mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 02:51:41 +00:00
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
700 lines
24 KiB
Plaintext
700 lines
24 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 = 0
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density = 1
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obj_integrity = 200
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max_integrity = 200
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var/state = 0
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var/mineral = null
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var/typetext = ""
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var/icontext = ""
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var/obj/item/weapon/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/created_name = null
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var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
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var/material = null //icon state logic
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/obj/structure/door_assembly/New()
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update_icon()
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/obj/structure/door_assembly/door_assembly_0
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name = "airlock assembly"
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airlock_type = /obj/machinery/door/airlock
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_com
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name = "command airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/command.dmi'
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typetext = "command"
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icontext = "com"
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glass_type = /obj/machinery/door/airlock/glass_command
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airlock_type = /obj/machinery/door/airlock/command
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_com/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_sec
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name = "security airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/security.dmi'
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typetext = "security"
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icontext = "sec"
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glass_type = /obj/machinery/door/airlock/glass_security
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airlock_type = /obj/machinery/door/airlock/security
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_sec/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_eng
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name = "engineering airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
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typetext = "engineering"
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icontext = "eng"
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glass_type = /obj/machinery/door/airlock/glass_engineering
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airlock_type = /obj/machinery/door/airlock/engineering
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_eng/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_min
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name = "mining airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/mining.dmi'
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typetext = "mining"
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icontext = "min"
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glass_type = /obj/machinery/door/airlock/glass_mining
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airlock_type = /obj/machinery/door/airlock/mining
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_min/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_atmo
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name = "atmospherics airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
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typetext = "atmos"
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icontext = "atmo"
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glass_type = /obj/machinery/door/airlock/glass_atmos
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airlock_type = /obj/machinery/door/airlock/atmos
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_atmo/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_research
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name = "research airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/research.dmi'
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typetext = "research"
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icontext = "res"
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glass_type = /obj/machinery/door/airlock/glass_research
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airlock_type = /obj/machinery/door/airlock/research
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_research/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_science
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name = "science airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/science.dmi'
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typetext = "science"
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icontext = "sci"
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glass_type = /obj/machinery/door/airlock/glass_science
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airlock_type = /obj/machinery/door/airlock/science
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_science/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_med
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name = "medical airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/medical.dmi'
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typetext = "medical"
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icontext = "med"
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glass_type = /obj/machinery/door/airlock/glass_medical
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airlock_type = /obj/machinery/door/airlock/medical
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_med/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_mai
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name = "maintenance airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/maintenance.dmi'
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typetext = "maintenance"
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icontext = "mai"
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glass_type = /obj/machinery/door/airlock/glass_maintenance
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airlock_type = /obj/machinery/door/airlock/maintenance
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_mai/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_ext
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name = "external airlock assembly"
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icon = 'icons/obj/doors/airlocks/external/external.dmi'
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overlays_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
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typetext = "external"
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icontext = "ext"
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glass_type = /obj/machinery/door/airlock/glass_external
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airlock_type = /obj/machinery/door/airlock/external
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_ext/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_fre
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name = "freezer airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/freezer.dmi'
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typetext = "freezer"
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icontext = "fre"
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airlock_type = /obj/machinery/door/airlock/freezer
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_hatch
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name = "airtight hatch assembly"
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icon = 'icons/obj/doors/airlocks/hatch/centcom.dmi'
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overlays_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
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typetext = "hatch"
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icontext = "hatch"
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airlock_type = /obj/machinery/door/airlock/hatch
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_mhatch
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name = "maintenance hatch assembly"
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icon = 'icons/obj/doors/airlocks/hatch/maintenance.dmi'
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overlays_file = 'icons/obj/doors/airlocks/hatch/overlays.dmi'
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typetext = "maintenance_hatch"
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icontext = "mhatch"
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airlock_type = /obj/machinery/door/airlock/maintenance_hatch
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_glass
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name = "glass airlock assembly"
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icon = 'icons/obj/doors/airlocks/station2/glass.dmi'
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overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
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airlock_type = /obj/machinery/door/airlock/glass
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anchored = 1
