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New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two. Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench) Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out. Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play) CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin. CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think) Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
357 lines
12 KiB
Plaintext
357 lines
12 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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anchored = 0
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density = 0
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setDir(NORTH)
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var/ini_dir
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var/obj/item/weapon/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 = 0 //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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/obj/structure/windoor_assembly/examine(mob/user)
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..()
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user << "<span class='notice'>Alt-click to rotate it clockwise.</span>"
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/obj/structure/windoor_assembly/New(dir=NORTH)
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..()
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ini_dir = dir
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air_update_turf(1)
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/obj/structure/windoor_assembly/Destroy()
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density = 0
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air_update_turf(1)
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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()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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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 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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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(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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if(do_after(user, 40/W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You disassemble the windoor assembly.</span>"
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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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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R.add_fingerprint(user)
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qdel(src)
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else
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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(istype(W, /obj/item/weapon/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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user << "<span class='warning'>There is already a windoor in that location!</span>"
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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if(!src || 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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user << "<span class='warning'>There is already a windoor in that location!</span>"
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return
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user << "<span class='notice'>You secure the windoor assembly.</span>"
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anchored = 1
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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(istype(W, /obj/item/weapon/wrench) && anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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if(!src || !anchored)
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return
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user << "<span class='notice'>You unsecure the windoor assembly.</span>"
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anchored = 0
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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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user << "<span class='warning'>You need more plasteel to do this!</span>"
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return
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user << "<span class='notice'>You start to reinforce the windoor with plasteel...</span>"
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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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user << "<span class='notice'>You reinforce the windoor.</span>"
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secure = 1
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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("[user] wires the windoor assembly.", "<span class='notice'>You start to wire the windoor assembly...</span>")
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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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user << "<span class='warning'>You need more cable to do this!</span>"
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return
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user << "<span class='notice'>You wire the windoor.</span>"
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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(istype(W, /obj/item/weapon/wirecutters))
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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if(!src || state != "02")
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return
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user << "<span class='notice'>You cut the windoor wires.</span>"
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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/weapon/electronics/airlock))
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if(!user.drop_item())
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>")
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W.loc = src
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if(do_after(user, 40, target = src))
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if(!src || electronics)
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W.loc = src.loc
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return
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user << "<span class='notice'>You install the airlock electronics.</span>"
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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.loc = loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(!electronics)
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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if(!src || !electronics)
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return
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user << "<span class='notice'>You remove the airlock electronics.</span>"
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name = "wired windoor assembly"
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var/obj/item/weapon/electronics/airlock/ae
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ae = electronics
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electronics = null
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ae.loc = loc
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else if(istype(W, /obj/item/weapon/pen))
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var/t = stripped_input(user, "Enter the name for the door.", name, 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(istype(W, /obj/item/weapon/crowbar))
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if(!electronics)
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usr << "<span class='warning'>The assembly is missing electronics!</span>"
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return
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usr << browse(null, "window=windoor_access")
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>")
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if(do_after(user, 40/W.toolspeed, target = src))
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if(loc && electronics)
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density = 1 //Shouldn't matter but just incase
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user << "<span class='notice'>You finish the windoor.</span>"
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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.density = 0
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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.loc = 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.density = 0
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windoor.req_access = electronics.accesses
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windoor.electronics = electronics
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electronics.loc = 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_icon()
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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set name = "Rotate 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 || !usr.canmove || usr.restrained())
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return
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if (anchored)
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usr << "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>"
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return 0
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//if(state != "01")
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//update_nearby_tiles(need_rebuild=1) //Compel updates before
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setDir(turn(dir, 270))
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//if(state != "01")
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//update_nearby_tiles(need_rebuild=1)
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ini_dir = dir
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update_icon()
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return
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/obj/structure/windoor_assembly/AltClick(mob/user)
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..()
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if(user.incapacitated())
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user << "<span class='warning'>You can't do that right now!</span>"
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return
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if(!in_range(src, user))
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return
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else
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revrotate()
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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 || !usr.canmove || usr.restrained())
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return
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if(facing == "l")
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usr << "<span class='notice'>The windoor will now slide to the right.</span>"
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facing = "r"
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else
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facing = "l"
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usr << "<span class='notice'>The windoor will now slide to the left.</span>"
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update_icon()
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return
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