Files
Bubberstation/code/game/objects/structures/windoor_assembly.dm
LemonInTheDark 6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00

355 lines
12 KiB
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/* Windoor (window door) assembly -Nodrak
* Step 1: Create a windoor out of rglass
* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
* Step 3: Rotate or Flip the assembly to face and open the way you want
* Step 4: Wrench the assembly in place
* Step 5: Add cables to the assembly
* Step 6: Set access for the door.
* Step 7: Screwdriver the door to complete
*/
/obj/structure/windoor_assembly
icon = 'icons/obj/doors/windoor.dmi'
name = "windoor Assembly"
icon_state = "l_windoor_assembly01"
desc = "A small glass and wire assembly for windoors."
anchored = FALSE
density = FALSE
dir = NORTH
var/ini_dir
var/obj/item/electronics/airlock/electronics = null
var/created_name = null
//Vars to help with the icon's name
var/facing = "l" //Does the windoor open to the left or right?
var/secure = FALSE //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed
CanAtmosPass = ATMOS_PASS_PROC
/obj/structure/windoor_assembly/New(loc, set_dir)
..()
if(set_dir)
setDir(set_dir)
ini_dir = dir
air_update_turf(TRUE, TRUE)
/obj/structure/windoor_assembly/Destroy()
density = FALSE
air_update_turf(TRUE, FALSE)
return ..()
/obj/structure/windoor_assembly/Move()
var/turf/T = loc
. = ..()
setDir(ini_dir)
move_update_air(T)
/obj/structure/windoor_assembly/update_icon_state()
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
/obj/structure/windoor_assembly/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
return
if(istype(mover, /obj/structure/window))
var/obj/structure/window/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
return FALSE
/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
if(get_dir(loc, T) == dir)
return !density
else
return 1
/obj/structure/windoor_assembly/CheckExit(atom/movable/mover, turf/target)
if(mover.pass_flags & pass_flags_self)
return TRUE
if(get_dir(loc, target) == dir)
return !density
else
return TRUE
/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
//I really should have spread this out across more states but thin little windoors are hard to sprite.
add_fingerprint(user)
switch(state)
if("01")
if(W.tool_behaviour == TOOL_WELDER && !anchored)
if(!W.tool_start_check(user, amount=0))
return
user.visible_message("<span class='notice'>[user] disassembles the windoor assembly.</span>",
"<span class='notice'>You start to disassemble the windoor assembly...</span>")
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
RG.add_fingerprint(user)
if(secure)
var/obj/item/stack/rods/R = new (get_turf(src), 4)
R.add_fingerprint(user)
qdel(src)
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(W.tool_behaviour == TOOL_WRENCH && !anchored)
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
return
user.visible_message("<span class='notice'>[user] secures the windoor assembly to the floor.</span>",
"<span class='notice'>You start to secure the windoor assembly to the floor...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(anchored)
return
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
return
to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
set_anchored(TRUE)
if(secure)
name = "secure anchored windoor assembly"
else
name = "anchored windoor assembly"
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(W.tool_behaviour == TOOL_WRENCH && anchored)
user.visible_message("<span class='notice'>[user] unsecures the windoor assembly to the floor.</span>",
"<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(!anchored)
return
to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
set_anchored(FALSE)
if(secure)
name = "secure windoor assembly"
else
name = "windoor assembly"
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
var/obj/item/stack/sheet/plasteel/P = W
if(P.get_amount() < 2)
to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
return
to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
if(do_after(user,40, target = src))
if(!src || secure || P.get_amount() < 2)
return
P.use(2)
to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
secure = TRUE
if(anchored)
name = "secure anchored windoor assembly"
else
name = "secure windoor assembly"
//Adding cable to the assembly. Step 5 complete.