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state = 1
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_gold
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name = "gold airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/gold.dmi'
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airlock_type = /obj/machinery/door/airlock/gold
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anchored = 1
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state = 1
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mineral = "gold"
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/obj/structure/door_assembly/door_assembly_silver
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name = "silver airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/silver.dmi'
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airlock_type = /obj/machinery/door/airlock/silver
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anchored = 1
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state = 1
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mineral = "silver"
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/obj/structure/door_assembly/door_assembly_diamond
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name = "diamond airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/diamond.dmi'
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airlock_type = /obj/machinery/door/airlock/diamond
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anchored = 1
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state = 1
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mineral = "diamond"
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/obj/structure/door_assembly/door_assembly_uranium
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name = "uranium airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/uranium.dmi'
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airlock_type = /obj/machinery/door/airlock/uranium
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anchored = 1
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state = 1
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mineral = "uranium"
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/obj/structure/door_assembly/door_assembly_plasma
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name = "plasma airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/plasma.dmi'
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airlock_type = /obj/machinery/door/airlock/plasma
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anchored = 1
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state = 1
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mineral = "plasma"
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/obj/structure/door_assembly/door_assembly_clown
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name = "bananium airlock assembly"
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desc = "Honk"
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icon = 'icons/obj/doors/airlocks/station/bananium.dmi'
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airlock_type = /obj/machinery/door/airlock/clown
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anchored = 1
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state = 1
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mineral = "bananium"
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/obj/structure/door_assembly/door_assembly_sandstone
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name = "sandstone airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/sandstone.dmi'
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airlock_type = /obj/machinery/door/airlock/sandstone
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anchored = 1
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state = 1
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mineral = "sandstone"
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/obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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name = "high security airlock assembly"
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icon = 'icons/obj/doors/airlocks/highsec/highsec.dmi'
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overlays_file = 'icons/obj/doors/airlocks/highsec/overlays.dmi'
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typetext = "highsecurity"
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icontext = "highsec"
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airlock_type = /obj/machinery/door/airlock/highsecurity
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_vault
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name = "vault door assembly"
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icon = 'icons/obj/doors/airlocks/vault/vault.dmi'
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overlays_file = 'icons/obj/doors/airlocks/vault/overlays.dmi'
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typetext = "vault"
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icontext = "vault"
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airlock_type = /obj/machinery/door/airlock/vault
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_shuttle
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name = "shuttle airlock assembly"
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icon = 'icons/obj/doors/airlocks/shuttle/shuttle.dmi'
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overlays_file = 'icons/obj/doors/airlocks/shuttle/overlays.dmi'
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typetext = "shuttle"
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icontext = "shuttle"
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airlock_type = /obj/machinery/door/airlock/shuttle
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_cult
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name = "cult airlock assembly"
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icon = 'icons/obj/doors/airlocks/cult/runed/cult.dmi'
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overlays_file = 'icons/obj/doors/airlocks/cult/runed/overlays.dmi'
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typetext = "cult"
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icontext = "cult"
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airlock_type = /obj/machinery/door/airlock/cult
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_cult/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_cult/unruned
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icon = 'icons/obj/doors/airlocks/cult/unruned/cult.dmi'
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overlays_file = 'icons/obj/doors/airlocks/cult/unruned/overlays.dmi'
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/obj/structure/door_assembly/door_assembly_cult/unruned/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_wood
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name = "wooden airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/wood.dmi'
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airlock_type = /obj/machinery/door/airlock/wood
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anchored = 1
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state = 1
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mineral = "wood"
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/obj/structure/door_assembly/door_assembly_viro
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name = "virology airlock assembly"
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icon = 'icons/obj/doors/airlocks/station/virology.dmi'
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typetext = "virology"
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icontext = "viro"
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glass_type = /obj/machinery/door/airlock/glass_virology
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airlock_type = /obj/machinery/door/airlock/virology
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anchored = 1
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state = 1
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/obj/structure/door_assembly/door_assembly_viro/glass
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mineral = "glass"
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material = "glass"
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/obj/structure/door_assembly/door_assembly_centcom
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typetext = "centcom"
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icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
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overlays_file = 'icons/obj/doors/airlocks/centcom/overlays.dmi'
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icontext = "ele"
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airlock_type = /obj/machinery/door/airlock/centcom
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anchored = 1
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state = 1
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/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/pen))
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var/t = stripped_input(user, "Enter the name for the door.", src.name, src.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) && src.loc != usr)
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return
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created_name = t
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else if(istype(W, /obj/item/weapon/airlock_painter)) // |- Ricotez
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//INFORMATION ABOUT ADDING A NEW AIRLOCK TO THE PAINT LIST:
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//If your airlock has a regular version, add it to the list with regular versions.
