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CHOMPStation2/code/game/machinery/camera/camera_assembly.dm
2024-12-01 18:31:19 +01:00

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/obj/item/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_vr.dmi' //VOREStation Edit - New Icons
icon_state = "cameracase"
w_class = ITEMSIZE_SMALL
anchored = FALSE
matter = list(MAT_STEEL = 700,MAT_GLASS = 300)
// Motion, EMP-Proof, X-Ray
var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/material/osmium, /obj/item/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/camera_assembly/attackby(obj/item/W as obj, mob/living/user as mob)
switch(state)
if(0)
// State 0
if(W.has_tool_quality(TOOL_WRENCH) && isturf(src.loc))
playsound(src, W.usesound, 50, 1)
to_chat(user, "You wrench the assembly into place.")
anchored = TRUE
state = 1
update_icon()
auto_turn()
return
if(1)
// State 1
if(W.has_tool_quality(TOOL_WELDER))
if(weld(W, user))
to_chat(user, "You weld the assembly securely into place.")
anchored = TRUE
state = 2
return
else if(W.has_tool_quality(TOOL_WRENCH))
playsound(src, W.usesound, 50, 1)
to_chat(user, "You unattach the assembly from its place.")
anchored = FALSE
update_icon()
state = 0
return
if(2)
// State 2
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = W
if(C.use(2))
to_chat(user, span_notice("You add wires to the assembly."))
state = 3
else
to_chat(user, span_warning("You need 2 coils of wire to wire the assembly."))
return
else if(W.has_tool_quality(TOOL_WELDER))
if(weld(W, user))
to_chat(user, "You unweld the assembly from its place.")
state = 1
anchored = TRUE
return
if(3)
// State 3
if(W.has_tool_quality(TOOL_SCREWDRIVER))
playsound(src, W.usesound, 50, 1)
var/input = sanitize(tgui_input_text(user, "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)
to_chat(user, "No input found please hang up and try your call again.")
return
var/list/tempnetwork = splittext(input, ",")
if(tempnetwork.len < 1)
to_chat(user, "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(tgui_input_text(user, "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 = tgui_input_list(user, "Direction?", "Assembling Camera", list("NORTH", "EAST", "SOUTH", "WEST", "LEAVE IT"))
if(direct != "LEAVE IT")
C.dir = text2dir(direct)
if(i != 0)
var/confirm = tgui_alert(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", list("Yes", "No"))
if(confirm == "Yes")
break
return
else if(W.has_tool_quality(TOOL_WIRECUTTER))
new/obj/item/stack/cable_coil(get_turf(src), 2)
playsound(src, W.usesound, 50, 1)
to_chat(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.
to_chat(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(W.has_tool_quality(TOOL_CROWBAR) && upgrades.len)
var/obj/U = locate(/obj) in upgrades
if(U)
to_chat(user, "You unattach an upgrade from the assembly.")
playsound(src, W.usesound, 50, 1)
U.loc = get_turf(src)
upgrades -= U
return
..()
/obj/item/camera_assembly/update_icon()
if(anchored)
icon_state = "camera1"
else
icon_state = "cameracase"
/obj/item/camera_assembly/attack_hand(mob/user as mob)
if(!anchored)
..()
/obj/item/camera_assembly/proc/weld(var/obj/item/weldingtool/WT, var/mob/user)
WT = WT.get_welder()
if(busy)
return 0
if(!WT.isOn())
return 0
to_chat(user, span_notice("You start to weld the [src].."))
playsound(src, 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