mirror of
https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
370 lines
12 KiB
Plaintext
370 lines
12 KiB
Plaintext
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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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obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
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set_dir_on_move = FALSE
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can_atmos_pass = ATMOS_PASS_PROC
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/// Reference to the airlock electronics inside for determining window access.
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var/obj/item/electronics/airlock/electronics = null
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/// Player generated name string from renaming.
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var/created_name = null
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//Vars to help with the icon's name
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///Does the windoor open to the left or right?
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var/facing = "l"
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///Whether or not this creates a secure windoor
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var/secure = FALSE
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/**
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* 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: Crowbar the door to complete
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*/
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var/state = "01"
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/obj/structure/windoor_assembly/Initialize(mapload, 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_build_direction(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_build_direction(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, list/modifiers, list/attack_modifiers)
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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=1))
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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, 4 SECONDS, 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, 4 SECONDS, 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(IS_WRITING_UTENSIL(W))
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var/t = tgui_input_text(user, "Enter the name for the door", "Windoor Renaming", created_name, max_length = 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.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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finish_door()
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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/examine(mob/user)
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. = ..()
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if(!anchored)
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. += span_notice("\The [src] can be [span_boldnotice("wrenched")] down.")
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. += span_notice("\The [src] could also be [span_boldnotice("cut apart")] with a [span_boldnotice("welder")].")
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return
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switch(state)
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if("01")
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. += span_notice("\The [src] needs [span_boldnotice("wiring")], or could be [span_boldnotice("un-wrenched")] from the floor.")
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if("02")
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if(!electronics)
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. += span_notice("\The [src] needs [span_boldnotice("airlock electronics")] to continue installation, or [span_boldnotice("wirecutters")] to take apart.")
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else
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. += span_notice("\The [src] is ready to be [span_boldnotice("levered")] into place with a [span_boldnotice("crowbar")].")
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/obj/structure/windoor_assembly/proc/finish_door()
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var/obj/machinery/door/window/windoor
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if(secure)
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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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else
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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(created_name)
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windoor.name = created_name
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else if(electronics.passed_name)
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windoor.name = sanitize(electronics.passed_name)
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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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if(electronics.unres_sides)
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windoor.unres_sides = electronics.unres_sides
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switch(dir)
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if(NORTH,SOUTH)
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windoor.unres_sides &= ~EAST
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windoor.unres_sides &= ~WEST
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if(EAST,WEST)
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windoor.unres_sides &= ~NORTH
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windoor.unres_sides &= ~SOUTH
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windoor.unres_sensor = TRUE
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electronics.forceMove(windoor)
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windoor.electronics = electronics
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windoor.autoclose = TRUE
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windoor.close()
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windoor.update_appearance()
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qdel(src)
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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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