Windoors are now constructable

- Steps required to make it:
- Step 1: Use 5 r-glass sheets to make the assembly
- Step 2: Add 4 rods to the assembly to reinforce it (optional)
- Step 3: Rotate the windoor or flip the direction it opens
- Step 4: Wrench the assembly to the floor
- Step 5: Add cable to the assembly
- Step 6: Use screwdriver to adjust wires (and access)
- Step 7: Use crowbar to finish

Airlock assembly
- Replaced sleep()s with do_after()s to properly detect whether the user has
moved away from the airlock or has put/throw away their tool while using it

Glass and Reinforced Glass sheets
- They now properly detect windows currently placed on the ground
- Removed unintentional (extra) for loops
Revision: r3710
Author: 	 johnsonmt88
This commit is contained in:
Erthilo
2012-06-03 18:21:53 +01:00
parent 1efb32e76a
commit 361f5bde15
6 changed files with 406 additions and 61 deletions

View File

@@ -648,6 +648,7 @@
#include "code\game\objects\washing_machine.dm"
#include "code\game\objects\watercloset.dm"
#include "code\game\objects\weapons.dm"
#include "code\game\objects\windoor_assembly.dm"
#include "code\game\objects\window.dm"
#include "code\game\objects\alien\acid.dm"
#include "code\game\objects\alien\defines.dm"

View File

@@ -1,4 +1,4 @@
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/obj/item/weapon/airlock_electronics
name = "Airlock Electronics"
@@ -58,15 +58,12 @@
Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
if (usr.stat || usr.restrained() || !ishuman(usr))
return
if (href_list["close"])
usr << browse(null, "window=airlock")
return
if (!ishuman(usr))
return
if (href_list["login"])
var/obj/item/I = usr.equipped()
if (istype(I, /obj/item/device/pda))

View File

@@ -184,7 +184,9 @@ obj/structure/door_assembly
W:welding = 2
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
playsound(src.loc, 'Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src) return
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(get_turf(src), 4)
if(src.glass==1)
@@ -194,52 +196,55 @@ obj/structure/door_assembly
else
user << "\blue You need more welding fuel to dissassemble the airlock assembly."
return
else if(istype(W, /obj/item/weapon/wrench) && !anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
user << "\blue You secured the airlock assembly!"
src.name = "Secured Airlock Assembly"
src.anchored = 1
else if(istype(W, /obj/item/weapon/wrench) && anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
user << "\blue You unsecured the airlock assembly!"
src.name = "Airlock Assembly"
src.anchored = 0
else if(istype(W, /obj/item/weapon/cable_coil) && state == 0 && anchored )
var/obj/item/weapon/cable_coil/coil = W
var/turf/T = get_turf(user)
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
coil.use(1)
src.state = 1
user << "\blue You wire the Airlock!"
src.name = "Wired Airlock Assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
user << "\blue You cut the airlock wires.!"
new/obj/item/weapon/cable_coil(T, 1)
new/obj/item/weapon/cable_coil(get_turf(user), 1)
src.state = 0
src.name = "Secured Airlock Assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
user.drop_item()
W.loc = src
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
user << "\blue You installed the airlock electronics!"
var/obj/item/weapon/airlock_electronics/E = W
@@ -263,12 +268,13 @@ obj/structure/door_assembly
W.loc = src.loc
//del(W)
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
playsound(src.loc, 'Crowbar.ogg', 100, 1)
var/turf/T = get_turf(user)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
user << "\blue You removed the airlock electronics!"
src.state = 1
src.name = "Wired Airlock Assembly"
@@ -279,6 +285,7 @@ obj/structure/door_assembly
ae = electronics
electronics = null
ae.loc = src.loc
else if(istype(W, /obj/item/stack/sheet/rglass) && glass == 0 && ispath(glass_type))
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds reinforced glass windows to the airlock assembly.", "You start to install reinforced glass windows into the airlock assembly.")
@@ -293,10 +300,10 @@ obj/structure/door_assembly
src.airlock_type = glass_type
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
var/turf/T = get_turf(user)
user << "\blue Now finishing the airlock."
sleep(40)
if(get_turf(user) == T)
if(do_after(user, 40))
if(!src) return
user << "\blue You finish the airlock!"
var/obj/machinery/door/airlock/door
if(glass)

