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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge remote-tracking branch 'remotes/git-svn' (r4527) into bs12_with_tgport
Conflicts: baystation12.dme code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/machine_interactions.dm code/game/objects/devices/uplinks.dm code/game/objects/weapons.dm code/modules/mining/mine_items.dm html/changelog.html icons/obj/chemical.dmi maps/tgstation.2.0.9.dmm Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
299
code/game/objects/structures/windoor_assembly.dm
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299
code/game/objects/structures/windoor_assembly.dm
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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 = 'icons/obj/doors/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/obj/item/weapon/airlock_electronics/electronics = null
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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.checkpass(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.checkpass(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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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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switch(state)
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if("01")
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if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "\blue You dissasembled the windoor assembly!"
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new /obj/item/stack/sheet/rglass(get_turf(src), 5)
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if(secure)
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new /obj/item/stack/rods(get_turf(src), 4)
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del(src)
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else
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user << "\blue You need more welding fuel to dissassemble the windoor assembly."
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return
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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, 'sound/items/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, 'sound/items/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 plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.amount < 2)
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user << "\red You need more plasteel to do this."
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return
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user << "\blue You start to reinforce the windoor with plasteel."
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if(do_after(user,40))
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if(!src) return
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P.use(2)
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user << "\blue You reinforce the windoor."
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src.secure = "secure_"
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if(src.anchored)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Secure Windoor Assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/weapon/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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if(do_after(user, 40))
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if(!src) return
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var/obj/item/weapon/cable_coil/CC = W
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CC.use(1)
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user << "\blue You wire the windoor!"
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src.state = "02"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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else
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..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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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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if(do_after(user, 40))
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if(!src) return
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user << "\blue You cut the windoor wires.!"
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new/obj/item/weapon/cable_coil(get_turf(user), 1)
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src.state = "01"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/airlock_electronics))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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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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if(do_after(user, 40))
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if(!src) return
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user.drop_item()
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W.loc = src
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user << "\blue You've installed the airlock electronics!"
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src.name = "Near finished Windoor Assembly"
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src.electronics = W
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else
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W.loc = src.loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've removed the airlock electronics!"
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src.name = "Wired Windoor Assembly"
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var/obj/item/weapon/airlock_electronics/ae
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if (!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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else
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ae = electronics
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electronics = null
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ae.loc = src.loc
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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if(!src.electronics)
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usr << "\red The assembly is missing electronics."
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return
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usr << browse(null, "window=windoor_access")
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
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if(do_after(user, 40))
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if(!src) return
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density = 1 //Shouldn't matter but just incase
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user << "\blue You finish the windoor!"
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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del(src)
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else
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..()
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//Update to reflect changes(if applicable)
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update_icon()
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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set name = "Rotate Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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return 0
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 270)
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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update_icon()
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return
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(src.facing == "l")
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usr << "The windoor will now slide to the right."
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src.facing = "r"
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else
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src.facing = "l"
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usr << "The windoor will now slide to the left."
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update_icon()
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return
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/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/target = get_step(source,dir)
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(target)) air_master.tiles_to_update += target
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return 1
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