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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
350 lines
11 KiB
Plaintext
350 lines
11 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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icon = 'icons/obj/doors/windoor.dmi'
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name = "windoor Assembly"
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icon_state = "l_windoor_assembly01"
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desc = "A small glass and wire assembly for windoors."
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anchored = FALSE
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density = FALSE
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dir = NORTH
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set_dir_on_move = FALSE
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var/obj/item/electronics/airlock/electronics = null
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var/created_name = 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 = FALSE //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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can_atmos_pass = ATMOS_PASS_PROC
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/obj/structure/windoor_assembly/Initialize(mapload, loc, set_dir)
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. = ..()
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if(set_dir)
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setDir(set_dir)
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air_update_turf(TRUE, TRUE)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(on_exit),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
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/obj/structure/windoor_assembly/Destroy()
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set_density(FALSE)
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air_update_turf(TRUE, FALSE)
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return ..()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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. = ..()
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon_state()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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return ..()
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/obj/structure/windoor_assembly/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(border_dir == dir)
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return
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/moved_window = mover
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return valid_window_location(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
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if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
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return valid_window_location(loc, mover.dir, is_fulltile = FALSE)
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/obj/structure/windoor_assembly/can_atmos_pass(turf/T, vertical = FALSE)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return TRUE
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/obj/structure/windoor_assembly/proc/on_exit(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(leaving.movement_type & PHASING)
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return
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if(leaving == src)
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return // Let's not block ourselves.
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if (leaving.pass_flags & pass_flags_self)
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return
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if (direction == dir && density)
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leaving.Bump(src)
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return COMPONENT_ATOM_BLOCK_EXIT
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
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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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add_fingerprint(user)
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switch(state)
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if("01")
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if(W.tool_behaviour == TOOL_WELDER && !anchored)
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if(!W.tool_start_check(user, amount=0))
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return
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user.visible_message(span_notice("[user] disassembles the windoor assembly."),
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span_notice("You start to disassemble the windoor assembly..."))
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You disassemble the windoor assembly."))
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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if (!QDELETED(RG))
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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if (!QDELETED(R))
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R.add_fingerprint(user)
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qdel(src)
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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.tool_behaviour == TOOL_WRENCH && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, span_warning("There is already a windoor in that location!"))
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return
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user.visible_message(span_notice("[user] secures the windoor assembly to the floor."),
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span_notice("You start to secure the windoor assembly to the floor..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(anchored)
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, span_warning("There is already a windoor in that location!"))
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return
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to_chat(user, span_notice("You secure the windoor assembly."))
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set_anchored(TRUE)
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if(secure)
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name = "secure anchored windoor assembly"
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else
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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.tool_behaviour == TOOL_WRENCH && anchored)
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user.visible_message(span_notice("[user] unsecures the windoor assembly to the floor."),
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span_notice("You start to unsecure the windoor assembly to the floor..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(!anchored)
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return
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to_chat(user, span_notice("You unsecure the windoor assembly."))
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set_anchored(FALSE)
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if(secure)
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name = "secure windoor assembly"
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else
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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/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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to_chat(user, span_warning("You need more plasteel to do this!"))
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return
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to_chat(user, span_notice("You start to reinforce the windoor with plasteel..."))
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if(do_after(user,40, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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P.use(2)
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to_chat(user, span_notice("You reinforce the windoor."))
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secure = TRUE
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message(span_notice("[user] wires the windoor assembly."), span_notice("You start to wire the windoor assembly..."))
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if(do_after(user, 40, target = src))
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if(!src || !anchored || src.state != "01")
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return
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var/obj/item/stack/cable_coil/CC = W
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if(!CC.use(1))
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to_chat(user, span_warning("You need more cable to do this!"))
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return
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to_chat(user, span_notice("You wire the windoor."))
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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else
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name = "wired windoor assembly"
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else
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return ..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(W.tool_behaviour == TOOL_WIRECUTTER)
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user.visible_message(span_notice("[user] cuts the wires from the airlock assembly."), span_notice("You start to cut the wires from airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(state != "02")
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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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state = "01"
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if(secure)
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name = "secure anchored windoor assembly"
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else
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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/electronics/airlock))
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if(!user.transferItemToLoc(W, src))
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return
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W.play_tool_sound(src, 100)
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user.visible_message(span_notice("[user] installs the electronics into the airlock assembly."),
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span_notice("You start to install electronics into the airlock assembly..."))
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if(do_after(user, 40, target = src))
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if(!src || electronics)
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W.forceMove(drop_location())
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return
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to_chat(user, span_notice("You install the airlock electronics."))
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name = "near finished windoor assembly"
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electronics = W
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else
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W.forceMove(drop_location())
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(!electronics)
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return
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user.visible_message(span_notice("[user] removes the electronics from the airlock assembly."),
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span_notice("You start to uninstall electronics from the airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=100) && electronics)
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to_chat(user, span_notice("You remove the airlock electronics."))
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name = "wired windoor assembly"
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var/obj/item/electronics/airlock/ae
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ae = electronics
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electronics = null
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ae.forceMove(drop_location())
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else if(istype(W, /obj/item/pen))
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var/t = tgui_input_text(user, "Enter the name for the door", "Windoor Renaming", created_name, MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && loc != usr)
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return
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created_name = t
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return
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//Crowbar to complete the assembly, Step 7 complete.
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else if(W.tool_behaviour == TOOL_CROWBAR)
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if(!electronics)
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to_chat(usr, span_warning("The assembly is missing electronics!"))
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return
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user << browse(null, "window=windoor_access")
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user.visible_message(span_notice("[user] pries the windoor into the frame."),
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span_notice("You start prying the windoor into the frame..."))
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if(W.use_tool(src, user, 40, volume=100) && electronics)
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set_density(TRUE) //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(loc)
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if(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.setDir(dir)
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windoor.set_density(FALSE)
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if(electronics.one_access)
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windoor.req_one_access = electronics.accesses
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else
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windoor.req_access = electronics.accesses
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windoor.electronics = electronics
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electronics.forceMove(windoor)
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if(created_name)
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windoor.name = created_name
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qdel(src)
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windoor.close()
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc)
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if(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.setDir(dir)
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windoor.set_density(FALSE)
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if(electronics.one_access)
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windoor.req_one_access = electronics.accesses
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else
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windoor.req_access = electronics.accesses
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windoor.electronics = electronics
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electronics.forceMove(windoor)
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if(created_name)
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windoor.name = created_name
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qdel(src)
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windoor.close()
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else
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return ..()
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//Update to reflect changes(if applicable)
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update_appearance()
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/obj/structure/windoor_assembly/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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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(usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
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return
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if(isliving(usr))
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var/mob/living/L = usr
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if(!(L.mobility_flags & MOBILITY_USE))
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return
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if(facing == "l")
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to_chat(usr, span_notice("The windoor will now slide to the right."))
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facing = "r"
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else
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facing = "l"
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to_chat(usr, span_notice("The windoor will now slide to the left."))
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update_appearance()
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return
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