mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
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:
@@ -648,6 +648,7 @@
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#include "code\game\objects\washing_machine.dm"
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#include "code\game\objects\watercloset.dm"
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#include "code\game\objects\weapons.dm"
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#include "code\game\objects\windoor_assembly.dm"
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#include "code\game\objects\window.dm"
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#include "code\game\objects\alien\acid.dm"
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#include "code\game\objects\alien\defines.dm"
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@@ -1,4 +1,4 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/obj/item/weapon/airlock_electronics
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name = "Airlock Electronics"
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@@ -58,15 +58,12 @@
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Topic(href, href_list)
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..()
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if (usr.stat || usr.restrained())
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if (usr.stat || usr.restrained() || !ishuman(usr))
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return
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if (href_list["close"])
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usr << browse(null, "window=airlock")
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return
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if (!ishuman(usr))
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return
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if (href_list["login"])
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var/obj/item/I = usr.equipped()
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if (istype(I, /obj/item/device/pda))
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@@ -184,7 +184,9 @@ obj/structure/door_assembly
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W:welding = 2
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You dissasembled the airlock assembly!"
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new /obj/item/stack/sheet/metal(get_turf(src), 4)
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if(src.glass==1)
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@@ -194,52 +196,55 @@ obj/structure/door_assembly
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else
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user << "\blue You need more welding fuel to dissassemble the airlock assembly."
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return
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else if(istype(W, /obj/item/weapon/wrench) && !anchored )
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You secured the airlock assembly!"
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src.name = "Secured Airlock Assembly"
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src.anchored = 1
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else if(istype(W, /obj/item/weapon/wrench) && anchored )
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You unsecured the airlock assembly!"
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src.name = "Airlock Assembly"
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src.anchored = 0
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else if(istype(W, /obj/item/weapon/cable_coil) && state == 0 && anchored )
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var/obj/item/weapon/cable_coil/coil = W
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var/turf/T = get_turf(user)
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user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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coil.use(1)
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src.state = 1
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user << "\blue You wire the Airlock!"
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src.name = "Wired Airlock Assembly"
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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playsound(src.loc, 'Wirecutter.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You cut the airlock wires.!"
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new/obj/item/weapon/cable_coil(T, 1)
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new/obj/item/weapon/cable_coil(get_turf(user), 1)
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src.state = 0
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src.name = "Secured Airlock Assembly"
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else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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user.drop_item()
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W.loc = src
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You installed the airlock electronics!"
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var/obj/item/weapon/airlock_electronics/E = W
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@@ -263,12 +268,13 @@ obj/structure/door_assembly
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W.loc = src.loc
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//del(W)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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playsound(src.loc, 'Crowbar.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You removed the airlock electronics!"
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src.state = 1
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src.name = "Wired Airlock Assembly"
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@@ -279,6 +285,7 @@ obj/structure/door_assembly
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ae = electronics
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electronics = null
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ae.loc = src.loc
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else if(istype(W, /obj/item/stack/sheet/rglass) && glass == 0 && ispath(glass_type))
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playsound(src.loc, 'Crowbar.ogg', 100, 1)
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user.visible_message("[user] adds reinforced glass windows to the airlock assembly.", "You start to install reinforced glass windows into the airlock assembly.")
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@@ -293,10 +300,10 @@ obj/structure/door_assembly
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src.airlock_type = glass_type
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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var/turf/T = get_turf(user)
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user << "\blue Now finishing the airlock."
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sleep(40)
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if(get_turf(user) == T)
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You finish the airlock!"
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var/obj/machinery/door/airlock/door
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if(glass)
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@@ -17,8 +17,8 @@ SHARDS
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var/obj/item/weapon/cable_coil/CC = W
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if(CC.amount < 5)
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user << "\b There is not enough wire in this coil. You need 5 lengths."
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CC.amount -= 5
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amount -= 1
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CC.use(5)
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src.use(1)
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user << "\blue You attach wire to the [name]."
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new/obj/item/stack/light_w(user.loc)
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if(CC.amount <= 0)
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@@ -50,37 +50,39 @@ SHARDS
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return 0
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var/title = "Sheet-Glass"
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title += " ([src.amount] sheet\s left)"
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switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
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if("one direct")
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switch(alert(title, "Would you like full tile glass or one direction?", "One Direction", "Full Window", "Cancel", null))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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user << "\red There are too many windows in this location."
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return 1
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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user << "\red Can't let you do that."
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return 1
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var/dir_to_set = 2
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//yes, this could probably be done better but hey... it works...
