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## About The Pull Request Apparently wall construction code is snowflaked and indented as fuck (and the same goes for door assemblies). I'm not bothering refactoring everything with them, only to reduce the indentation, changing a couple vars and overall making it easier to work with them later. This includes wall construction not being hardcoded to sheets but include the possibility to use other kind of stacks as well (if you don't count the snowflake interaction with iron rods). In layman's terms, this means you can make walls made out of sand (distinct from sandstone) again. Also I've done some small changes to the materials storage, so that it can eject ores too if the material doesn't have a sheet type. Also, I've been told there may be issues with broken, uninteractable (probably not properly initialized) glass sheets beside the ORM. I'm not 100% sure about the deets, but it may have something to do with spawning the glass on the same turf the ORM is listening to, when smelting sand, causing some race conditions, so let's spawn it in nullspace ## Why It's Good For The Game While I'm sure there may be more elegant solutions (just take a look at the wall and door construction code, they both use text2path oh god!), I'm just here to make things a lil' cleaner and be done with issues with the fact that sand is made of sand. ## Changelog 🆑 fix: You can once again make sand walls. fix: Deconstructing an autolathe with sand in it should now drop sand. /🆑
391 lines
15 KiB
Plaintext
391 lines
15 KiB
Plaintext
/obj/structure/door_assembly
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name = "airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/public.dmi'
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icon_state = "construction"
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var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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anchored = FALSE
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density = TRUE
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max_integrity = 200
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/// Airlock's current construction state
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var/state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
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var/base_name = "Airlock"
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var/created_name = null
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var/mineral = null
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var/obj/item/electronics/airlock/electronics = null
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/// Do we perform the extra checks required for multi-tile (large) airlocks
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var/multi_tile = FALSE
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/// The type path of the airlock once completed (solid version)
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var/airlock_type = /obj/machinery/door/airlock
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/// The type path of the airlock once completed (glass version)
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var/glass_type = /obj/machinery/door/airlock/glass
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/// FALSE = glass can be installed. TRUE = glass is already installed.
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var/glass = FALSE
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/// Whether to heat-proof the finished airlock
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var/heat_proof_finished = FALSE
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/// If you're changing the airlock material, what is the previous type
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var/previous_assembly = /obj/structure/door_assembly
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/// Airlocks with no glass version, also cannot be modified with sheets
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var/noglass = FALSE
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/// Airlock with glass version, but cannot be modified with sheets
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var/nomineral = FALSE
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/// What type of material the airlock drops when deconstructed
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var/material_type = /obj/item/stack/sheet/iron
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/// Amount of material the airlock drops when deconstructed
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var/material_amt = 4
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/obj/structure/door_assembly/multi_tile
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name = "large airlock assembly"
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icon = 'icons/obj/doors/airlocks/multi_tile/public/glass.dmi'
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overlays_file = 'icons/obj/doors/airlocks/multi_tile/public/overlays.dmi'
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base_name = "large airlock"
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glass_type = /obj/machinery/door/airlock/multi_tile/public/glass
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airlock_type = /obj/machinery/door/airlock/multi_tile/public/glass
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dir = EAST
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multi_tile = TRUE
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glass = TRUE
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nomineral = TRUE
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material_amt = 8
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/obj/structure/door_assembly/Initialize(mapload)
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. = ..()
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update_appearance()
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update_name()
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/obj/structure/door_assembly/multi_tile/Initialize(mapload)
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. = ..()
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set_bounds()
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update_overlays()
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/obj/structure/door_assembly/multi_tile/Move()
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. = ..()
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set_bounds()
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/obj/structure/door_assembly/examine(mob/user)
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. = ..()
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switch(state)
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if(AIRLOCK_ASSEMBLY_NEEDS_WIRES)
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if(anchored)
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. += span_notice("The anchoring bolts are <b>wrenched</b> in place, but the maintenance panel lacks <i>wiring</i>.")
