mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-30 02:52:30 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
341 lines
14 KiB
Plaintext
341 lines
14 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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var/state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
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var/base_name = "airlock"
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var/mineral = null
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var/obj/item/electronics/airlock/electronics = null
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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var/glass_type = /obj/machinery/door/airlock/glass
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var/glass = 0 // 0 = glass can be installed. 1 = glass is already installed.
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var/created_name = null
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var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
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var/previous_assembly = /obj/structure/door_assembly
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var/noglass = FALSE //airlocks with no glass version, also cannot be modified with sheets
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var/material_type = /obj/item/stack/sheet/iron
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var/material_amt = 4
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/obj/structure/door_assembly/Initialize()
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. = ..()
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update_appearance()
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update_name()
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/obj/structure/door_assembly/examine(mob/user)
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. = ..()
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var/doorname = ""
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if(created_name)
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doorname = ", written on it is '[created_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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. += 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 && !glass && !noglass)
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. += span_notice("There is a small <i>paper</i> placard on the assembly[doorname]. There are <i>empty</i> slots for glass windows and mineral covers.")
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else if(!mineral && glass && !noglass)
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. += span_notice("There is a small <i>paper</i> placard on the assembly[doorname]. There are <i>empty</i> slots for mineral covers.")
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else if(mineral && !glass && !noglass)
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. += span_notice("There is a small <i>paper</i> placard on the assembly[doorname]. There are <i>empty</i> slots for glass windows.")
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else
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. += span_notice("There is a small <i>paper</i> placard on the assembly[doorname].")
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/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/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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else if((W.tool_behaviour == TOOL_WELDER) && (mineral || glass || !anchored ))
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if(!W.tool_start_check(user, amount=0))
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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 = 0
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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, 40, 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) && (!glass || !mineral))
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var/obj/item/stack/sheet/G = W
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if(G)
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if(G.get_amount() >= 1)
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if(!noglass)
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if(!glass)
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if(istype(G, /obj/item/stack/sheet/rglass) || istype(G, /obj/item/stack/sheet/glass))
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playsound(src, 'sound/items/crowbar.ogg', 100, TRUE)
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user.visible_message(span_notice("[user] adds [G.name] to the airlock assembly."), \
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span_notice("You start to install [G.name] into the airlock assembly..."))
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if(do_after(user, 40, target = src))
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if(G.get_amount() < 1 || glass)
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return
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if(G.type == /obj/item/stack/sheet/rglass)
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to_chat(user, span_notice("You install [G.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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G.use(1)
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glass = TRUE
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if(!mineral)
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if(istype(G, /obj/item/stack/sheet/mineral) && G.sheettype)
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var/M = G.sheettype
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if(G.get_amount() >= 2)
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playsound(src, 'sound/items/crowbar.ogg', 100, TRUE)
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user.visible_message(span_notice("[user] adds [G.name] to the airlock assembly."), \
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span_notice("You start to install [G.name] into the airlock assembly..."))
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if(do_after(user, 40, target = src))
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if(G.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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G.use(2)
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var/mineralassembly = text2path("/obj/structure/door_assembly/door_assembly_[M]")
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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
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to_chat(user, span_warning("You need at least two sheets add a mineral cover!"))
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else
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to_chat(user, span_warning("You cannot add [G] to [src]!"))
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else
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to_chat(user, span_warning("You cannot add [G] to [src]!"))
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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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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.req_access = req_access
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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.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
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door.name = base_name
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door.previous_airlock = previous_assembly
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electronics.forceMove(door)
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door.update_appearance()
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qdel(src)
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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/update_overlays()
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. = ..()
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if(!glass)
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. += get_airlock_overlay("fill_construction", icon, TRUE)
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else
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. += get_airlock_overlay("glass_construction", overlays_file, TRUE)
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. += get_airlock_overlay("panel_c[state+1]", overlays_file, 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/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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var/turf/T = 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(T, 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(T)
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else
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new /obj/item/stack/sheet/glass(T)
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else
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new /obj/item/shard(T)
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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(T, 2)
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qdel(src)
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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("mode" = RCD_DECONSTRUCT, "delay" = 50, "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, passed_mode)
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switch(passed_mode)
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if(RCD_DECONSTRUCT)
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to_chat(user, span_notice("You deconstruct [src]."))
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qdel(src)
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return TRUE
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return FALSE
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