Files
Nick 834245ecdb creates more deticated folders for tools and weaponry and move dm files into them (#94804)
## About The Pull Request
Hello hello the evil folder mover goat is back, i will destroy years
worth of muscle memory.

Items is an folder alot of stuff that really didn't get a spefific
location.

Items/Weaponry Contains
Shields.dm

Items/Weaponry/Melee Contains (Most of the extra dm files come from me
splitting misc/weaponry.dm into its own categories killing offf
weaponry.dm in its whole)
baseball_bat.dm, baton.dm, chainofcommand.dm, chainsaw.dm, claymore.dm,
dualsaber.dm, energy.dm
fireaxe.dm, high_frequency_blade.dm, his_grace.dm, katana.dm, knives.dm,
misc.dm, powerfist.dm, sabre.dm
soulscythe.dm, spear.dm, supermatter_sword.dm.

Items/weaponry/ranged Contains
flamethrower.dm, pnuematic_cannon.dm, throwing_star.dm

items/tools Contains
control_wand.dm, extinguisher.dm, inducer.dm, spess_knife.dm,
theft_tools.dm

items/tools/engineering Contains
airlock_painter.dm, decal_painter.dm, paintable_decals.dm, crowbar.dm,
screwdriver.dm, weldingtool.dm
wirebbrush.dm, wirecutters.dm, wrench.dm

items/tools/janitorial Contains
broom.dm, janitor_key.dm

items/tools/medical Contains
bodybag.dm, cane.dm, defib.dm, reflex_hammer.dm

boxcutter.dm is merged into knives.dm
Kitchen.dm renamed into kitchen utensils and moved into food and drinks
module
surgery_tray.dm moved into surgery module
banhammer/extendo hand moved from weaponry into toys.dm
balloon mallet moved into clown_items.dm
ectoplasm moved from weaponry.dm into soulstone.dm (since thats the
resulting residue when a shade dies, and not really a weapon)


