added engine core + a bunch of engineering areas to Antiqua.dmm

This commit is contained in:
CaelAislinn
2012-01-30 04:20:17 +10:00
parent 49fcb53a8f
commit ed7aff55e0
7 changed files with 1238 additions and 651 deletions

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@@ -512,6 +512,7 @@
#include "code\game\machinery\computer\crew.dm"
#include "code\game\machinery\computer\explosive.dm"
#include "code\game\machinery\computer\hologram.dm"
#include "code\game\machinery\computer\lockdown.dm"
#include "code\game\machinery\computer\medical.dm"
#include "code\game\machinery\computer\Operating.dm"
#include "code\game\machinery\computer\power.dm"
@@ -1051,6 +1052,6 @@
#include "code\WorkInProgress\virus2\Prob.dm"
#include "code\WorkInProgress\Wrongnumber\weldbackpack.dm"
#include "interface\skin.dmf"
#include "maps\tgstation.2.0.8.dmm"
#include "maps\Antiqua.dmm"
// END_INCLUDE

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@@ -237,6 +237,23 @@
network = "MINE"
circuit = "/obj/item/weapon/circuitboard/mining"
/obj/machinery/computer/security/engineering
name = "Engineering Cameras"
desc = "Used to access the various cameras in engineering."
icon_state = "engineeringcameras"
network = "ENGINEERING"
circuit = "/obj/item/weapon/circuitboard/engineeringcam"
/obj/machinery/computer/lockdown
/*
name = "Lockdown Control"
desc = "Used to control blast doors."
icon_state = "lockdown"
circuit = "/obj/item/weapon/circuitboard/lockdown"
var/connectedDoorIds[0]
var/department = ""
var/connected_doors[0][0]
*/
/obj/machinery/computer/crew
name = "Crew monitoring computer"

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@@ -39,6 +39,7 @@
icon = 'rapid_pdoor.dmi'
icon_state = "pdoor1"
var/id = 1.0
var/networkTag = ""
/obj/machinery/door/poddoor/two_tile_hor
var/obj/machinery/door/poddoor/filler_object/f1

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@@ -0,0 +1,131 @@
//this computer displays status and remotely activates multiple shutters / blast doors
//might even make it able to lock / electrify area doors, later
/obj/machinery/computer/lockdown
name = "Lockdown Control"
desc = "Used to control blast doors."
icon_state = "lockdown"
circuit = "/obj/item/weapon/circuitboard/lockdown"
var/connectedDoorIds[0][0]
var/department = ""
var/connected_doors[0][0]
///obj/machinery/door/poddoor
New()
..()
//only load blast doors for map-defined departments for the moment
switch(department)
if("Engineering")
connectedDoorIds.Add("Engineering Primary Access")
connectedDoorIds.Add("Engineering Secondary Access")
connectedDoorIds.Add("Fore Maintenance Access")
connectedDoorIds.Add("Aft Maintenance Access")
connectedDoorIds.Add("Particle Accelerator Rad Shielding")
connectedDoorIds.Add("Foreward Emitter Array Rad Shielding")
connectedDoorIds.Add("Aftward Emitter Array Rad Shielding")
connectedDoorIds.Add("Starboard Observation Rad Shielding")
connectedDoorIds.Add("Atmospheric Storage Rad Shielding")
connectedDoorIds.Add("Construction Storage Rad Shielding")
//loop through the world, grabbing all the relevant doors
spawn(1)
for(var/networkId in connectedDoorIds)
//world << "\blue Creating [networkId]"
for(var/obj/machinery/door/poddoor/D in world)
if(D.id == networkId)
connected_doors.Add(D)
//world << "\blue Added [D]"
attack_ai(mob/user)
attack_hand(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER))
return
interact(user)
power_change()
if(stat & BROKEN)
icon_state = "broken"
else
if( powered() )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
stat |= NOPOWER
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=lockdown")
usr.machine = null
return
if( href_list["openDoor"] )
var/obj/machinery/door/poddoor/D = href_list["door"]
if(D.density)
D.open()
src.updateDialog()
return
if( href_list["closeDoor"] )
var/obj/machinery/door/poddoor/D = href_list["door"]
if(!D.density)
D.close()
src.updateDialog()
return
if( href_list["close_all"] )
for(var/obj/machinery/door/poddoor/D in connected_doors)
if(D.id == href_list["netId"])
if(!D.density)
spawn(0)
D.close()
src.updateDialog()
return
if( href_list["open_all"] )
for(var/obj/machinery/door/poddoor/D in connected_doors)
if(D.id == href_list["netId"])
if(D.density)
spawn(0)
D.open()
src.updateDialog()
return
if(href_list["update"])
src.updateDialog()
return
proc
interact(mob/user)
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=lockdown")
return
var/t = "<B>Lockdown Control</B><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
t += "<table border=1>"
for(var/curNetId in connectedDoorIds)
t += "<tr>"
t += "<td><b>" + curNetId + "<b></td>"
t += "<td><b><a href='?src=\ref[src];open_all=1;netId=[curNetId]'>Open All</a> / <a href='?src=\ref[src];close_all=0;netId=[curNetId]'>Close All</a></b></td>"
t += "</tr>"
for(var/obj/machinery/door/poddoor/D in connected_doors)
if(D.id == curNetId )
t += "<tr>"
t += "<td> [D.networkTag]</td>"
if(D.density)
t += "<td><a href='?src=\ref[D];open=1'>Open</a> - Close</td>"
else
t += "<td>Open - <a href='?src=\ref[D];close=1'>Close</a></td>"
t += "</tr>"
t += "</table>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=lockdown;size=500x800")
onclose(user, "lockdown")

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@@ -1,3 +1,10 @@
//cael - added this for the lockdown computer
/obj/machinery/door/poddoor/Topic(href, href_list)
if(href_list["close"])
close()
if(href_list["open"])
open()
/obj/machinery/door/poddoor/Bumped(atom/AM)
if(!density)
return ..()

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