mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com>
298 lines
10 KiB
Plaintext
298 lines
10 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Screwdriver the door to complete
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*/
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/obj/structure/windoor_assembly
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name = "windoor assembly"
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icon = 'icons/obj/doors/windoor.dmi'
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icon_state = "l_windoor_assembly01"
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anchored = FALSE
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density = FALSE
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dir = NORTH
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w_class = ITEMSIZE_NORMAL
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var/obj/item/airlock_electronics/electronics = null
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var/created_name = null
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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var/step = null //How far the door assembly has progressed in terms of steps
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/obj/structure/windoor_assembly/secure
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name = "secure windoor assembly"
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secure = "secure_"
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icon_state = "l_secure_windoor_assembly01"
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/obj/structure/windoor_assembly/Initialize(mapload, start_dir=NORTH, constructed=0)
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. = ..()
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if(constructed)
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state = "01"
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anchored = FALSE
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switch(start_dir)
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if(NORTH, SOUTH, EAST, WEST)
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set_dir(start_dir)
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else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
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set_dir(NORTH)
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update_state()
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update_nearby_tiles(need_rebuild=1)
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AddElement(/datum/element/rotatable)
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/obj/structure/windoor_assembly/Destroy()
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density = FALSE
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update_nearby_tiles()
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. = ..()
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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if(get_dir(mover, target) == GLOB.reverse_dir[dir]) // From elsewhere to here, can't move against our dir
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return !density
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return TRUE
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/obj/structure/windoor_assembly/Uncross(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return TRUE
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if(get_dir(mover, target) == dir) // From here to elsewhere, can't move in our dir
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return !density
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else
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return TRUE
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/obj/structure/windoor_assembly/proc/rename_door(mob/living/user)
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var/t = sanitizeSafe(tgui_input_text(user, "Enter the name for the windoor.", src.name, src.created_name, MAX_NAME_LEN, encode = FALSE), MAX_NAME_LEN)
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if(!in_range(src, user) && src.loc != user) return
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created_name = t
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update_state()
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/obj/structure/windoor_assembly/attack_robot(mob/living/silicon/robot/user)
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if(Adjacent(user) && (user.module && (istype(user.module,/obj/item/robot_module/robot/engineering)) \
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|| istype(user.module,/obj/item/robot_module/drone))) //Only drone (and engiborg) needs this.
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rename_door(user)
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/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/pen))
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rename_door(user)
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return
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switch(state)
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if("01")
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if(W.has_tool_quality(TOOL_WELDER) && !anchored)
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var/obj/item/weldingtool/WT = W.get_welder()
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] disassembles the windoor assembly.", "You start to disassemble the windoor assembly.")
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playsound(src, WT.usesound, 50, 1)
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if(do_after(user, 4 SECONDS * WT.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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to_chat(user,span_notice("You disassembled the windoor assembly!"))
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if(secure)
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new /obj/item/stack/material/glass/reinforced(get_turf(src), 2)
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else
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new /obj/item/stack/material/glass(get_turf(src), 2)
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qdel(src)
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else
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to_chat(user,span_notice("You need more welding fuel to disassemble the windoor assembly."))
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(W.has_tool_quality(TOOL_WRENCH) && !anchored)
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playsound(src, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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if(do_after(user, 4 SECONDS * W.toolspeed, target = src))
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if(!src) return
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to_chat(user,span_notice("You've secured the windoor assembly!"))
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src.anchored = TRUE
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step = 0
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(W.has_tool_quality(TOOL_WRENCH) && anchored)
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playsound(src, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 4 SECONDS * W.toolspeed, target = src))
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if(!src) return
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to_chat(user,span_notice("You've unsecured the windoor assembly!"))
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src.anchored = FALSE
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step = null
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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var/obj/item/stack/cable_coil/CC = W
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if(do_after(user, 4 SECONDS, target = src))
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if (CC.use(1))
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to_chat(user,span_notice("You wire the windoor!"))
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src.state = "02"
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step = 1
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else
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..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(W.has_tool_quality(TOOL_WIRECUTTER) && !src.electronics)
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playsound(src, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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if(do_after(user, 4 SECONDS * W.toolspeed, target = src))
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if(!src) return
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to_chat(user,span_notice("You cut the windoor wires.!"))
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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src.state = "01"
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step = 0
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/airlock_electronics))
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playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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if(do_after(user, 4 SECONDS, target = src))
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if(!src) return
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user.drop_item()
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W.loc = src
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to_chat(user,span_notice("You've installed the airlock electronics!"))
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step = 2
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src.electronics = W
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else
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W.loc = src.loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(W.has_tool_quality(TOOL_SCREWDRIVER) && src.electronics)
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playsound(src, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
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if(do_after(user, 4 SECONDS * W.toolspeed, target = src))
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if(!src || !src.electronics) return
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to_chat(user,span_notice("You've removed the airlock electronics!"))
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step = 1
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var/obj/item/airlock_electronics/ae = electronics
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electronics = null
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ae.loc = src.loc
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//Crowbar to complete the assembly, Step 7 complete.
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else if(W.has_tool_quality(TOOL_CROWBAR))
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if(!src.electronics)
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to_chat(user,span_warning("The assembly is missing electronics."))
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return
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if(src.electronics && istype(src.electronics, /obj/item/circuitboard/broken))
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to_chat(user,span_warning("The assembly has broken airlock electronics."))
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return
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user << browse(null, "window=windoor_access") //Not sure what this actually does... -Ner
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playsound(src, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
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if(do_after(user, 4 SECONDS * W.toolspeed, target = src))
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if(!src) return
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density = TRUE //Shouldn't matter but just incase
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to_chat(user,span_notice("You finish the windoor!"))
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.set_dir(src.dir)
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windoor.density = FALSE
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if(created_name)
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windoor.name = created_name
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spawn(0)
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windoor.close()
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.set_dir(src.dir)
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windoor.density = FALSE
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if(created_name)
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windoor.name = created_name
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spawn(0)
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windoor.close()
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if(src.electronics.one_access)
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windoor.req_access = null
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windoor.req_one_access = src.electronics.conf_access
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else
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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qdel(src)
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else
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..()
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//Update to reflect changes(if applicable)
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update_state()
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/obj/structure/windoor_assembly/proc/update_state()
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update_icon()
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name = ""
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switch(step)
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if (0)
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name = "anchored "
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if (1)
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name = "wired "
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if (2)
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name = "near finished "
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name += "[secure ? "secure " : ""]windoor assembly[created_name ? " ([created_name])" : ""]"
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/obj/structure/windoor_assembly/handle_rotation_verbs(angle)
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if(state != "01")
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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. = ..()
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if(.)
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if(state != "01")
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update_nearby_tiles(need_rebuild=1)
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update_icon()
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(src.facing == "l")
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to_chat(usr,"The windoor will now slide to the right.")
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src.facing = "r"
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else
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src.facing = "l"
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to_chat(usr,"The windoor will now slide to the left.")
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update_icon()
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return
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