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
user.visible_message("<span class='notice'>[user] wires the windoor assembly.</span>", "<span class='notice'>You start to wire the windoor assembly...</span>")
if(do_after(user, 40, target = src))
if(!src || !anchored || src.state != "01")
return
var/obj/item/stack/cable_coil/CC = W
if(!CC.use(1))
to_chat(user, "<span class='warning'>You need more cable to do this!</span>")
return
to_chat(user, "<span class='notice'>You wire the windoor.</span>")
state = "02"
if(secure)
name = "secure wired windoor assembly"
else
name = "wired windoor assembly"
else
return ..()
if("02")
//Removing wire from the assembly. Step 5 undone.
if(W.tool_behaviour == TOOL_WIRECUTTER)
user.visible_message("<span class='notice'>[user] cuts the wires from the airlock assembly.</span>", "<span class='notice'>You start to cut the wires from airlock assembly...</span>")
if(W.use_tool(src, user, 40, volume=100))
if(state != "02")
return
to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
new/obj/item/stack/cable_coil(get_turf(user), 1)
state = "01"
if(secure)
name = "secure anchored windoor assembly"
else
name = "anchored windoor assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/electronics/airlock))
if(!user.transferItemToLoc(W, src))
return
W.play_tool_sound(src, 100)
user.visible_message("<span class='notice'>[user] installs the electronics into the airlock assembly.</span>",
"<span class='notice'>You start to install electronics into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if(!src || electronics)
W.forceMove(drop_location())
return
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
name = "near finished windoor assembly"
electronics = W
else
W.forceMove(drop_location())
//Screwdriver to remove airlock electronics. Step 6 undone.
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(!electronics)
return
user.visible_message("<span class='notice'>[user] removes the electronics from the airlock assembly.</span>",
"<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>")
if(W.use_tool(src, user, 40, volume=100) && electronics)
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
name = "wired windoor assembly"
var/obj/item/electronics/airlock/ae
ae = electronics
electronics = null
ae.forceMove(drop_location())
else if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
return
//Crowbar to complete the assembly, Step 7 complete.
else if(W.tool_behaviour == TOOL_CROWBAR)
if(!electronics)
to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
return
user << browse(null, "window=windoor_access")
user.visible_message("<span class='notice'>[user] pries the windoor into the frame.</span>",
"<span class='notice'>You start prying the windoor into the frame...</span>")
if(W.use_tool(src, user, 40, volume=100) && electronics)
density = TRUE //Shouldn't matter but just incase
to_chat(user, "<span class='notice'>You finish the windoor.</span>")
if(secure)
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(loc)
if(facing == "l")
windoor.icon_state = "leftsecureopen"
windoor.base_state = "leftsecure"
else
windoor.icon_state = "rightsecureopen"
windoor.base_state = "rightsecure"
windoor.setDir(dir)
windoor.density = FALSE
if(electronics.one_access)
windoor.req_one_access = electronics.accesses
else
windoor.req_access = electronics.accesses
windoor.electronics = electronics
electronics.forceMove(windoor)
if(created_name)
windoor.name = created_name
qdel(src)
windoor.close()
else
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc)
if(facing == "l")
windoor.icon_state = "leftopen"
windoor.base_state = "left"
else
windoor.icon_state = "rightopen"
windoor.base_state = "right"
windoor.setDir(dir)
windoor.density = FALSE
if(electronics.one_access)
windoor.req_one_access = electronics.accesses
else
windoor.req_access = electronics.accesses
windoor.electronics = electronics
electronics.loc = windoor
if(created_name)
windoor.name = created_name
qdel(src)
windoor.close()
else
return ..()
//Update to reflect changes(if applicable)
update_icon()
/obj/structure/windoor_assembly/ComponentInitialize()
. = ..()
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, can_be_rotated=CALLBACK(src, .proc/can_be_rotated), after_rotation=CALLBACK(src,.proc/after_rotation))
/obj/structure/windoor_assembly/proc/can_be_rotated(mob/user,rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
if(!valid_window_location(loc, target_dir))
to_chat(user, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
return FALSE
return TRUE
/obj/structure/windoor_assembly/proc/after_rotation(mob/user)
ini_dir = dir
update_icon()
//Flips the windoor assembly, determines whather the door opens to the left or the right
/obj/structure/windoor_assembly/verb/flip()
set name = "Flip Windoor Assembly"
set category = "Object"
set src in oview(1)
if(usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
return
if(isliving(usr))
var/mob/living/L = usr
if(!(L.mobility_flags & MOBILITY_USE))
return
if(facing == "l")
to_chat(usr, "<span class='notice'>The windoor will now slide to the right.</span>")
facing = "r"
else
facing = "l"
to_chat(usr, "<span class='notice'>The windoor will now slide to the left.</span>")
update_icon()
return