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//If your airlock has a glass version, add it to the list with glass versions.
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//Don't forget to also set has_solid and has_glass to the proper value.
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//Do NOT add your airlock to a list if it does not have a version for that list,
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// or you will get broken icons.
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var/obj/item/weapon/airlock_painter/WT = W
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if(WT.can_use(user))
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var/icontype
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var/optionlist
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if(mineral && mineral == "glass")
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//These airlocks have a glass version.
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optionlist = list("Public", "Public2", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Science", "Mining")
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else
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//These airlocks have a regular version.
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optionlist = list("Public", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Science", "Mining", "Maintenance", "External", "High Security")
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icontype = input(user, "Please select a paintjob for this airlock.") in optionlist
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if((!in_range(src, usr) && src.loc != usr) || !WT.use(user))
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return
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var/has_solid = 0
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var/has_glass = 0
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switch(icontype)
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if("Public")
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icon = 'icons/obj/doors/airlocks/station/public.dmi'
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overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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typetext = ""
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icontext = ""
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has_solid = 1
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has_glass = 1
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if("Public2")
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icon = 'icons/obj/doors/airlocks/station2/glass.dmi'
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overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
|
|
typetext = ""
|
|
icontext = ""
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Engineering")
|
|
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "engineering"
|
|
icontext = "eng"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Atmospherics")
|
|
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "atmos"
|
|
icontext = "atmo"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Security")
|
|
icon = 'icons/obj/doors/airlocks/station/security.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "security"
|
|
icontext = "sec"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Command")
|
|
icon = 'icons/obj/doors/airlocks/station/command.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "command"
|
|
icontext = "com"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Medical")
|
|
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "medical"
|
|
icontext = "med"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Research")
|
|
icon = 'icons/obj/doors/airlocks/station/research.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "research"
|
|
icontext = "res"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Science")
|
|
icon = 'icons/obj/doors/airlocks/station/science.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "research"
|
|
icontext = "res"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Mining")
|
|
icon = 'icons/obj/doors/airlocks/station/mining.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "mining"
|
|
icontext = "min"
|
|
has_solid = 1
|
|
has_glass = 1
|
|
if("Maintenance")
|
|
icon = 'icons/obj/doors/airlocks/station/maintenance.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
|
|
typetext = "maintenance"
|
|
icontext = "mai"
|
|
has_solid = 1
|
|
has_glass = 0
|
|
if("External")
|
|
icon = 'icons/obj/doors/airlocks/external/external.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
|
|
typetext = "external"
|
|
icontext = "ext"
|
|
has_solid = 1
|
|
has_glass = 0
|
|
if("High Security")
|
|
icon = 'icons/obj/doors/airlocks/highsec/highsec.dmi'
|
|
overlays_file = 'icons/obj/doors/airlocks/highsec/overlays.dmi'
|
|
typetext = "highsecurity"
|
|
icontext = "highsec"
|
|
has_solid = 1
|
|
has_glass = 0
|
|
if(has_solid)
|
|
airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
|
|
else
|
|
airlock_type = /obj/machinery/door/airlock
|
|
|
|
if(has_glass)
|
|
glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
|
|
else
|
|
glass_type = /obj/machinery/door/airlock/glass
|
|
|
|
if(mineral && mineral != "glass")
|
|
mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
|
|
user << "<span class='notice'>You change the paintjob on the airlock assembly.</span>"
|
|
|
|
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(WT.remove_fuel(0,user))
|
|
user.visible_message("<span class='warning'>[user] disassembles the airlock assembly.</span>", \
|
|
"You start to disassemble the airlock assembly...")
