Files
CHOMPStation2/code/game/objects/structures/windoor_assembly.dm
CHOMPStation2StaffMirrorBot d5605935a4 [MIRROR] Rotatable Atom Element (#11639)
Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-14 05:20:00 -04:00

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