## Why It's Good For The Game

So things are way easier to navigate

## Changelog
2026-01-10 17:56:19 -05:00

273 lines
9.5 KiB
Plaintext

#define WAND_OPEN "open"
#define WAND_BOLT "bolt"
#define WAND_EMERGENCY "emergency"
#define WAND_SHOCK "shock"
#define WAND_DEPOWER "depower"
/obj/item/door_remote
icon_state = "remote"
base_icon_state = "remote"
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
icon = 'icons/obj/devices/remote.dmi'
name = "control wand"
desc = "A remote for controlling a set of airlocks."
w_class = WEIGHT_CLASS_TINY
drop_sound = 'sound/items/door_remote/door_remote_drop1.ogg'
pickup_sound = 'sound/items/door_remote/door_remote_pick_up1.ogg'
var/department = "civilian"
var/mode = WAND_OPEN
var/region_access = REGION_GENERAL
var/list/access_list = list()
// the trim of the owner of this remote, if applied
var/datum/id_trim/job/owner_trim = null
// areas that this remote is the exclusive owner of
var/list/area/our_domain = null
// areas specifically considered as restricted from a remote
// accessing them unless specifically allowed (vault, security, etc)
var/static/list/area/restricted_areas = list(
/area/station/command/bridge, /*so Captain's remote isn't totally useless*/
/area/station/security, /*so antag RD/HoP/QM/CMO can't easily screw up the brig doors*/
/area/station/command/vault, /*aka Vault since it's QM's special thing*/
/area/station/ai/satellite/chamber, // these are areas exclusive to RD
/area/station/ai/upload, // but sometimes mappers might misconfig their doors with our several dozen access helpers
)
COOLDOWN_DECLARE(shock_cooldown)
/// sound played when mode is switched
var/mode_switch_sound = SFX_REMOTE_MODE_SWITCH
/// sound played when an action is done
var/action_sound = SFX_REMOTE_ACTION
/obj/item/door_remote/Initialize(mapload)
. = ..()
update_icon_state()
// initialize late to make sure job accesses are fully configured
return INITIALIZE_HINT_LATELOAD
/obj/item/door_remote/LateInitialize()
access_list = SSid_access.get_region_access_list(list(region_access))
if(!isnull(owner_trim))
var/datum/id_trim/job/trim_singlet = SSid_access.trim_singletons_by_path[owner_trim]
access_list |= trim_singlet.access
/obj/item/door_remote/proc/is_my_domain(area/restricted_area)
for(var/area/dominion as anything in our_domain)
if(istype(restricted_area, dominion))
return TRUE
return FALSE
/obj/item/door_remote/emag_act(mob/user, obj/item/card/emag/emag_card)
. = ..()
if(obj_flags & EMAGGED)
return FALSE
balloon_alert(user, "restricted functions unlocked")
obj_flags |= EMAGGED
update_icon_state()
return TRUE
/obj/item/door_remote/attack_self(mob/user)
var/static/list/ops = list(WAND_OPEN = "Open Door", WAND_BOLT = "Toggle Bolts", WAND_EMERGENCY = "Toggle Emergency Access", WAND_SHOCK = "Shock Door", WAND_DEPOWER = "Depower Door")
switch(mode)
if(WAND_OPEN)
mode = WAND_BOLT
if(WAND_BOLT)
mode = WAND_EMERGENCY
if(WAND_EMERGENCY)
if(!(obj_flags & EMAGGED))
mode = WAND_OPEN
else
mode = WAND_SHOCK
if(WAND_SHOCK)
mode = WAND_DEPOWER
if(WAND_DEPOWER)
mode = WAND_OPEN
update_icon_state()
balloon_alert(user, "mode: [ops[mode]]")
if(mode_switch_sound)
playsound(src, mode_switch_sound, 50, TRUE)
/obj/item/door_remote/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!istype(interacting_with, /obj/machinery/door) && !isturf(interacting_with))
return NONE
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/door_remote/omni
name = "omni door remote"
desc = "This control wand can access any door on the station."
department = "omni"
region_access = REGION_ALL_STATION
our_domain = list( /area/station )
/obj/item/door_remote/captain
name = "command door remote"
desc = "A remote for controlling a set of airlocks. Despite its gaudy insignia denoting the Captain as its owner, some fine print \
indicates that its access is exclusively relegated to the Bridge and high-security command areas -- an additional byline \
specifically excludes Security from the high-security areas. Ironic."
department = "command"
region_access = REGION_COMMAND
our_domain = list(
/area/station, // still restricted by limited accesses in REGION_COMMAND
)
/obj/item/door_remote/chief_engineer
name = "engineering door remote"
desc = "A remote for controlling a set of airlocks. This one smells like burnt flesh and ozone."
department = "engi"
region_access = REGION_ENGINEERING
owner_trim = /datum/id_trim/job/chief_engineer
// doesn't need a domain because their specific high-security areas aren't on anyone else's trim but cap
/obj/item/door_remote/research_director
name = "research door remote"
