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CHOMPStation2/code/game/machinery/computer/lockdown.dm

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//this computer displays status and remotely activates multiple shutters / blast doors
//todo: lock / electrify specified area doors? might be a bit gamebreaking
/obj/machinery/computer/lockdown
//for reference
/*name = "Lockdown Control"
desc = "Used to control blast doors."
icon_state = "lockdown"
circuit = "/obj/item/weapon/circuitboard/lockdown"
var/connected_doors
var/department*/
var/list/displayedNetworks
New()
..()
connected_doors = new/list()
displayedNetworks = new/list()
//only load blast doors for map-defined departments for the moment
//door networks are hardcoded here.
switch(department)
if("Engineering")
connected_doors.Add("Engineering")
//Antiqua Engineering
connected_doors.Add("Reactor core")
connected_doors.Add("Control Room")
connected_doors.Add("Vent Seal")
connected_doors.Add("Rig Storage")
connected_doors.Add("Fore Port Shutters")
connected_doors.Add("Fore Starboard Shutters")
connected_doors.Add("Electrical Storage Shutters")
connected_doors.Add("Locker Room Shutters")
connected_doors.Add("Breakroom Shutters")
connected_doors.Add("Observation Shutters")
//exodus engineering
if("Medbay")
//Exodus Medbay
connected_doors.Add("Genetics Outer Shutters")
connected_doors.Add("Genetics Inner Shutters")
connected_doors.Add("Chemistry Outer Shutters")
connected_doors.Add("Observation Shutters")
connected_doors.Add("Patient Room 1 Shutters")
connected_doors.Add("Patient Room 2 Shutters")
connected_doors.Add("Patient Room 3 Shutters")
for(var/net in connected_doors)
connected_doors[net] = new/list()
//loop through the world, grabbing all the relevant doors
spawn(1)
ConnectDoors()
proc/ConnectDoors()
for(var/list/L in connected_doors)
for(var/item in L)
L.Remove(item)
//
for(var/obj/machinery/door/poddoor/D in world)
if(D.network in connected_doors)
var/list/L = connected_doors[D.network]
L.Add(D)
attack_ai(mob/user)
attack_hand(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER))
return
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];refresh=1'>Refresh</A><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
t += "<table border=1>"
var/empty = 1
for(var/curNetId in connected_doors)
var/list/L = connected_doors[curNetId]
if(!L || L.len == 0)
continue
empty = 0
t += "<tr>"
if(curNetId in displayedNetworks)
t += "<td><a href='?src=\ref[src];hide_net=[curNetId]'>\[-\]</a><b> " + curNetId + "<b></td>"
t += "<td colspan=\"2\"><b><a href='?src=\ref[src];open_net=[curNetId]'>Open all</a> / <a href='?src=\ref[src];close_net=[curNetId]'>Close all</a></b></td>"
t += "</tr>"
for(var/obj/machinery/door/poddoor/D in connected_doors[curNetId])
t += "<tr>"
t += "<td>[D.id]</td>"
if(istype(D,/obj/machinery/door/poddoor/shutters))
t += "<td>Shutter ([D.density ? "Closed" : "Open"])</td>"
else
t += "<td>Blast door ([D.density ? "Closed" : "Open"])</td>"
t += "<td><b><a href='?src=\ref[D];toggle=1'>Toggle</a></b></td>"
t += "</tr>"
else
t += "<td><a href='?src=\ref[src];show_net=[curNetId]'>\[+\]</a> <b>" + curNetId + "<b></td>"
t += "</table>"
if(empty)
t += "\red No networks connected.<br>"
t += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=lockdown;size=550x600")
onclose(user, "lockdown")
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=lockdown")
usr.machine = null
if( href_list["show_net"] )
displayedNetworks.Add(href_list["show_net"])
updateDialog()
if( href_list["hide_net"] )
if(href_list["hide_net"] in displayedNetworks)
displayedNetworks.Remove(href_list["hide_net"])
updateDialog()
if( href_list["toggle_id"] )
var/idTag = href_list["toggle_id"]
for(var/net in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[net])
if(D.id == idTag)
if(D.density)
D.open()
else
D.close()
break
if( href_list["open_net"] )
var/netTag = href_list["open_net"]
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(D.density) //for some reason, there's no var saying whether the door is open or not >.>
spawn(0)
D.open()
if( href_list["close_net"] )
var/netTag = href_list["close_net"]
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(!D.density)
spawn(0)
D.close()
src.updateDialog()