Files
Bubberstation/code/game/objects/structures/windoor_assembly.dm
SmArtKar 4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

Fixes #84170 
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)


![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00

353 lines
11 KiB
Plaintext

/* 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
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR
set_dir_on_move = FALSE
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
can_atmos_pass = ATMOS_PASS_PROC
/obj/structure/windoor_assembly/Initialize(mapload, set_dir)
. = ..()
if(set_dir)
setDir(set_dir)
air_update_turf(TRUE, TRUE)
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
)
AddElement(/datum/element/connect_loc, loc_connections)
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
/obj/structure/windoor_assembly/Destroy()
set_density(FALSE)
air_update_turf(TRUE, FALSE)
return ..()
/obj/structure/windoor_assembly/Move()
var/turf/T = loc
. = ..()
move_update_air(T)
/obj/structure/windoor_assembly/update_icon_state()
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
return ..()
/obj/structure/windoor_assembly/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(border_dir == dir)
return
if(istype(mover, /obj/structure/window))
var/obj/structure/window/moved_window = mover
return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
/obj/structure/windoor_assembly/can_atmos_pass(turf/T, vertical = FALSE)
if(get_dir(loc, T) == dir)
return !density
else
return TRUE
/obj/structure/windoor_assembly/proc/on_exit(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(leaving.movement_type & PHASING)
return
if(leaving == src)
return // Let's not block ourselves.
if (leaving.pass_flags & pass_flags_self)
return
if (direction == dir && density)
leaving.Bump(src)
return COMPONENT_ATOM_BLOCK_EXIT
/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=1))
return
user.visible_message(span_notice("[user] disassembles the windoor assembly."),
span_notice("You start to disassemble the windoor assembly..."))
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You disassemble the windoor assembly."))
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
if (!QDELETED(RG))
RG.add_fingerprint(user)
if(secure)
var/obj/item/stack/rods/R = new (get_turf(src), 4)
if (!QDELETED(R))
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_warning("There is already a windoor in that location!"))
return
user.visible_message(span_notice("[user] secures the windoor assembly to the floor."),
span_notice("You start to secure the windoor assembly to the floor..."))
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_warning("There is already a windoor in that location!"))
return
to_chat(user, span_notice("You secure the windoor assembly."))
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_notice("[user] unsecures the windoor assembly to the floor."),
span_notice("You start to unsecure the windoor assembly to the floor..."))
if(W.use_tool(src, user, 40, volume=100))
if(!anchored)
return
to_chat(user, span_notice("You unsecure the windoor assembly."))
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_warning("You need more plasteel to do this!"))
return
to_chat(user, span_notice("You start to reinforce the windoor with plasteel..."))
if(do_after(user,40, target = src))
if(!src || secure || P.get_amount() < 2)
return
P.use(2)
to_chat(user, span_notice("You reinforce the windoor."))
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_notice("[user] wires the windoor assembly."), span_notice("You start to wire the windoor assembly..."))
if(do_after(user, 4 SECONDS, 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_warning("You need more cable to do this!"))
return
to_chat(user, span_notice("You wire the windoor."))
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_notice("[user] cuts the wires from the airlock assembly."), span_notice("You start to cut the wires from airlock assembly..."))
if(W.use_tool(src, user, 40, volume=100))
if(state != "02")
return
to_chat(user, span_notice("You cut the windoor wires."))
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_notice("[user] installs the electronics into the airlock assembly."),
span_notice("You start to install electronics into the airlock assembly..."))
if(do_after(user, 4 SECONDS, target = src))
if(!src || electronics)
W.forceMove(drop_location())
return
to_chat(user, span_notice("You install the airlock electronics."))
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_notice("[user] removes the electronics from the airlock assembly."),
span_notice("You start to uninstall electronics from the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=100) && electronics)
to_chat(user, span_notice("You remove the airlock electronics."))
name = "wired windoor assembly"
var/obj/item/electronics/airlock/ae
ae = electronics
electronics = null
ae.forceMove(drop_location())
else if(IS_WRITING_UTENSIL(W))
var/t = tgui_input_text(user, "Enter the name for the door", "Windoor Renaming", 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_warning("The assembly is missing electronics!"))
return
user << browse(null, "window=windoor_access")
user.visible_message(span_notice("[user] pries the windoor into the frame."),
span_notice("You start prying the windoor into the frame..."))
if(W.use_tool(src, user, 40, volume=100) && electronics)
set_density(TRUE) //Shouldn't matter but just incase
to_chat(user, span_notice("You finish the windoor."))
finish_door()
else
return ..()
//Update to reflect changes(if applicable)
update_appearance()
/obj/structure/windoor_assembly/proc/finish_door()
var/obj/machinery/door/window/windoor
if(secure)
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"
else
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.set_density(FALSE)
if(created_name)
windoor.name = created_name
else if(electronics.passed_name)
windoor.name = electronics.passed_name
if(electronics.one_access)
windoor.req_one_access = electronics.accesses
else
windoor.req_access = electronics.accesses
if(electronics.unres_sides)
windoor.unres_sides = electronics.unres_sides
switch(dir)
if(NORTH,SOUTH)
windoor.unres_sides &= ~EAST
windoor.unres_sides &= ~WEST
if(EAST,WEST)
windoor.unres_sides &= ~NORTH
windoor.unres_sides &= ~SOUTH
windoor.unres_sensor = TRUE
electronics.forceMove(windoor)
windoor.electronics = electronics
windoor.autoclose = TRUE
windoor.close()
windoor.update_appearance()
qdel(src)
//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_notice("The windoor will now slide to the right."))
facing = "r"
else
facing = "l"
to_chat(usr, span_notice("The windoor will now slide to the left."))
update_appearance()
return