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else
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. += span_notice("The assembly is <b>welded together</b>, but the anchoring bolts are <i>unwrenched</i>.")
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if(AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS)
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. += span_notice("The maintenance panel is <b>wired</b>, but the circuit slot is <i>empty</i>.")
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if(AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
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. += span_notice("The circuit is <b>connected loosely</b> to its slot, but the maintenance panel is <i>unscrewed and open</i>.")
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if(!mineral && !nomineral && !glass && !noglass)
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. += span_notice("There are <i>empty</i> slots for glass windows and mineral covers.")
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else if(!mineral && !nomineral && glass && !noglass)
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. += span_notice("There are <i>empty</i> slots for mineral covers.")
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else if(!glass && !noglass)
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. += span_notice("There are <i>empty</i> slots for glass windows.")
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if(created_name)
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. += span_notice("There is a small <i>paper</i> placard on the assembly, written on it is '[created_name]'.")
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/obj/structure/door_assembly/attackby(obj/item/W, mob/living/user, list/modifiers, list/attack_modifiers)
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if(IS_WRITING_UTENSIL(W) && !user.combat_mode)
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var/t = tgui_input_text(user, "Enter the name for the door", "Airlock 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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else if((W.tool_behaviour == TOOL_WELDER) && (mineral || glass || !anchored ))
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if(!W.tool_start_check(user, amount=1))
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return
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if(mineral)
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var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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user.visible_message(span_notice("[user] welds the [mineral] plating off the airlock assembly."), span_notice("You start to weld the [mineral] plating off the airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You weld the [mineral] plating off."))
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new mineral_path(loc, 2)
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var/obj/structure/door_assembly/PA = new previous_assembly(loc)
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transfer_assembly_vars(src, PA)
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else if(glass)
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user.visible_message(span_notice("[user] welds the glass panel out of the airlock assembly."), span_notice("You start to weld the glass panel out of the airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You weld the glass panel out."))
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if(heat_proof_finished)
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new /obj/item/stack/sheet/rglass(get_turf(src))
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heat_proof_finished = FALSE
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else
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new /obj/item/stack/sheet/glass(get_turf(src))
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glass = 0
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else if(!anchored)
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user.visible_message(span_warning("[user] disassembles the airlock assembly."), \
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span_notice("You start to disassemble the airlock 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 airlock assembly."))
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deconstruct(TRUE)
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else if(W.tool_behaviour == TOOL_WRENCH)
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if(!anchored )
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var/door_check = 1
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for(var/obj/machinery/door/D in loc)
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if(!D.sub_door)
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door_check = 0
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break
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if(door_check)
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user.visible_message(span_notice("[user] secures the airlock assembly to the floor."), \
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span_notice("You start to secure the airlock assembly to the floor..."), \
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span_hear("You hear wrenching."))
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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 secure the airlock assembly."))
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name = "secured airlock assembly"
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set_anchored(TRUE)
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else
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to_chat(user, "There is another door here!")
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else
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user.visible_message(span_notice("[user] unsecures the airlock assembly from the floor."), \
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span_notice("You start to unsecure the airlock assembly from the floor..."), \
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span_hear("You hear wrenching."))
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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 airlock assembly."))
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name = "airlock assembly"
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set_anchored(FALSE)
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else if(istype(W, /obj/item/stack/cable_coil) && state == AIRLOCK_ASSEMBLY_NEEDS_WIRES && 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] wires the airlock assembly."), \
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span_notice("You start to wire the airlock assembly..."))
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if(W.use_tool(src, user, 40, amount=1))
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if(state != AIRLOCK_ASSEMBLY_NEEDS_WIRES)
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return
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state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
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to_chat(user, span_notice("You wire the airlock assembly."))
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name = "wired airlock assembly"
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else if((W.tool_behaviour == TOOL_WIRECUTTER) && state == AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS )
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user.visible_message(span_notice("[user] cuts the wires from the airlock assembly."), \
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span_notice("You start to cut the wires from the airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(state != AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS)
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return
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to_chat(user, span_notice("You cut the wires from the airlock assembly."))
