses it.
+ //Only call this if you are certain that the painter will be used right after this check!
+ proc/use(mob/user as mob)
+ if(can_use(user))
+ ink.charges--
+ playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1)
+ return 1
+ else
+ return 0
+
+ //This proc only checks if the painter can be used.
+ //Call this if you don't want the painter to be used right after this check, for example
+ //because you're expecting user input.
+ proc/can_use(mob/user as mob)
+ if(!ink)
+ user << "There is no toner cardridge installed installed in \the [name]!"
+ return 0
+ else if(ink.charges < 1)
+ user << "\The [name] is out of ink!"
return 0
else
- ink.charges--
return 1
examine()
- set src in usr
+ ..()
+ if(!ink)
+ usr << "It doesn't have a toner cardridge installed."
+ return
var/ink_level = "high"
- if(!ink || ink.charges < 1)
+ if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
- usr << "\icon[src] [src.name] is a small but effective airlock painting tool. Its ink levels look [ink_level]."
- return
+ usr << "Its ink levels look [ink_level]."
+ attackby(obj/item/weapon/W, mob/user)
+ ..()
+ if(istype(W, /obj/item/device/toner))
+ if(ink)
+ user << "\the [name] already contains \a [ink]."
+ return
+ user.drop_item()
+ W.loc = src
+ user << "You install \the [W] into \the [name]."
+ ink = W
+ playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
+
+
+ attack_self(mob/user)
+ if(ink)
+ playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
+ ink.loc = user.loc
+ user.put_in_hands(ink)
+ user << "You remove \the [ink] from \the [name]."
+ ink = null
diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm
index bd488c7ec2f..bc38fc27fe8 100644
--- a/code/game/objects/structures/door_assembly.dm
+++ b/code/game/objects/structures/door_assembly.dm
@@ -7,14 +7,13 @@ obj/structure/door_assembly
density = 1
var/state = 0
var/mineral = null
- var/typetext = null
- var/icontext = null
- var/base_icon_state = "door_as_0"
- var/glass_base_icon_state = "door_as_g0"
+ var/typetext = ""
+ var/icontext = ""
+ var/base_icon_state = "door_as_"
+ var/glass_base_icon_state = "door_as_g"
var/obj/item/weapon/airlock_electronics/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
- var/glass = null
var/created_name = null
New()
@@ -27,7 +26,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_com
name = "Command Airlock Assembly"
@@ -40,10 +38,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_gcom1"
door_assembly_sec
@@ -57,10 +54,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_gsec1"
door_assembly_eng
@@ -74,10 +70,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_geng1"
door_assembly_min
@@ -91,10 +86,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_gmin1"
door_assembly_atmo
@@ -108,10 +102,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_gatmo1"
door_assembly_research
@@ -125,10 +118,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_gres1"
door_assembly_science
@@ -142,10 +134,9 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
glass
- glass = 1
+ mineral = "glass"
icon_state = "door_as_gsci1"
door_assembly_med
@@ -171,7 +162,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_ext
name = "External Airlock Assembly"
@@ -182,7 +172,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_fre
name = "Freezer Airlock Assembly"
@@ -193,7 +182,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_hatch
name = "Airtight Hatch Assembly"
@@ -204,7 +192,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_mhatch
name = "Maintenance Hatch Assembly"
@@ -215,7 +202,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_glass
name = "Glass Airlock Assembly"
@@ -299,7 +285,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
door_assembly_vault
name = "Vault Door Assembly"
@@ -310,7 +295,6 @@ obj/structure/door_assembly
anchored = 1
density = 1
state = 1
- glass = 0
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
@@ -324,81 +308,94 @@ obj/structure/door_assembly
//INFORMATION ABOUT ADDING A NEW AIRLOCK TO THE PAINT LIST:
//If your airlock has a regular version, add it to the list with regular versions.
//If your airlock has a glass version, add it to the list with glass versions.
+ //Don't forget to also set has_solid and has_glass to the proper value.
//Do NOT add your airlock to a list if it does not have a version for that list,
// or you will get broken icons.
- //If you do this properly, you can just add the typetext and icontext of your airlock
- // to the big switch without having to make exceptions for glass airlocks, it will
- // simply be unavailable if the painter is used on an airlock of the wrong type.
- //If your airlock has both a regular and a glass version, remember to also add the
- // icontext as exception in the part of the code that deals with turning a regular
- // airlock into a glass airlock, else your airlock can't transition from regular to
- // glass and will instead revert back to the white sprite.
- // |- Ricotez
var/obj/item/weapon/airlock_painter/WT = W
- if(WT.ink.charges)
+ if(WT.can_use(user))
var/icontype
var/optionlist
- var/glasstext = ""
- var/gicontext = ""
- if(src.mineral)
- if(src.mineral == "glass")
- gicontext = "g"
- glasstext = "glass_"
- //These airlocks have a glass version.
- optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
- else
- user << "The painter does not work on airlocks coated in minerals!"
- return
+ if(mineral && mineral == "glass")
+ //These airlocks have a glass version.
+ optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining")
else
//These airlocks have a regular version.
optionlist = list("Default", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Mining", "Maintenance", "External", "High Security")
- icontype = input(user, "Please select a paintjob for this glass airlock.") in optionlist
- if(!in_range(src, usr) && src.loc != usr) return
+ icontype = input(user, "Please select a paintjob for this airlock.") in optionlist
+ if((!in_range(src, usr) && src.loc != usr) || !WT.use(user)) return
+ var/has_solid = 0
+ var/has_glass = 0
switch(icontype)
- if("Default")
- if(src.mineral == "glass")
- glasstext = "glass"
- typetext = ""
- icontext = ""
+ //For Default the standard options suffice.
if("Engineering")
typetext = "engineering"
icontext = "eng"
+ has_solid = 1
+ has_glass = 1
if("Atmospherics")
typetext = "atmos"
icontext = "atmo"
+ has_solid = 1
+ has_glass = 1
if("Security")
typetext = "security"
icontext = "sec"
+ has_solid = 1
+ has_glass = 1
if("Command")
typetext = "command"
icontext = "com"
+ has_solid = 1
+ has_glass = 1
if("Medical")
typetext = "medical"
icontext = "med"
+ has_solid = 1
+ has_glass = 1
if("Research")
typetext = "research"
icontext = "res"
+ has_solid = 1
+ has_glass = 1
if("Mining")
typetext = "mining"
icontext = "min"
+ has_solid = 1
+ has_glass = 1
if("Maintenance")
typetext = "maintenance"
icontext = "mai"
+ has_solid = 1
+ has_glass = 0
if("External")
typetext = "external"
icontext = "ext"
+ has_solid = 1
+ has_glass = 0
if("High Security")
typetext = "highsecurity"
icontext = "highsec"
- src.airlock_type = text2path("/obj/machinery/door/airlock/[glasstext][typetext]")
- src.base_icon_state = "door_as_[gicontext][icontext]"
+ has_solid = 1
+ has_glass = 0
+ if(has_solid)
+ airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
+ base_icon_state = "door_as_[icontext]"
+ else
+ airlock_type = /obj/machinery/door/airlock
+ base_icon_state = "door_as_"
+
+ if(has_glass)
+ glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
+ glass_base_icon_state = "door_as_g[icontext]"
+ else
+ glass_type = /obj/machinery/door/airlock/glass
+ glass_base_icon_state = "door_as_g"
+
+ if(mineral && mineral != "glass")
+ mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
user << "\blue You change the paintjob on the airlock assembly."
- WT.use()
- else
- user << "\blue There aren't any charges left!"
- return
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
@@ -505,16 +502,20 @@ obj/structure/door_assembly
if(do_after(user, 40))
user << "\blue You've installed reinforced glass windows into the airlock assembly."
G.use(1)
- src.mineral = "glass"
- src.name = "Near finished Window Airlock Assembly"
- if(icontext in list("eng", "atmo", "sec", "com", "med", "res", "min")) //Make sure this airlock actually has a glass version.
- src.airlock_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
+ mineral = "glass"
+ name = "Near finished Window Airlock Assembly"
+ //This list contains the airlock paintjobs that have a glass version:
+ if(icontext in list("eng", "atmo", "sec", "com", "med", "res", "min"))
+ src.airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
+ src.glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
else
//This airlock is default or does not have a glass version, so we revert to the default glass airlock. |- Ricotez
- src.airlock_type = /obj/machinery/door/airlock/glass
+ airlock_type = /obj/machinery/door/airlock
+ glass_type = /obj/machinery/door/airlock/glass
typetext = ""
icontext = ""
- src.base_icon_state = "door_as_g[icontext]" //this will be applied to the icon_state with the correct state number at the proc's end.
+ base_icon_state = "door_as_[icontext]"
+ glass_base_icon_state = "door_as_g[icontext]"
else if(istype(G, /obj/item/stack/sheet/mineral))
var/M = G.sheettype
if(G.amount>=2)
@@ -523,10 +524,12 @@ obj/structure/door_assembly
if(do_after(user, 40))
user << "\blue You've installed [M] plating into the airlock assembly."
G.use(2)
- src.mineral = "[M]"
- src.name = "Near finished [M] Airlock Assembly"
- src.airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
- src.base_icon_state = "door_as_[M]"
+ mineral = "[M]"
+ name = "Near finished [M] Airlock Assembly"
+ airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
+ base_icon_state = "door_as_[M]"
+ glass_base_icon_state = "door_as_g"
+ glass_type = /obj/machinery/door/airlock/glass
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -536,22 +539,10 @@ obj/structure/door_assembly
if(!src) return
user << "\blue You've finished the airlock."
var/obj/machinery/door/airlock/door
- //The below cluster of if-else-statements is a result of the differences between normal
- // and mineral doors. |- Ricotez
- if (mineral)
- if(mineral == "glass")
- if(!typetext)
- airlock_type = /obj/machinery/door/airlock/glass
- else
- airlock_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
- else
- airlock_type = text2path("/obj/machinery/door/airlock/[mineral]")
+ if(mineral == "glass")
+ door = new src.glass_type( src.loc )
else
- if(!typetext)
- airlock_type = /obj/machinery/door/airlock
- else
- airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
- door = new src.airlock_type( src.loc )
+ door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.req_access = src.electronics.conf_access
@@ -561,7 +552,10 @@ obj/structure/door_assembly
del(src)
else
..()
- icon_state = "[base_icon_state][state]"
+ if(mineral == "glass")
+ icon_state = "[glass_base_icon_state][state]"
+ else
+ icon_state = "[base_icon_state][state]"
//This updates the icon_state. They are named as "door_as1_eng" where the 1 in that example
//represents what state it's in. So the most generic algorithm for the correct updating of
//this is simply to change the number.
\ No newline at end of file