Files
Bubberstation/code/game/objects/structures/windoor_assembly.dm
SkyratBot 404a603dc2 [MIRROR] runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes [MDB IGNORE] (#8975)
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes

* Fixing conflicts

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-23 00:25:25 +01:00

367 lines
12 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
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, loc, set_dir)
. = ..()
if(set_dir)
setDir(set_dir)
air_update_turf(TRUE, TRUE)
var/static/list/loc_connections = list(
COMSIG_ATOM_EXIT = .proc/on_exit,
)
AddElement(/datum/element/connect_loc, loc_connections)
/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_window_location(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
return valid_window_location(loc, mover.dir, is_fulltile = FALSE)
/obj/structure/windoor_assembly/can_atmos_pass(turf/T)
if(get_dir(loc, T) == dir)
return !density
else
return 1
/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=0))
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, 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_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, 40, 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(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_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."))
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.set_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.set_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
return ..()
//Update to reflect changes(if applicable)
update_appearance()
/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_warning("[src] cannot be rotated while it is fastened to the floor!"))
return FALSE
var/target_dir = turn(dir, rotation_type == ROTATION_CLOCKWISE ? -90 : 90)
if(!valid_window_location(loc, target_dir, is_fulltile = FALSE))
to_chat(user, span_warning("[src] cannot be rotated in that direction!"))
return FALSE
return TRUE
/obj/structure/windoor_assembly/proc/after_rotation(mob/user)
update_appearance()
//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