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CHOMPStation2/code/game/objects/structures/fireaxe.dm
CHOMPStation2StaffMirrorBot 1b8f394a14 [MIRROR] Makes uses of do_after sane (#11582)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-07 23:02:27 -04:00

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//I still dont think this should be a closet but whatever
/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
var/obj/item/material/twohanded/fireaxe/fireaxe
icon = 'icons/obj/closet.dmi' //Not bothering to move icons out for now. But its dumb still.
icon_state = "fireaxe1000"
layer = ABOVE_WINDOW_LAYER
anchored = TRUE
density = FALSE
var/open = 0
var/hitstaken = 0
var/locked = 1
var/smashed = 0
var/starts_with_axe = TRUE
/obj/structure/fireaxecabinet/Initialize(mapload)
. = ..()
if(starts_with_axe)
fireaxe = new /obj/item/material/twohanded/fireaxe()
update_icon()
/obj/structure/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
//..() //That's very useful, Erro
// This could stand to be put further in, made better, etc. but fuck you. Fuck whoever
// wrote this code. Fuck everything about this object. I hope you step on a Lego.
user.setClickCooldown(10)
// Seriously why the fuck is this even a closet aghasjdhasd I hate you
//var/hasaxe = 0 //gonna come in handy later~ // FUCK YOUR TILDES.
//if(fireaxe)
// hasaxe = 1
if (isrobot(user) || locked)
if(istype(O, /obj/item/multitool))
to_chat(user, span_warning("Resetting circuitry..."))
playsound(src, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 2 SECONDS * O.toolspeed, target = src))
locked = 0
to_chat(user, span_warning("You disable the locking modules."))
update_icon()
return
else if(istype(O, /obj/item))
var/obj/item/W = O
if(smashed || open)
if(open)
toggle_close_open()
return
else
playsound(src, 'sound/effects/Glasshit.ogg', 100, 1) //We don't want this playing every time
if(W.force < 15)
to_chat(user, span_notice("The cabinet's protective glass glances off the hit."))
else
hitstaken++
if(hitstaken == 4)
playsound(src, 'sound/effects/Glassbr3.ogg', 100, 1) //Break cabinet, receive goodies. Cabinet's fucked for life after that.
smashed = 1
locked = 0
open= 1
update_icon()
return
if (istype(O, /obj/item/material/twohanded/fireaxe) && open)
if(!fireaxe)
if(O:wielded)
O:wielded = 0
O.update_icon()
fireaxe = O
user.remove_from_mob(O)
contents += O
to_chat(user, span_notice("You place the fire axe back in the [name]."))
update_icon()
else
if(smashed)
return
else
toggle_close_open()
else
if(smashed)
return
if(istype(O, /obj/item/multitool))
if(open)
open = 0
update_icon()
flick("[icon_state]closing", src)
return
else
to_chat(user, span_warning("Resetting circuitry..."))
playsound(src, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user, 2 SECONDS * O.toolspeed, target = src))
locked = 1
to_chat(user, span_warning("You re-enable the locking modules."))
return
else
toggle_close_open()
/obj/structure/fireaxecabinet/attack_hand(mob/user as mob)
//var/hasaxe = 0 //Fuck this. Fuck everything about this. Who wrote this. Why.
//if(fireaxe)
// hasaxe = 1
if(locked)
to_chat(user, span_warning("The cabinet won't budge!"))
return
if(open)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat (user, span_notice("You take the fire axe from the [name]."))
add_fingerprint(user)
update_icon()
else
if(smashed)
return
else
toggle_close_open()
else
toggle_close_open()
/obj/structure/fireaxecabinet/attack_tk(mob/user as mob)
if(open && fireaxe)
fireaxe.forceMove(loc)
to_chat(user, span_notice("You telekinetically remove the fire axe."))
fireaxe = null
update_icon()
return
attack_hand(user)
/obj/structure/fireaxecabinet/proc/toggle_close_open()
open = !open
if(open)
update_icon()
flick("[icon_state]opening", src)
else
update_icon()
flick("[icon_state]closing", src)
/obj/structure/fireaxecabinet/verb/toggle_openness() //nice name, huh? HUH?! -Erro //YEAH -Agouri
set name = "Open/Close"
set category = "Object"
if (isrobot(usr) || locked || smashed)
if(locked)
to_chat(usr, span_warning("The cabinet won't budge!"))
else if(smashed)
to_chat(usr, span_notice("The protective glass is broken!"))
return
toggle_close_open()
update_icon()
/obj/structure/fireaxecabinet/verb/remove_fire_axe()
set name = "Remove Fire Axe"
set category = "Object"
if (isrobot(usr))
return
if (open)
if(fireaxe)
usr.put_in_hands(fireaxe)
fireaxe = null
to_chat(usr, span_notice("You take the Fire axe from the [name]."))
else
to_chat(usr, span_notice("The [name] is empty."))
else
to_chat(usr, span_notice("The [name] is closed."))
update_icon()
/obj/structure/fireaxecabinet/attack_ai(mob/user as mob)
if(smashed)
to_chat(user, span_warning("The security of the cabinet is compromised."))
return
else
locked = !locked
if(locked)
to_chat(user, span_warning("Cabinet locked."))
else
to_chat(user, span_notice("Cabinet unlocked."))
return
/obj/structure/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
var/hasaxe = 0
if(fireaxe)
hasaxe = 1
icon_state = text("fireaxe[][][][]",hasaxe,open,hitstaken,smashed)
/obj/structure/fireaxecabinet/empty
starts_with_axe = FALSE