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
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name = "secured airlock assembly"
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else if(istype(W, /obj/item/electronics/airlock) && state == AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS )
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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( state != AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS )
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return
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if(!user.transferItemToLoc(W, src))
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return
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to_chat(user, span_notice("You install the airlock electronics."))
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state = AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER
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name = "near finished airlock assembly"
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electronics = W
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else if((W.tool_behaviour == TOOL_CROWBAR) && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER )
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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 remove electronics from the airlock assembly..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(state != AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
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return
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to_chat(user, span_notice("You remove the airlock electronics."))
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state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
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name = "wired airlock assembly"
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var/obj/item/electronics/airlock/ae
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if (!electronics)
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ae = new/obj/item/electronics/airlock( loc )
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else
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ae = electronics
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electronics = null
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ae.forceMove(src.loc)
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else if(istype(W, /obj/item/stack/sheet))
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var/obj/item/stack/sheet/sheet = W
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if(!glass && (istype(sheet, /obj/item/stack/sheet/rglass) || istype(sheet, /obj/item/stack/sheet/glass)))
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if(noglass)
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to_chat(user, span_warning("You cannot add [sheet] to [src]!"))
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return
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playsound(src, 'sound/items/tools/crowbar.ogg', 100, TRUE)
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user.visible_message(span_notice("[user] adds [sheet.name] to the airlock assembly."), \
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span_notice("You start to install [sheet.name] into the airlock assembly..."))
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if(do_after(user, 4 SECONDS, target = src))
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if(sheet.get_amount() < 1 || glass)
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return
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if(sheet.type == /obj/item/stack/sheet/rglass)
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to_chat(user, span_notice("You install [sheet.name] windows into the airlock assembly."))
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heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
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name = "near finished heat-proofed window airlock assembly"
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else
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to_chat(user, span_notice("You install regular glass windows into the airlock assembly."))
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name = "near finished window airlock assembly"
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sheet.use(1)
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glass = TRUE
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return
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if(istype(sheet, /obj/item/stack/sheet/mineral) && sheet.construction_path_type)
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if(nomineral || mineral)
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to_chat(user, span_warning("You cannot add [sheet] to [src]!"))
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return
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var/M = sheet.construction_path_type
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var/mineralassembly = text2path("/obj/structure/door_assembly/door_assembly_[M]")
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if(!ispath(mineralassembly))
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to_chat(user, span_warning("You cannot add [sheet] to [src]!"))
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return
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if(sheet.get_amount() < 2)
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to_chat(user, span_warning("You need at least two sheets add a mineral cover!"))
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return
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playsound(src, 'sound/items/tools/crowbar.ogg', 100, TRUE)
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user.visible_message(span_notice("[user] adds [sheet.name] to the airlock assembly."), \
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span_notice("You start to install [sheet.name] into the airlock assembly..."))
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if(!do_after(user, 4 SECONDS, target = src) || sheet.get_amount() < 2 || mineral)
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return
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to_chat(user, span_notice("You install [M] plating into the airlock assembly."))
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sheet.use(2)
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var/obj/structure/door_assembly/MA = new mineralassembly(loc)
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if(MA.noglass && glass) //in case the new door doesn't support glass. prevents the new one from reverting to a normal airlock after being constructed.
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var/obj/item/stack/sheet/dropped_glass
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if(heat_proof_finished)
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dropped_glass = new /obj/item/stack/sheet/rglass(drop_location())
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heat_proof_finished = FALSE
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else
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dropped_glass = new /obj/item/stack/sheet/glass(drop_location())
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glass = FALSE
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to_chat(user, span_notice("As you finish, a [dropped_glass.singular_name] falls out of [MA]'s frame."))
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transfer_assembly_vars(src, MA, TRUE)
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else if((W.tool_behaviour == TOOL_SCREWDRIVER) && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER )
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user.visible_message(span_notice("[user] finishes the airlock."), \
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span_notice("You start finishing the airlock..."))
