mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-15 17:12:49 +01:00
Misc windoor/airlock fixes
This started as me making robots able to rename windoors and turned into something a little more.
This commit is contained in:
@@ -138,14 +138,19 @@
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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/obj/structure/door_assembly/proc/rename_door(mob/living/user)
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var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), 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/door_assembly/attack_robot(mob/living/user)
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if(Adjacent(user))
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rename_door(user)
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/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/pen))
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var/t = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
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if(!t) return
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if(!in_range(src, usr) && src.loc != usr) return
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created_name = t
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rename_door(user)
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return
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if(istype(W, /obj/item/weapon/weldingtool) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
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@@ -156,7 +161,7 @@
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user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You welded the [glass] plating off!</span>"
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to_chat(user, "<span class='notice'>You welded the [glass] plating off!</span>")
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var/M = text2path("/obj/item/stack/material/[glass]")
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new M(src.loc, 2)
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glass = 0
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@@ -164,18 +169,18 @@
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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.")
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You welded the glass panel out!</span>"
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to_chat(user, "<span class='notice'>You welded the glass panel out!</span>")
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new /obj/item/stack/material/glass/reinforced(src.loc)
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glass = 0
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else if(!anchored)
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You dissasembled the airlock assembly!</span>"
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to_chat(user, "<span class='notice'>You dissasembled the airlock assembly!</span>")
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new /obj/item/stack/material/steel(src.loc, 4)
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qdel (src)
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else
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user << "<span class='notice'>You need more welding fuel.</span>"
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to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
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return
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else if(istype(W, /obj/item/weapon/wrench) && state == 0)
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@@ -187,19 +192,19 @@
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>"
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to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>")
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anchored = !anchored
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else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
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var/obj/item/stack/cable_coil/C = W
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if (C.get_amount() < 1)
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user << "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>"
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to_chat(user, "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>")
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return
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user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
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if(do_after(user, 40) && state == 0 && anchored)
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if (C.use(1))
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src.state = 1
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user << "<span class='notice'>You wire the airlock.</span>"
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to_chat(user, "<span class='notice'>You wire the airlock.</span>")
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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@@ -207,7 +212,7 @@
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You cut the airlock wires.!</span>"
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to_chat(user, "<span class='notice'>You cut the airlock wires.!</span>")
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new/obj/item/stack/cable_coil(src.loc, 1)
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src.state = 0
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@@ -219,14 +224,14 @@
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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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user << "<span class='notice'>You installed the airlock electronics!</span>"
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to_chat(user, "<span class='notice'>You installed the airlock electronics!</span>")
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src.state = 2
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src.electronics = W
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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//This should never happen, but just in case I guess
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if (!electronics)
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user << "<span class='notice'>There was nothing to remove.</span>"
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to_chat(user, "<span class='notice'>There was nothing to remove.</span>")
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src.state = 1
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return
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@@ -235,7 +240,7 @@
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You removed the airlock electronics!</span>"
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to_chat(user, "<span class='notice'>You removed the airlock electronics!</span>")
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src.state = 1
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electronics.loc = src.loc
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electronics = null
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@@ -250,28 +255,28 @@
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
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if(do_after(user, 40) && !glass)
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if (S.use(1))
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user << "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>")
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glass = 1
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else if(material_name)
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// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
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if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
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user << "You cannot make an airlock out of that material."
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to_chat(user, "You cannot make an airlock out of that material.")
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return
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if(S.get_amount() >= 2)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
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if(do_after(user, 40) && !glass)
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if (S.use(2))
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user << "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>"
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to_chat(user, "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>")
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glass = material_name
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "<span class='notice'>Now finishing the airlock.</span>"
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to_chat(user, "<span class='notice'>Now finishing the airlock.</span>")
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You finish the airlock!</span>"
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to_chat(user, "<span class='notice'>You finish the airlock!</span>")
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var/path
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if(istext(glass))
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path = text2path("/obj/machinery/door/airlock/[glass]")
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@@ -25,6 +25,7 @@ obj/structure/windoor_assembly
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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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@@ -41,6 +42,7 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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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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@@ -69,13 +71,19 @@ obj/structure/windoor_assembly/Destroy()
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else
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return 1
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/obj/structure/windoor_assembly/proc/rename_door(mob/living/user)
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var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), 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/user)
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if(Adjacent(user))
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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/weapon/pen))
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var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
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if(!t) return
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if(!in_range(src, usr) && src.loc != usr) return
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created_name = t
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rename_door(user)
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return
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switch(state)
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@@ -88,14 +96,14 @@ obj/structure/windoor_assembly/Destroy()
