mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 20:16:09 +00:00
I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.
204 lines
5.5 KiB
Plaintext
204 lines
5.5 KiB
Plaintext
/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 class='notice'>You begin repairing [src].</span>")
|
|
if(I.use_tool(src, user, 40, volume=50, amount=2))
|
|
obj_integrity = max_integrity
|
|
update_appearance()
|
|
to_chat(user, "<span class='notice'>You repair [src].</span>")
|
|
else
|
|
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
|
|
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 class='warning'>You need two glass sheets to fix [src]!</span>")
|
|
return
|
|
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
|
|
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 class='warning'>Unwield the [F.name] first.</span>")
|
|
return
|
|
if(!user.transferItemToLoc(F, src))
|
|
return
|
|
fireaxe = F
|
|
to_chat(user, "<span class='notice'>You place the [F.name] back in the [name].</span>")
|
|
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 class='notice'>You take the fire axe from the [name].</span>")
|
|
src.add_fingerprint(user)
|
|
update_appearance()
|
|
return
|
|
if(locked)
|
|
to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
|
|
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 class='warning'>The [name] won't budge!</span>")
|
|
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 class='notice'>Resetting circuitry...</span>")
|
|
playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
|
|
if(do_after(user, 20, target = src))
|
|
to_chat(user, "<span class='notice'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
|
|
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 class='warning'>The [name] won't budge!</span>")
|
|
return
|
|
else
|
|
open = !open
|
|
update_appearance()
|
|
return
|