Files
Bubberstation/code/game/objects/structures/fireaxe.dm
SkyratBot 7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00

204 lines
5.3 KiB
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/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
var/open = FALSE
var/obj/item/fireaxe/fireaxe
/obj/structure/fireaxecabinet/directional/north
dir = SOUTH
pixel_y = 32
/obj/structure/fireaxecabinet/directional/south
dir = NORTH
pixel_y = -32
/obj/structure/fireaxecabinet/directional/east
dir = WEST
pixel_x = 32
/obj/structure/fireaxecabinet/directional/west
dir = EAST
pixel_x = -32
/obj/structure/fireaxecabinet/Initialize()
. = ..()
fireaxe = new
update_appearance()
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
QDEL_NULL(fireaxe)
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/I, mob/living/user, params)
if(iscyborg(user) || I.tool_behaviour == TOOL_MULTITOOL)
toggle_lock(user)
else if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
if(obj_integrity < max_integrity)
if(!I.tool_start_check(user, amount=2))
return
to_chat(user, span_notice("You begin repairing [src]."))
if(I.use_tool(src, user, 40, volume=50, amount=2))
obj_integrity = max_integrity
update_appearance()
to_chat(user, span_notice("You repair [src]."))
else
to_chat(user, span_warning("[src] is already in good condition!"))
return
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, span_warning("You need two glass sheets to fix [src]!"))
return
to_chat(user, span_notice("You start fixing [src]..."))
if(do_after(user, 20, target = src) && G.use(2))
broken = FALSE
obj_integrity = max_integrity
update_appearance()
else if(open || broken)
if(istype(I, /obj/item/fireaxe) && !fireaxe)
var/obj/item/fireaxe/F = I
if(F?.wielded)
to_chat(user, span_warning("Unwield the [F.name] first."))
return
if(!user.transferItemToLoc(F, src))
return
fireaxe = F
to_chat(user, span_notice("You place the [F.name] back in the [name]."))
update_appearance()
return
else if(!broken)
toggle_open()
else
return ..()
/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(broken)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir)
if(open)
return
. = ..()
if(.)
update_appearance()
/obj/structure/fireaxecabinet/obj_break(damage_flag)
. = ..()
if(!broken && !(flags_1 & NODECONSTRUCT_1))
update_appearance()
broken = TRUE
playsound(src, 'sound/effects/glassbr3.ogg', 100, TRUE)
new /obj/item/shard(loc)
new /obj/item/shard(loc)
/obj/structure/fireaxecabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(fireaxe && loc)
fireaxe.forceMove(loc)
fireaxe = null
new /obj/item/stack/sheet/iron(loc, 2)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
if(fireaxe)
fireaxe.forceMove(loc)
fireaxe = null
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(open || broken)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat(user, span_notice("You take the fire axe from the [name]."))
src.add_fingerprint(user)
update_appearance()
return
if(locked)
to_chat(user, span_warning("The [name] won't budge!"))
return
else
open = !open
update_appearance()
return
/obj/structure/fireaxecabinet/attack_paw(mob/living/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/fireaxecabinet/attack_ai(mob/user)
toggle_lock(user)
return
/obj/structure/fireaxecabinet/attack_tk(mob/user)
. = COMPONENT_CANCEL_ATTACK_CHAIN
if(locked)
to_chat(user, span_warning("The [name] won't budge!"))
return
open = !open
update_appearance()
/obj/structure/fireaxecabinet/update_overlays()
. = ..()
if(fireaxe)
. += "axe"
if(open)
. += "glass_raised"
return
var/hp_percent = obj_integrity/max_integrity * 100
if(broken)
. += "glass4"
else
switch(hp_percent)
if(-INFINITY to 40)
. += "glass3"
if(40 to 60)
. += "glass2"
if(60 to 80)
. += "glass1"
if(80 to INFINITY)
. += "glass"
. += locked ? "locked" : "unlocked"
/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
to_chat(user, span_notice("Resetting circuitry..."))
playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
if(do_after(user, 20, target = src))
to_chat(user, span_notice("You [locked ? "disable" : "re-enable"] the locking modules."))
locked = !locked
update_appearance()
/obj/structure/fireaxecabinet/verb/toggle_open()
set name = "Open/Close"
set category = "Object"
set src in oview(1)
if(locked)
to_chat(usr, span_warning("The [name] won't budge!"))
return
else
open = !open
update_appearance()
return