View File

@@ -17,8 +17,8 @@ SHARDS
var/obj/item/weapon/cable_coil/CC = W
if(CC.amount < 5)
user << "\b There is not enough wire in this coil. You need 5 lengths."
CC.amount -= 5
amount -= 1
CC.use(5)
src.use(1)
user << "\blue You attach wire to the [name]."
new/obj/item/stack/light_w(user.loc)
if(CC.amount <= 0)
@@ -50,37 +50,39 @@ SHARDS
return 0
var/title = "Sheet-Glass"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
if("one direct")
switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
if("One Direction")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "\red There are too many windows in this location."
return 1
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "\red Can't let you do that."
return 1
var/dir_to_set = 2
//yes, this could probably be done better but hey... it works...
var/dir_to_set = NORTH
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 4
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 1
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 8
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 2
if (WT.dir == SOUTH)
dir_to_set = EAST
if (WT.dir == WEST)
dir_to_set = SOUTH
if (WT.dir == NORTH)
dir_to_set = WEST
var/obj/structure/window/W
W = new /obj/structure/window/basic( user.loc, 0 )
W.dir = dir_to_set
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("full (2 sheets)")
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
@@ -111,30 +113,32 @@ SHARDS
return 0
var/title = "Sheet Reinf. Glass"
title += " ([src.amount] sheet\s left)"
switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
if("one direct")
switch(input(title, "Would you like full tile glass a one direction glass pane or a windoor?") in list("One Direction", "Full Window", "Windoor", "Cancel"))
if("One Direction")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "\red There are too many windows in this location."
return 1
directions-=win.dir
if(!(win.ini_dir in cardinal))
user << "\red Can't let you do that."
return 1
var/dir_to_set = 2
//yes, this could probably be done better but hey... it works...
var/dir_to_set = NORTH
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 4
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 1
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 8
for(var/obj/structure/window/WT in user.loc)
if (WT.dir == dir_to_set)
dir_to_set = 2
if (WT.dir == SOUTH)
dir_to_set = EAST
if (WT.dir == WEST)
dir_to_set = SOUTH
if (WT.dir == NORTH)
dir_to_set = WEST
/*else
dir_to_set stays NORTH*/
var/obj/structure/window/W
W = new /obj/structure/window/reinforced( user.loc, 1 )
W.state = 0
@@ -142,7 +146,8 @@ SHARDS
W.ini_dir = W.dir
W.anchored = 0
src.use(1)
if("full (2 sheets)")
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.amount < 2)
@@ -158,6 +163,44 @@ SHARDS
W.ini_dir = SOUTHWEST
W.anchored = 0
src.use(2)
if("Windoor")
if(!src || src.loc != user) return 1
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
user << "\red There is already a windoor assembly in that location."
return 1
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
user << "\red There is already a windoor in that location."
return 1
if(src.amount < 5)
user << "\red You need more glass to do that."
return 1
var/obj/structure/windoor_assembly/WD
WD = new /obj/structure/windoor_assembly(user.loc)
WD.state = "01"
WD.anchored = 0
src.use(5)
switch(user.dir)
if(SOUTH)
WD.dir = SOUTH
WD.ini_dir = SOUTH
if(EAST)
WD.dir = EAST
WD.ini_dir = EAST
if(WEST)
WD.dir = WEST
WD.ini_dir = WEST
else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
WD.dir = NORTH
WD.ini_dir = NORTH
else
return 1
return 0
// SHARDS