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You disassembled the windoor assembly!</span>"
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to_chat(user,"<span class='notice'>You disassembled the windoor assembly!</span>")
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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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user << "<span class='notice'>You need more welding fuel to disassemble the windoor assembly.</span>"
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to_chat(user,"<span class='notice'>You need more welding fuel to disassemble the windoor assembly.</span>")
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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@@ -105,12 +113,9 @@ obj/structure/windoor_assembly/Destroy()
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You've secured the windoor assembly!</span>"
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to_chat(user,"<span class='notice'>You've secured the windoor assembly!</span>")
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src.anchored = 1
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if(src.secure)
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src.name = "secure anchored windoor assembly"
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else
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src.name = "anchored windoor assembly"
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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(istype(W, /obj/item/weapon/wrench) && anchored)
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@@ -119,12 +124,9 @@ obj/structure/windoor_assembly/Destroy()
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
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to_chat(user,"<span class='notice'>You've unsecured the windoor assembly!</span>")
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src.anchored = 0
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if(src.secure)
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src.name = "secure windoor assembly"
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else
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src.name = "windoor assembly"
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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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@@ -133,12 +135,9 @@ obj/structure/windoor_assembly/Destroy()
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var/obj/item/stack/cable_coil/CC = W
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if(do_after(user, 40))
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if (CC.use(1))
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user << "<span class='notice'>You wire the windoor!</span>"
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to_chat(user,"<span class='notice'>You wire the windoor!</span>")
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src.state = "02"
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if(src.secure)
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src.name = "secure wired windoor assembly"
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else
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src.name = "wired windoor assembly"
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step = 1
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else
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..()
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@@ -152,16 +151,13 @@ obj/structure/windoor_assembly/Destroy()
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You cut the windoor wires.!</span>"
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to_chat(user,"<span class='notice'>You cut the windoor wires.!</span>")
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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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if(src.secure)
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src.name = "secure anchored windoor assembly"
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else
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src.name = "anchored windoor assembly"
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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/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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else if(istype(W, /obj/item/weapon/airlock_electronics))
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playsound(src.loc, '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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@@ -170,8 +166,8 @@ obj/structure/windoor_assembly/Destroy()
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user.drop_item()
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W.loc = src
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user << "<span class='notice'>You've installed the airlock electronics!</span>"
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src.name = "near finished windoor assembly"
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to_chat(user,"<span class='notice'>You've installed the airlock electronics!</span>")
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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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@@ -183,11 +179,8 @@ obj/structure/windoor_assembly/Destroy()
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if(do_after(user, 40))
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if(!src || !src.electronics) return
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user << "<span class='notice'>You've removed the airlock electronics!</span>"
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if(src.secure)
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src.name = "secure wired windoor assembly"
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else
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src.name = "wired windoor assembly"
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to_chat(user,"<span class='notice'>You've removed the airlock electronics!</span>")
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step = 1
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var/obj/item/weapon/airlock_electronics/ae = electronics
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electronics = null
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ae.loc = src.loc
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@@ -195,9 +188,12 @@ obj/structure/windoor_assembly/Destroy()
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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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if(!src.electronics)
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usr << "<span class='warning'>The assembly is missing electronics.</span>"
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to_chat(usr,"<span class='warning'>The assembly is missing electronics.</span>")
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return
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usr << browse(null, "window=windoor_access")
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if(src.electronics && istype(src.electronics, /obj/item/weapon/circuitboard/broken))
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to_chat(usr,"<span class='warning'>The assembly has broken airlock electronics.</span>")
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return
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to_chat(usr,browse(null, "window=windoor_access")) //Not sure what this actually does... -Ner
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playsound(src.loc, 'sound/items/Crowbar.ogg', 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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@@ -206,7 +202,7 @@ obj/structure/windoor_assembly/Destroy()
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if(!src) return
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density = 1 //Shouldn't matter but just incase
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user << "<span class='notice'>You finish the windoor!</span>"
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to_chat(user,"<span class='notice'>You finish the windoor!</span>")
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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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@@ -218,7 +214,8 @@ obj/structure/windoor_assembly/Destroy()
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windoor.base_state = "rightsecure"
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windoor.set_dir(src.dir)
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windoor.density = 0
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windoor.name = created_name
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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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@@ -239,7 +236,8 @@ obj/structure/windoor_assembly/Destroy()
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windoor.base_state = "right"
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windoor.set_dir(src.dir)
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windoor.density = 0
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windoor.name = created_name
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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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@@ -263,7 +261,15 @@ obj/structure/windoor_assembly/Destroy()
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/obj/structure/windoor_assembly/proc/update_state()
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update_icon()
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name += " ([created_name])"
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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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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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@@ -272,7 +278,7 @@ obj/structure/windoor_assembly/Destroy()
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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to_chat(usr,"It is fastened to the floor; therefore, you can't rotate it!")
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return 0
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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@@ -292,11 +298,11 @@ obj/structure/windoor_assembly/Destroy()
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set src in oview(1)
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if(src.facing == "l")
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usr << "The windoor will now slide to the right."
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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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usr << "The windoor will now slide to the left."
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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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Reference in New Issue
Block a user