Files
CHOMPStation2/code/game/machinery/camera/camera_assembly.dm
Neerti 99eb6f9404 Updates Tools
Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
2017-08-03 04:49:23 -04:00

174 lines
4.8 KiB
Plaintext

/obj/item/weapon/camera_assembly
name = "camera assembly"
desc = "A pre-fabricated security camera kit, ready to be assembled and mounted to a surface."
icon = 'icons/obj/monitors.dmi'
icon_state = "cameracase"
w_class = ITEMSIZE_SMALL
anchored = 0
matter = list(DEFAULT_WALL_MATERIAL = 700,"glass" = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/weapon/stock_parts/scanning_module)
var/list/upgrades = list()
var/camera_name
var/camera_network
var/state = 0
var/busy = 0
/*
0 = Nothing done to it
1 = Wrenched in place
2 = Welded in place
3 = Wires attached to it (you can now attach/dettach upgrades)
4 = Screwdriver panel closed and is fully built (you cannot attach upgrades)
*/
/obj/item/weapon/camera_assembly/attackby(obj/item/W as obj, mob/living/user as mob)
switch(state)
if(0)
// State 0
if(iswrench(W) && isturf(src.loc))
playsound(src, W.usesound, 50, 1)
user << "You wrench the assembly into place."
anchored = 1
state = 1
update_icon()
auto_turn()
return
if(1)
// State 1
if(iswelder(W))
if(weld(W, user))
user << "You weld the assembly securely into place."
anchored = 1
state = 2
return
else if(iswrench(W))
playsound(src, W.usesound, 50, 1)
user << "You unattach the assembly from its place."
anchored = 0
update_icon()
state = 0
return
if(2)
// State 2
if(iscoil(W))
var/obj/item/stack/cable_coil/C = W
if(C.use(2))
user << "<span class='notice'>You add wires to the assembly.</span>"
state = 3
else
user << "<span class='warning'>You need 2 coils of wire to wire the assembly.</span>"
return
else if(iswelder(W))
if(weld(W, user))
user << "You unweld the assembly from its place."
state = 1
anchored = 1
return
if(3)
// State 3
if(isscrewdriver(W))
playsound(src.loc, W.usesound, 50, 1)
var/input = sanitize(input(usr, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: "+using_map.station_short+",Security,Secret ", "Set Network", camera_network ? camera_network : NETWORK_DEFAULT))
if(!input)
usr << "No input found please hang up and try your call again."
return
var/list/tempnetwork = splittext(input, ",")
if(tempnetwork.len < 1)
usr << "No network found please hang up and try your call again."
return
var/area/camera_area = get_area(src)
var/temptag = "[sanitize(camera_area.name)] ([rand(1, 999)])"
input = sanitizeSafe(input(usr, "How would you like to name the camera?", "Set Camera Name", camera_name ? camera_name : temptag), MAX_NAME_LEN)
state = 4
var/obj/machinery/camera/C = new(src.loc)
src.loc = C
C.assembly = src
C.auto_turn()
C.replace_networks(uniquelist(tempnetwork))
C.c_tag = input
for(var/i = 5; i >= 0; i -= 1)
var/direct = input(user, "Direction?", "Assembling Camera", null) in list("LEAVE IT", "NORTH", "EAST", "SOUTH", "WEST" )
if(direct != "LEAVE IT")
C.dir = text2dir(direct)
if(i != 0)
var/confirm = alert(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", "Yes", "No")
if(confirm == "Yes")
break
return
else if(iswirecutter(W))
new/obj/item/stack/cable_coil(get_turf(src), 2)
playsound(src.loc, W.usesound, 50, 1)
user << "You cut the wires from the circuits."
state = 2
return
// Upgrades!
if(is_type_in_list(W, possible_upgrades) && !is_type_in_list(W, upgrades)) // Is a possible upgrade and isn't in the camera already.
user << "You attach \the [W] into the assembly inner circuits."
upgrades += W
user.remove_from_mob(W)
W.loc = src
return
// Taking out upgrades
else if(iscrowbar(W) && upgrades.len)
var/obj/U = locate(/obj) in upgrades
if(U)
user << "You unattach an upgrade from the assembly."
playsound(src, W.usesound, 50, 1)
U.loc = get_turf(src)
upgrades -= U
return
..()
/obj/item/weapon/camera_assembly/update_icon()
if(anchored)
icon_state = "camera1"
else
icon_state = "cameracase"
/obj/item/weapon/camera_assembly/attack_hand(mob/user as mob)
if(!anchored)
..()
/obj/item/weapon/camera_assembly/proc/weld(var/obj/item/weapon/weldingtool/WT, var/mob/user)
if(busy)
return 0
if(!WT.isOn())
return 0
user << "<span class='notice'>You start to weld the [src]..</span>"
playsound(src.loc, WT.usesound, 50, 1)
WT.eyecheck(user)
busy = 1
if(do_after(user, 20 * WT.toolspeed))
busy = 0
if(!WT.isOn())
return 0
return 1
busy = 0
return 0