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var/dir_to_set = NORTH
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 4
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 1
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 8
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 2
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if (WT.dir == SOUTH)
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dir_to_set = EAST
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if (WT.dir == WEST)
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dir_to_set = SOUTH
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if (WT.dir == NORTH)
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dir_to_set = WEST
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var/obj/structure/window/W
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W = new /obj/structure/window/basic( user.loc, 0 )
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W.dir = dir_to_set
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W.ini_dir = W.dir
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W.anchored = 0
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src.use(1)
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if("full (2 sheets)")
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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@@ -111,30 +113,32 @@ SHARDS
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return 0
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var/title = "Sheet Reinf. Glass"
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title += " ([src.amount] sheet\s left)"
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switch(alert(title, "Would you like full tile glass or one direction?", "one direct", "full (2 sheets)", "cancel", null))
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if("one direct")
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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"))
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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user << "\red There are too many windows in this location."
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return 1
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directions-=win.dir
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if(!(win.ini_dir in cardinal))
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user << "\red Can't let you do that."
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return 1
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var/dir_to_set = 2
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//yes, this could probably be done better but hey... it works...
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var/dir_to_set = NORTH
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 4
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 1
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 8
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for(var/obj/structure/window/WT in user.loc)
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if (WT.dir == dir_to_set)
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dir_to_set = 2
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if (WT.dir == SOUTH)
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dir_to_set = EAST
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if (WT.dir == WEST)
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dir_to_set = SOUTH
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if (WT.dir == NORTH)
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dir_to_set = WEST
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/*else
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dir_to_set stays NORTH*/
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var/obj/structure/window/W
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W = new /obj/structure/window/reinforced( user.loc, 1 )
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W.state = 0
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@@ -142,7 +146,8 @@ SHARDS
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W.ini_dir = W.dir
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W.anchored = 0
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src.use(1)
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if("full (2 sheets)")
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.amount < 2)
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@@ -158,6 +163,44 @@ SHARDS
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W.ini_dir = SOUTHWEST
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W.anchored = 0
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src.use(2)
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if("Windoor")
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if(!src || src.loc != user) return 1
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if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
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user << "\red There is already a windoor assembly in that location."
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return 1
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if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
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user << "\red There is already a windoor in that location."
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return 1
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if(src.amount < 5)
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user << "\red You need more glass to do that."
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return 1
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var/obj/structure/windoor_assembly/WD
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WD = new /obj/structure/windoor_assembly(user.loc)
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WD.state = "01"
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WD.anchored = 0
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src.use(5)
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switch(user.dir)
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if(SOUTH)
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WD.dir = SOUTH
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WD.ini_dir = SOUTH
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if(EAST)
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WD.dir = EAST
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WD.ini_dir = EAST
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if(WEST)
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WD.dir = WEST
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WD.ini_dir = WEST
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else//If the user is facing northeast. northwest, southeast, southwest or north, default to north
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WD.dir = NORTH
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WD.ini_dir = NORTH
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else
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return 1
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return 0
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// SHARDS
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297
code/game/objects/windoor_assembly.dm
Normal file
297
code/game/objects/windoor_assembly.dm
Normal file
@@ -0,0 +1,297 @@
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/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Screwdriver the door to complete
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*/
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obj/structure/windoor_assembly
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icon = 'windoor.dmi'
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name = "Windoor Assembly"
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icon_state = "l_windoor_assembly01"
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anchored = 0
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density = 0
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dir = NORTH
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var/ini_dir
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var/list/conf_access = null //configuring access, step 6
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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obj/structure/windoor_assembly/New(dir=NORTH)
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..()
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src.ini_dir = src.dir
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update_nearby_tiles(need_rebuild=1)
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obj/structure/windoor_assembly/Del()
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density = 0
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update_nearby_tiles()
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..()
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.pass_flags & PASSGLASS)
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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if(air_group) return 0
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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if(istype(mover) && mover.pass_flags & PASSGLASS)
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
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switch(state)
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if("01")
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've secured the windoor assembly!"
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src.anchored = 1
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if(src.secure)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Anchored Windoor Assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've unsecured the windoor assembly!"
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src.anchored = 0
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if(src.secure)
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src.name = "Secure Windoor Assembly"
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else
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src.name = "Windoor Assembly"
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//Adding r-glass makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/rods) && !secure)
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var/obj/item/stack/rods/R = W
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if(R.amount < 4)
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user << "\red You need more rods to do this."
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return
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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
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 51 KiB |
Reference in New Issue
Block a user