View File

@@ -0,0 +1,297 @@
/* 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 = 'windoor.dmi'
name = "Windoor Assembly"
icon_state = "l_windoor_assembly01"
anchored = 0
density = 0
dir = NORTH
var/ini_dir
var/list/conf_access = null //configuring access, step 6
//Vars to help with the icon's name
var/facing = "l" //Does the windoor open to the left or right?
var/secure = "" //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed in terms of sprites
obj/structure/windoor_assembly/New(dir=NORTH)
..()
src.ini_dir = src.dir
update_nearby_tiles(need_rebuild=1)
obj/structure/windoor_assembly/Del()
density = 0
update_nearby_tiles()
..()
/obj/structure/windoor_assembly/update_icon()
icon_state = "[facing]_[secure]windoor_assembly[state]"
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.pass_flags & PASSGLASS)
return 1
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
if(air_group) return 0
return !density
else
return 1
/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
if(istype(mover) && mover.pass_flags & PASSGLASS)
return 1
if(get_dir(loc, target) == dir)
return !density
else
return 1
/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
switch(state)
if("01")
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(istype(W, /obj/item/weapon/wrench) && !anchored)
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
if(do_after(user, 40))
if(!src) return
user << "\blue You've secured the windoor assembly!"
src.anchored = 1
if(src.secure)
src.name = "Secure Anchored Windoor Assembly"
else
src.name = "Anchored Windoor Assembly"
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
else if(istype(W, /obj/item/weapon/wrench) && anchored)
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
if(do_after(user, 40))
if(!src) return
user << "\blue You've unsecured the windoor assembly!"
src.anchored = 0
if(src.secure)
src.name = "Secure Windoor Assembly"
else
src.name = "Windoor Assembly"
//Adding r-glass makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/rods) && !secure)
var/obj/item/stack/rods/R = W
if(R.amount < 4)
user << "\red You need more rods to do this."
return
user << "\blue You start to reinforce the windoor with rods."
if(do_after(user,40))
if(!src) return
R.use(4)
user << "\blue You reinforce the windoor."
src.secure = "secure_"
if(src.anchored)
src.name = "Secure Anchored Windoor Assembly"
else
src.name = "Secure Windoor Assembly"
//Adding cable to the assembly. Step 5 complete.
else if(istype(W, /obj/item/weapon/cable_coil) && anchored)
user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
if(do_after(user, 40))
if(!src) return
var/obj/item/weapon/cable_coil/CC = W
CC.use(1)
user << "\blue You wire the windoor!"
src.state = "02"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
src.name = "Wired Windoor Assembly"
else
..()
if("02")
//Removing wire from the assembly. Step 5 undone.
if(istype(W, /obj/item/weapon/wirecutters))
playsound(src.loc, 'Wirecutter.ogg', 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
if(do_after(user, 40))
if(!src) return
user << "\blue You cut the windoor wires.!"
new/obj/item/weapon/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
src.name = "Wired Windoor Assembly"
//Screwdrivering the wires in place (setting door access). Step 6 in progress.
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
user.visible_message("[user] adjusts the access wires of the windoor assembly.", "You start to adjust the access wires of the windoor assembly.")
configure_access()
//Crowbar to complete the assembly, Step 7 complete.
if(istype(W, /obj/item/weapon/crowbar))
usr << browse(null, "window=windoor_access")
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
if(do_after(user, 40))
if(!src) return
density = 1 //Shouldn't matter but just incase
user << "\blue You finish the windoor!"
if(secure)
var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
if(src.facing == "l")
windoor.icon_state = "leftsecureopen"
windoor.base_state = "leftsecure"
else
windoor.icon_state = "rightsecureopen"
windoor.base_state = "rightsecure"
windoor.dir = src.dir
windoor.req_access = src.conf_access
else
var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
if(src.facing == "l")
windoor.icon_state = "leftopen"
windoor.base_state = "left"
else
windoor.icon_state = "rightopen"
windoor.base_state = "right"
windoor.dir = src.dir
windoor.req_access = src.conf_access
del(src)
else
..()
//Update to reflect changes(if applicable)
update_icon()
//Adjust the access of the door and pass it to Topic
/obj/structure/windoor_assembly/proc/configure_access()
if(!src || !usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
return
var/t1 = "<B>Access control</B><br>\n"
if(!conf_access)
t1 += "<font color=red>All</font><br>"
else
t1 += "<a href='?src=\ref[src];access=all'>All</a><br>"
t1 += "<br>"
var/list/accesses = get_all_accesses()
for (var/acc in accesses)
var/aname = get_access_desc(acc)
if (!conf_access || !conf_access.len || !(acc in conf_access))
t1 += "<a href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
else
t1 += "<a style='color: red' href='?src=\ref[src];access=[acc]'>[aname]</a><br>"
t1 += text("<p><a href='?src=\ref[];close=1'>Close</a></p>\n", src)
usr << browse(t1, "window=windoor_access")
//Finalize door accesses. Step 6 complete.
/obj/structure/windoor_assembly/Topic(href, href_list)
if(!usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr) || href_list["close"])
usr << browse(null, "window=windoor_access")
return
if(href_list["access"])
var/acc = href_list["access"]
if (acc == "all")
conf_access = null
else
var/req = text2num(acc)
if(conf_access == null)
conf_access = list()
if(!(req in conf_access))
conf_access += req
else
conf_access -= req
if (!conf_access.len)
conf_access = null
//Refresh the window.
configure_access()
//Rotates the windoor assembly clockwise
/obj/structure/windoor_assembly/verb/revrotate()
set name = "Rotate Windoor Assembly"
set category = "Object"
set src in oview(1)
if (src.anchored)
usr << "It is fastened to the floor; therefore, you can't rotate it!"
return 0
if(src.state != "01")
update_nearby_tiles(need_rebuild=1) //Compel updates before
src.dir = turn(src.dir, 270)
if(src.state != "01")
update_nearby_tiles(need_rebuild=1)
src.ini_dir = src.dir
return
//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(src.facing == "l")
usr << "The windoor will now slide to the right."
src.facing = "r"
else
src.facing = "l"
usr << "The windoor will now slide to the left."
return
/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update += source
if(istype(target)) air_master.tiles_to_update += target
return 1

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