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if(W.use_tool(src, user, 40, volume=100))
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if(loc && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
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to_chat(user, span_notice("You finish the airlock."))
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finish_door()
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else
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return ..()
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update_name()
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update_appearance()
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/obj/structure/door_assembly/proc/finish_door()
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var/obj/machinery/door/airlock/door
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if(glass)
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door = new glass_type( loc )
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else
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door = new airlock_type( loc )
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door.setDir(dir)
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door.unres_sides = electronics.unres_sides
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door.electronics = electronics
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door.heat_proof = heat_proof_finished
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door.security_level = 0
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if(electronics.shell)
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door.AddComponent( \
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/datum/component/shell, \
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unremovable_circuit_components = list(new /obj/item/circuit_component/airlock, new /obj/item/circuit_component/airlock_access_event, new /obj/item/circuit_component/remotecam/airlock), \
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capacity = SHELL_CAPACITY_LARGE, \
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shell_flags = SHELL_FLAG_ALLOW_FAILURE_ACTION|SHELL_FLAG_REQUIRE_ANCHOR \
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)
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if(electronics.one_access)
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door.req_one_access = electronics.accesses
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else
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door.req_access = electronics.accesses
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if(created_name)
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door.name = created_name
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else if(electronics.passed_name)
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door.name = sanitize(electronics.passed_name)
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else
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door.name = base_name
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if(electronics.passed_cycle_id)
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door.closeOtherId = electronics.passed_cycle_id
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door.update_other_id()
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if(door.unres_sides)
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door.unres_sensor = TRUE
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door.previous_airlock = previous_assembly
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electronics.forceMove(door)
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door.autoclose = TRUE
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door.close()
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door.update_appearance()
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qdel(src)
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return door
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/obj/structure/door_assembly/update_overlays()
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. = ..()
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if(!glass)
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. += get_airlock_overlay("fill_construction", icon, src, TRUE)
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else
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. += get_airlock_overlay("glass_construction", overlays_file, src, TRUE)
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. += get_airlock_overlay("panel_c[state+1]", overlays_file, src, TRUE)
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/obj/structure/door_assembly/update_name()
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name = ""
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switch(state)
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if(AIRLOCK_ASSEMBLY_NEEDS_WIRES)
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if(anchored)
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name = "secured "
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if(AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS)
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name = "wired "
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if(AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
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name = "near finished "
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name += "[heat_proof_finished ? "heat-proofed " : ""][glass ? "window " : ""][base_name] assembly"
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return ..()
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/obj/structure/door_assembly/proc/transfer_assembly_vars(obj/structure/door_assembly/source, obj/structure/door_assembly/target, previous = FALSE)
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target.glass = source.glass
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target.heat_proof_finished = source.heat_proof_finished
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target.created_name = source.created_name
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target.state = source.state
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target.set_anchored(source.anchored)
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if(previous)
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target.previous_assembly = source.type
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if(electronics)
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target.electronics = source.electronics
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source.electronics.forceMove(target)
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target.update_appearance()
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target.update_name()
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qdel(source)
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/obj/structure/door_assembly/atom_deconstruct(disassembled = TRUE)
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var/turf/target_turf = get_turf(src)
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if(!disassembled)
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material_amt = rand(2,4)
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new material_type(target_turf, material_amt)
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if(glass)
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if(disassembled)
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if(heat_proof_finished)
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new /obj/item/stack/sheet/rglass(target_turf)
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else
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new /obj/item/stack/sheet/glass(target_turf)
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else
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new /obj/item/shard(target_turf)
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if(mineral)
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var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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new mineral_path(target_turf, 2)
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/obj/structure/door_assembly/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
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if(the_rcd.mode == RCD_DECONSTRUCT)
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return list("delay" = 5 SECONDS, "cost" = 16)
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return FALSE
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/obj/structure/door_assembly/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
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if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
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qdel(src)
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return TRUE
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return FALSE
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