Files
CHOMPStation2/code/game/objects/structures/fireaxe.dm
2021-02-27 18:45:36 +00:00

187 lines
5.4 KiB
Plaintext

//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/weapon/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 = 1
density = 0
var/open = 0
var/hitstaken = 0
var/locked = 1
var/smashed = 0
/obj/structure/fireaxecabinet/Initialize()
. = ..()
fireaxe = new /obj/item/weapon/material/twohanded/fireaxe()
/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/device/multitool))
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(src, 'sound/machines/lockreset.ogg', 50, 1)
if(do_after(user, 20 * O.toolspeed))
locked = 0
to_chat(user, "<span class = 'caution'> You disable the locking modules.</span>")
update_icon()
return
else if(istype(O, /obj/item/weapon))
var/obj/item/weapon/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 class='notice'>The cabinet's protective glass glances off the hit.</span>")
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/weapon/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 class='notice'>You place the fire axe back in the [name].</span>")
update_icon()
else
if(smashed)
return
else
toggle_close_open()
else
if(smashed)
return
if(istype(O, /obj/item/device/multitool))
if(open)
open = 0
update_icon()
flick("[icon_state]closing", src)
return
else
to_chat(user, "<span class='warning'>Resetting circuitry...</span>")
playsound(src, 'sound/machines/lockenable.ogg', 50, 1)
if(do_after(user,20 * O.toolspeed))
locked = 1
to_chat(user, "<span class = 'caution'> You re-enable the locking modules.</span>")
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 class='warning'>The cabinet won't budge!</span>")
return
if(open)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat (user, "<span class='notice'>You take the fire axe from the [name].</span>")
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 class='notice'>You telekinetically remove the fire axe.</span>")
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 class='warning'>The cabinet won't budge!</span>")
else if(smashed)
to_chat(usr, "<span class='notice'>The protective glass is broken!</span>")
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 class='notice'>You take the Fire axe from the [name].</span>")
else
to_chat(usr, "<span class='notice'>The [name] is empty.</span>")
else
to_chat(usr, "<span class='notice'>The [name] is closed.</span>")
update_icon()
/obj/structure/fireaxecabinet/attack_ai(mob/user as mob)
if(smashed)
to_chat(user, "<span class='warning'>The security of the cabinet is compromised.</span>")
return
else
locked = !locked
if(locked)
to_chat(user, "<span class='warning'>Cabinet locked.</span>")
else
to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
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)