Files
CHOMPStation2/code/game/objects/structures/door_assembly.dm
mwerezak 58f227ec69 Cleans up airlock electronics
Removes the icon_state hack
Moves airlock electronics creation into it's own proc.
Moved airlock creation from a door assembly to airlock/New()
2014-12-04 16:40:27 -05:00

293 lines
9.8 KiB
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obj/structure/door_assembly
icon = 'icons/obj/doors/door_assembly.dmi'
name = "airlock assembly"
icon_state = "door_as_0"
anchored = 0
density = 1
var/state = 0
var/base_icon_state = ""
var/base_name = "Airlock"
var/obj/item/weapon/airlock_electronics/electronics = null
var/airlock_type = "" //the type path of the airlock once completed
var/glass_type = "/glass"
var/glass = 0 // 0 = glass can be installed. -1 = glass can't be installed. 1 = glass is already installed. Text = mineral plating is installed instead.
var/created_name = null
New()
update_state()
door_assembly_com
base_icon_state = "com"
base_name = "Command Airlock"
glass_type = "/glass_command"
airlock_type = "/command"
door_assembly_sec
base_icon_state = "sec"
base_name = "Security Airlock"
glass_type = "/glass_security"
airlock_type = "/security"
door_assembly_eng
base_icon_state = "eng"
base_name = "Engineering Airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
door_assembly_min
base_icon_state = "min"
base_name = "Mining Airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
door_assembly_atmo
base_icon_state = "atmo"
base_name = "Atmospherics Airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
door_assembly_research
base_icon_state = "res"
base_name = "Research Airlock"
glass_type = "/glass_research"
airlock_type = "/research"
door_assembly_science
base_icon_state = "sci"
base_name = "Science Airlock"
glass_type = "/glass_science"
airlock_type = "/science"
door_assembly_med
base_icon_state = "med"
base_name = "Medical Airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
door_assembly_mai
base_icon_state = "mai"
base_name = "Maintenance Airlock"
airlock_type = "/maintenance"
glass = -1
door_assembly_ext
base_icon_state = "ext"
base_name = "External Airlock"
airlock_type = "/external"
glass = -1
door_assembly_fre
base_icon_state = "fre"
base_name = "Freezer Airlock"
airlock_type = "/freezer"
glass = -1
door_assembly_hatch
base_icon_state = "hatch"
base_name = "Airtight Hatch"
airlock_type = "/hatch"
glass = -1
door_assembly_mhatch
base_icon_state = "mhatch"
base_name = "Maintenance Hatch"
airlock_type = "/maintenance_hatch"
glass = -1
door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
base_icon_state = "highsec"
base_name = "High Security Airlock"
airlock_type = "/highsecurity"
glass = -1
multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
var/width = 1
/*Temporary until we get sprites.
glass_type = "/multi_tile/glass"
airlock_type = "/multi_tile/maint"
glass = 1*/
base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1.
airlock_type = "/multi_tile/glass"
glass = -1 //To prevent bugs in deconstruction process.
New()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
update_state()
Move()
. = ..()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter the name for the door.", src.name, src.created_name),1,MAX_NAME_LEN)
if(!t) return
if(!in_range(src, usr) && src.loc != usr) return
created_name = t
return
if(istype(W, /obj/item/weapon/weldingtool) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
var/obj/item/weapon/weldingtool/WT = W
if (WT.remove_fuel(0, user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(istext(glass))
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the [glass] plating off!"
var/M = text2path("/obj/item/stack/sheet/mineral/[glass]")
new M(src.loc, 2)
glass = 0
else if(glass == 1)
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the glass panel out!"
new /obj/item/stack/sheet/glass/reinforced(src.loc)
glass = 0
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(src.loc, 4)
del (src)
else
user << "\blue You need more welding fuel."
return
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
if(anchored)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
else
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
if(do_after(user, 40))
if(!src) return
user << "\blue You [anchored? "un" : ""]secured the airlock assembly!"
anchored = !anchored
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
user << "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>"
return
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
if(do_after(user, 40) && state == 0 && anchored)
if (C.use(1))
src.state = 1
user << "<span class='notice'>You wire the airlock.</span>"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
if(do_after(user, 40))
if(!src) return
user << "\blue You cut the airlock wires.!"
new/obj/item/stack/cable_coil(src.loc, 1)
src.state = 0
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
if(do_after(user, 40))
if(!src) return
user.drop_item()
W.loc = src
user << "\blue You installed the airlock electronics!"
src.state = 2
src.name = "Near finished Airlock Assembly"
src.electronics = W
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
//This should never happen, but just in case I guess
if (!electronics)
user << "<span class='notice'>There was nothing to remove.</span>"
src.state = 1
return
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove the electronics from the airlock assembly.")
if(do_after(user, 40))
if(!src) return
user << "\blue You removed the airlock electronics!"
src.state = 1
src.name = "Wired Airlock Assembly"
electronics.loc = src.loc
electronics = null
else if(istype(W, /obj/item/stack/sheet) && !glass)
var/obj/item/stack/sheet/S = W
if (S)
if (S.get_amount() >= 1)
if(istype(S, /obj/item/stack/sheet/glass/reinforced))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(1))
user << "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>"
glass = 1
else if(istype(S, /obj/item/stack/sheet/mineral) && S.sheettype)
var/M = S.sheettype
if(S.get_amount() >= 2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40) && !glass)
if (S.use(2))
user << "<span class='notice'>You installed [M] plating into the airlock assembly.</span>"
glass = "[M]"
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now finishing the airlock."
if(do_after(user, 40))
if(!src) return
user << "\blue You finish the airlock!"
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")
else if (glass == 1)
path = text2path("/obj/machinery/door/airlock[glass_type]")
else
path = text2path("/obj/machinery/door/airlock[airlock_type]")
new path(src.loc, src)
del(src)
else
..()
update_state()
/obj/structure/door_assembly/proc/update_state()
icon_state = "door_as_[glass == 1 ? "g" : ""][istext(glass) ? glass : base_icon_state][state]"
name = ""
switch (state)
if(0)
if (anchored)
name = "Secured "
if(1)
name = "Wired "
if(2)
name = "Near Finished "
name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"