|
|
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
|
|
|
|
if(do_after(user, 40/W.toolspeed, target = src))
|
|
if( !WT.isOn() )
|
|
return
|
|
user << "<span class='notice'>You disassemble the airlock assembly.</span>"
|
|
deconstruct(TRUE)
|
|
|
|
else if(istype(W, /obj/item/weapon/wrench))
|
|
if(!anchored )
|
|
var/door_check = 1
|
|
for(var/obj/machinery/door/D in loc)
|
|
if(!D.sub_door)
|
|
door_check = 0
|
|
break
|
|
|
|
if(door_check)
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user.visible_message("[user] secures the airlock assembly to the floor.", \
|
|
"<span class='notice'>You start to secure the airlock assembly to the floor...</span>", \
|
|
"<span class='italics'>You hear wrenching.</span>")
|
|
|
|
if(do_after(user, 40/W.toolspeed, target = src))
|
|
if( src.anchored )
|
|
return
|
|
user << "<span class='notice'>You secure the airlock assembly.</span>"
|
|
src.name = "secured airlock assembly"
|
|
src.anchored = 1
|
|
else
|
|
user << "There is another door here!"
|
|
|
|
else
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
|
|
user.visible_message("[user] unsecures the airlock assembly from the floor.", \
|
|
"<span class='notice'>You start to unsecure the airlock assembly from the floor...</span>", \
|
|
"<span class='italics'>You hear wrenching.</span>")
|
|
if(do_after(user, 40/W.toolspeed, target = src))
|
|
if(!anchored )
|
|
return
|
|
user << "<span class='notice'>You unsecure the airlock assembly.</span>"
|
|
name = "airlock assembly"
|
|
anchored = 0
|
|
|
|
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored )
|
|
var/obj/item/stack/cable_coil/C = W
|
|
if (C.get_amount() < 1)
|
|
user << "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>"
|
|
return
|
|
user.visible_message("[user] wires the airlock assembly.", \
|
|
"<span class='notice'>You start to wire the airlock assembly...</span>")
|
|
if(do_after(user, 40, target = src))
|
|
if(C.get_amount() < 1 || state != 0) return
|
|
C.use(1)
|
|
src.state = 1
|
|
user << "<span class='notice'>You wire the airlock assembly.</span>"
|
|
src.name = "wired airlock assembly"
|
|
|
|
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
|
|
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
|
user.visible_message("[user] cuts the wires from the airlock assembly.", \
|
|
"<span class='notice'>You start to cut the wires from the airlock assembly...</span>")
|
|
|
|
if(do_after(user, 40/W.toolspeed, target = src))
|
|
if( src.state != 1 )
|
|
return
|
|
user << "<span class='notice'>You cut the wires from the airlock assembly.</span>"
|
|
new/obj/item/stack/cable_coil(get_turf(user), 1)
|
|
src.state = 0
|
|
src.name = "secured airlock assembly"
|
|
|
|
else if(istype(W, /obj/item/weapon/electronics/airlock) && state == 1 )
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
|
user.visible_message("[user] installs the electronics into the airlock assembly.", \
|
|
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
|
|
if(do_after(user, 40, target = src))
|
|
if( src.state != 1 )
|
|
return
|
|
if(!user.drop_item())
|
|
return
|
|
|
|
W.loc = src
|
|
user << "<span class='notice'>You install the airlock electronics.</span>"
|
|
src.state = 2
|
|
src.name = "near finished airlock assembly"
|
|
src.electronics = W
|
|
|
|
|
|
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
|
|
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
|
|
user.visible_message("[user] removes the electronics from the airlock assembly.", \
|
|
"<span class='notice'>You start to remove electronics from the airlock assembly...</span>")
|
|
|
|
if(do_after(user, 40/W.toolspeed, target = src))
|
|
if( src.state != 2 )
|
|
return
|
|
user << "<span class='notice'>You remove the airlock electronics.</span>"
|
|
src.state = 1
|
|
src.name = "wired airlock assembly"
|
|
var/obj/item/weapon/electronics/airlock/ae
|
|
if (!electronics)
|
|
ae = new/obj/item/weapon/electronics/airlock( src.loc )
|
|
else
|
|
ae = electronics
|
|
electronics = null
|
|
