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Bubberstation/code/game/objects/structures/fireaxe.dm
Bloop c3f970c0e0 [MANUAL MIRROR] Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#18919)
Crafting fireaxe cabinets, mech removal cabinets, and mirrors (#72856)

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-01-23 17:06:34 -05:00

231 lines
6.7 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_type = /datum/armor/structure_fireaxecabinet
max_integrity = 150
integrity_failure = 0.33
/// Do we need to be unlocked to be opened.
var/locked = TRUE
/// Are we opened, can someone take the held item out.
var/open = FALSE
/// The item we're holding.
var/obj/item/held_item
/// The path of the item we spawn and can hold.
var/item_path = /obj/item/fireaxe
/// Overlay we get when the item is inside us.
var/item_overlay = "axe"
/// Whether we should populate our own contents on Initialize()
var/populate_contents = TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet, 32)
/datum/armor/structure_fireaxecabinet
melee = 50
bullet = 20
energy = 100
bomb = 10
fire = 90
acid = 50
/obj/structure/fireaxecabinet/Initialize(mapload)
. = ..()
if(populate_contents)
held_item = new item_path(src)
update_appearance()
/obj/structure/fireaxecabinet/Destroy()
if(held_item)
QDEL_NULL(held_item)
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/attacking_item, mob/living/user, params)
if(iscyborg(user) || attacking_item.tool_behaviour == TOOL_MULTITOOL)
toggle_lock(user)
else if(attacking_item.tool_behaviour == TOOL_WELDER && !user.combat_mode && !broken)
if(atom_integrity < max_integrity)
if(!attacking_item.tool_start_check(user, amount = 2))
return
balloon_alert(user, "repairing...")
if(attacking_item.use_tool(src, user, 4 SECONDS, volume= 50, amount = 2))
repair_damage(max_integrity - get_integrity())
update_appearance()
balloon_alert(user, "repaired")
else
balloon_alert(user, "already repaired!")
return
else if(istype(attacking_item, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/glass_stack = attacking_item
if(glass_stack.get_amount() < 2)
balloon_alert(user, "need more glass!")
return
balloon_alert(user, "repairing")
if(do_after(user, 2 SECONDS, target = src) && glass_stack.use(2))
broken = FALSE
repair_damage(max_integrity - get_integrity())
update_appearance()
else if(open || broken)
if(istype(attacking_item, item_path) && !held_item)
if(HAS_TRAIT(attacking_item, TRAIT_WIELDED))
balloon_alert(user, "unwield it!")
return
if(!user.transferItemToLoc(attacking_item, src))
return
held_item = attacking_item
update_appearance()
return
else if(!broken)
toggle_open()
else
return ..()
/obj/structure/fireaxecabinet/Exited(atom/movable/gone, direction)
if(gone == held_item)
held_item = null
update_appearance()
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/atom_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(held_item && loc)
held_item.forceMove(loc)
new /obj/item/wallframe/fireaxecabinet(loc)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
if(held_item)
held_item.forceMove(loc)
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if((open || broken) && held_item)
user.put_in_hands(held_item)
add_fingerprint(user)
update_appearance()
return
toggle_open(user)
/obj/structure/fireaxecabinet/attack_hand_secondary(mob/user, list/modifiers)
toggle_open(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/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
toggle_open(user)
/obj/structure/fireaxecabinet/update_overlays()
. = ..()
if(held_item)
. += item_overlay
if(open)
. += "glass_raised"
return
var/hp_percent = atom_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, 2 SECONDS, target = src))
to_chat(user, span_notice("You [locked ? "disable" : "re-enable"] the locking modules."))
locked = !locked
update_appearance()
/obj/structure/fireaxecabinet/proc/toggle_open(mob/user)
if(locked)
balloon_alert(user, "won't budge!")
return
else
open = !open
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
update_appearance()
return
/obj/structure/fireaxecabinet/empty
populate_contents = FALSE
/obj/item/wallframe/fireaxecabinet
name = "fire axe cabinet"
desc = "Home to a window's greatest nightmare. Apply to wall to use."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
result_path = /obj/structure/fireaxecabinet/empty
pixel_shift = 32
/obj/structure/fireaxecabinet/mechremoval
name = "mech removal tool cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the tool. As if."
icon_state = "mechremoval"
item_path = /obj/item/crowbar/mechremoval
item_overlay = "crowbar"
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet/mechremoval, 32)
/obj/structure/fireaxecabinet/mechremoval/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(held_item && loc)
held_item.forceMove(loc)
new /obj/item/wallframe/fireaxecabinet/mechremoval(loc)
qdel(src)
/obj/structure/fireaxecabinet/mechremoval/empty
populate_contents = FALSE
/obj/item/wallframe/fireaxecabinet/mechremoval
name = "mech removal tool cabinet"
desc = "Home to a very special crowbar. Apply to wall to use."
icon_state = "mechremoval"
result_path = /obj/structure/fireaxecabinet/mechremoval/empty