desc = "A remote for controlling a set of airlocks. This one is slightly misshapen, as if squeezed by a person possessing ludicrous strength."
department = "sci"
region_access = REGION_RESEARCH
owner_trim = /datum/id_trim/job/research_director
our_domain = list(
/area/station/ai/satellite/chamber,
/area/station/ai/upload,
)
/obj/item/door_remote/head_of_security
name = "security door remote"
desc = "A remote for controlling a set of airlocks. This one smells like sweat, blood, resentment, and coffee. \
Someone appears to have tampered with the identifier."
department = "security"
region_access = REGION_SECURITY
owner_trim = /datum/id_trim/job/head_of_security
our_domain = list( /area/station/security )
/obj/item/door_remote/quartermaster
name = "cargo door remote"
desc = "Remotely controls airlocks. This remote has additional Vault access. Despite that, holding it makes you feel insecure for some reason."
department = "cargo"
region_access = REGION_SUPPLY
owner_trim = /datum/id_trim/job/quartermaster
our_domain = list( /area/station/command/vault )
/obj/item/door_remote/chief_medical_officer
name = "medical door remote"
desc = "A remote for controlling a set of airlocks. It has the overpowering odor of blood and, despite its medical insignia, \
has absolutely no accompanying odor of disinfectant."
department = "med"
region_access = REGION_MEDBAY
owner_trim = /datum/id_trim/job/chief_medical_officer
/obj/item/door_remote/head_of_personnel
name = "service door remote"
desc = "A remote for controlling a set of airlocks. This one smells like printer ink, and fills its holder with the urge \
to mysteriously vanish."
department = "civilian"
region_access = REGION_GENERAL
owner_trim = /datum/id_trim/job/head_of_personnel
/obj/item/door_remote/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
var/obj/machinery/door/door
if(action_sound)
playsound(src, action_sound, 50, TRUE)
if (istype(interacting_with, /obj/machinery/door))
door = interacting_with
if (!door.opens_with_door_remote)
return ITEM_INTERACT_BLOCKING
else
for (var/obj/machinery/door/door_on_turf in get_turf(interacting_with))
if (door_on_turf.opens_with_door_remote)
door = door_on_turf
break
if (isnull(door))
return ITEM_INTERACT_BLOCKING
if (!door.check_access_list(access_list) || !door.requiresID())
interacting_with.balloon_alert(user, "can't access!")
return ITEM_INTERACT_BLOCKING
var/area/door_area = get_area(door)
if(is_type_in_list(door_area, restricted_areas) && !is_my_domain(get_area(door)))
interacting_with.balloon_alert(user, "can't access!")
return ITEM_INTERACT_BLOCKING
var/obj/machinery/door/airlock/airlock = door
if (!door.hasPower() || (istype(airlock) && !airlock.canAIControl()))
interacting_with.balloon_alert(user, mode == WAND_OPEN ? "it won't budge!" : "nothing happens!")
return ITEM_INTERACT_BLOCKING
switch (mode)
if (WAND_OPEN)
if (door.density)
door.open()
else
door.close()
if (WAND_BOLT)
if (!istype(airlock))
interacting_with.balloon_alert(user, "only airlocks!")
return ITEM_INTERACT_BLOCKING
if (airlock.locked)
airlock.unbolt()
log_combat(user, airlock, "unbolted", src)
else
airlock.bolt()
log_combat(user, airlock, "bolted", src)
if (WAND_EMERGENCY)
if (!istype(airlock))
interacting_with.balloon_alert(user, "only airlocks!")
return ITEM_INTERACT_BLOCKING
airlock.emergency = !airlock.emergency
airlock.update_appearance(UPDATE_ICON)
if (WAND_SHOCK)
if (!istype(airlock))
interacting_with.balloon_alert(user, "only airlocks!")
return ITEM_INTERACT_BLOCKING
if (!COOLDOWN_FINISHED(src, shock_cooldown))
interacting_with.balloon_alert(user, "shock pulse resetting!")
return ITEM_INTERACT_BLOCKING
if (airlock.isElectrified())
interacting_with.balloon_alert(user, "already electrified!")
else
airlock.set_electrified(MACHINE_DEFAULT_ELECTRIFY_TIME, user)
COOLDOWN_START(src, shock_cooldown, 10 SECONDS)
if (WAND_DEPOWER)
if (!istype(airlock))
interacting_with.balloon_alert(user, "only airlocks!")
return ITEM_INTERACT_BLOCKING
// First hit disrupts main power, backup comes back in ten seconds, if you stick around you can hit backup for 60 more seconds of downtime.
if (!airlock.main_power_timer)
airlock.loseMainPower()
else if (!airlock.backup_power_time)
airlock.loseBackupPower()
return ITEM_INTERACT_SUCCESS
/obj/item/door_remote/update_icon_state()
var/icon_state_mode
if(!(obj_flags & EMAGGED))
switch(mode)
if(WAND_OPEN)
icon_state_mode = "open"
if(WAND_BOLT)
icon_state_mode = "bolt"
if(WAND_EMERGENCY)
icon_state_mode = "emergency"
else
icon_state_mode = "emergency"
icon_state = "[base_icon_state]_[department]_[icon_state_mode]"
return ..()
#undef WAND_OPEN
#undef WAND_BOLT
#undef WAND_EMERGENCY
#undef WAND_SHOCK
#undef WAND_DEPOWER