ae.loc = src.loc
|
|
else if(istype(W, /obj/item/stack/sheet) && !mineral)
|
|
var/obj/item/stack/sheet/G = W
|
|
if(G)
|
|
if(G.get_amount() >= 1)
|
|
if(istype(G, /obj/item/stack/sheet/rglass) || istype(G, /obj/item/stack/sheet/glass))
|
|
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
|
|
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
|
|
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
|
|
if(do_after(user, 40, target = src))
|
|
if(G.get_amount() < 1 || mineral) return
|
|
if (G.type == /obj/item/stack/sheet/rglass)
|
|
user << "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>"
|
|
heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
|
|
name = "near finished heat-proofed window airlock assembly"
|
|
else
|
|
user << "<span class='notice'>You install regular glass windows into the airlock assembly.</span>"
|
|
name = "near finished window airlock assembly"
|
|
G.use(1)
|
|
mineral = "glass"
|
|
material = "glass"
|
|
//This list contains the airlock paintjobs that have a glass version:
|
|
if(icontext in list("eng", "atmo", "sec", "com", "med", "res", "min"))
|
|
src.airlock_type = text2path("/obj/machinery/door/airlock/[typetext]")
|
|
src.glass_type = text2path("/obj/machinery/door/airlock/glass_[typetext]")
|
|
else
|
|
//This airlock is default or does not have a glass version, so we revert to the default glass airlock. |- Ricotez
|
|
airlock_type = /obj/machinery/door/airlock
|
|
glass_type = /obj/machinery/door/airlock/glass
|
|
typetext = ""
|
|
icontext = ""
|
|
else if(istype(G, /obj/item/stack/sheet/mineral))
|
|
var/M = G.sheettype
|
|
if(G.get_amount() >= 2)
|
|
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
|
|
user.visible_message("[user] adds [G.name] to the airlock assembly.", \
|
|
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
|
|
if(do_after(user, 40, target = src))
|
|
if(G.get_amount() < 2 || mineral) return
|
|
user << "<span class='notice'>You install [M] plating into the airlock assembly.</span>"
|
|
G.use(2)
|
|
mineral = "[M]"
|
|
name = "near finished [M] airlock assembly"
|
|
airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
|
|
glass_type = /obj/machinery/door/airlock/glass
|
|
|
|
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
|
user.visible_message("[user] finishes the airlock.", \
|
|
"<span class='notice'>You start finishing the airlock...</span>")
|
|
|
|
if(do_after(user, 40/W.toolspeed, target = src))
|
|
if(src.loc && state == 2)
|
|
user << "<span class='notice'>You finish the airlock.</span>"
|
|
var/obj/machinery/door/airlock/door
|
|
if(mineral == "glass")
|
|
door = new src.glass_type( src.loc )
|
|
else
|
|
door = new src.airlock_type( src.loc )
|
|
//door.req_access = src.req_access
|
|
door.electronics = src.electronics
|
|
door.heat_proof = src.heat_proof_finished
|
|
if(src.electronics.one_access)
|
|
door.req_one_access = src.electronics.accesses
|
|
else
|
|
door.req_access = src.electronics.accesses
|
|
if(created_name)
|
|
door.name = created_name
|
|
src.electronics.loc = door
|
|
qdel(src)
|
|
else
|
|
return ..()
|
|
update_icon()
|
|
|
|
/obj/structure/door_assembly/update_icon()
|
|
cut_overlays()
|
|
if(!material)
|
|
add_overlay(get_airlock_overlay("fill_construction", icon))
|
|
else
|
|
add_overlay(get_airlock_overlay("[material]_construction", overlays_file))
|
|
add_overlay(get_airlock_overlay("panel_c[state+1]", overlays_file))
|
|
|
|
|
|
/obj/structure/door_assembly/deconstruct(disassembled = TRUE)
|
|
if(!(flags & NODECONSTRUCT))
|
|
var/turf/T = get_turf(src)
|
|
var/metal_amt = 4
|
|
if(!disassembled)
|
|
metal_amt = rand(2,4)
|
|
new /obj/item/stack/sheet/metal(T, metal_amt)
|
|
if(mineral)
|
|
if (mineral == "glass")
|
|
if(disassembled)
|
|
if (heat_proof_finished)
|
|
new /obj/item/stack/sheet/rglass(T)
|
|
else
|
|
new /obj/item/stack/sheet/glass(T)
|
|
else
|
|
new /obj/item/weapon/shard(T)
|
|
else
|
|
var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
|
|
new mineral_path(T, 2)
|
|
qdel(src) |