Merge pull request #3143 from Segrain/bleeding-edge-freeze

Construction update.
This commit is contained in:
Zuhayr
2013-06-24 01:20:32 -07:00
8 changed files with 305 additions and 432 deletions
+43 -73
View File
@@ -86,7 +86,8 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
var/list/signalers[12]
var/lockdownbyai = 0
autoclose = 1
var/doortype = 0
var/assembly_type = /obj/structure/door_assembly
var/mineral = null
var/justzap = 0
var/safe = 1
normalspeed = 1
@@ -96,125 +97,122 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
/obj/machinery/door/airlock/command
name = "Airlock"
icon = 'icons/obj/doors/Doorcom.dmi'
doortype = 1
assembly_type = /obj/structure/door_assembly/door_assembly_com
/obj/machinery/door/airlock/security
name = "Airlock"
icon = 'icons/obj/doors/Doorsec.dmi'
doortype = 2
assembly_type = /obj/structure/door_assembly/door_assembly_sec
/obj/machinery/door/airlock/engineering
name = "Airlock"
icon = 'icons/obj/doors/Dooreng.dmi'
doortype = 3
assembly_type = /obj/structure/door_assembly/door_assembly_eng
/obj/machinery/door/airlock/medical
name = "Airlock"
icon = 'icons/obj/doors/Doormed.dmi'
doortype = 4
assembly_type = /obj/structure/door_assembly/door_assembly_med
/obj/machinery/door/airlock/maintenance
name = "Maintenance Access"
icon = 'icons/obj/doors/Doormaint.dmi'
doortype = 5
assembly_type = /obj/structure/door_assembly/door_assembly_mai
/obj/machinery/door/airlock/external
name = "External Airlock"
icon = 'icons/obj/doors/Doorext.dmi'
doortype = 6
assembly_type = /obj/structure/door_assembly/door_assembly_ext
/obj/machinery/door/airlock/glass
name = "Glass Airlock"
icon = 'icons/obj/doors/Doorglass.dmi'
opacity = 0
doortype = 7
glass = 1
/obj/machinery/door/airlock/centcom
name = "Airlock"
icon = 'icons/obj/doors/Doorele.dmi'
opacity = 0
doortype = 8
/obj/machinery/door/airlock/vault
name = "Vault"
icon = 'icons/obj/doors/vault.dmi'
opacity = 1
doortype = 9
assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity //Until somebody makes better sprites.
/obj/machinery/door/airlock/glass_large
name = "Glass Airlock"
icon = 'icons/obj/doors/Door2x1glassfull.dmi'
opacity = 0
doortype = 10
glass = 1
/obj/machinery/door/airlock/freezer
name = "Freezer Airlock"
icon = 'icons/obj/doors/Doorfreezer.dmi'
opacity = 1
doortype = 11
assembly_type = /obj/structure/door_assembly/door_assembly_fre
/obj/machinery/door/airlock/hatch
name = "Airtight Hatch"
icon = 'icons/obj/doors/Doorhatchele.dmi'
opacity = 1
doortype = 12
assembly_type = /obj/structure/door_assembly/door_assembly_hatch
/obj/machinery/door/airlock/maintenance_hatch
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorhatchmaint2.dmi'
opacity = 1
doortype = 13
assembly_type = /obj/structure/door_assembly/door_assembly_mhatch
/obj/machinery/door/airlock/glass_command
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorcomglass.dmi'
opacity = 0
doortype = 14
assembly_type = /obj/structure/door_assembly/door_assembly_com
glass = 1
/obj/machinery/door/airlock/glass_engineering
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorengglass.dmi'
opacity = 0
doortype = 15
assembly_type = /obj/structure/door_assembly/door_assembly_eng
glass = 1
/obj/machinery/door/airlock/glass_security
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorsecglass.dmi'
opacity = 0
doortype = 16
assembly_type = /obj/structure/door_assembly/door_assembly_sec
glass = 1
/obj/machinery/door/airlock/glass_medical
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doormedglass.dmi'
opacity = 0
doortype = 17
assembly_type = /obj/structure/door_assembly/door_assembly_med
glass = 1
/obj/machinery/door/airlock/mining
name = "Mining Airlock"
icon = 'icons/obj/doors/Doormining.dmi'
doortype = 18
assembly_type = /obj/structure/door_assembly/door_assembly_min
/obj/machinery/door/airlock/atmos
name = "Atmospherics Airlock"
icon = 'icons/obj/doors/Dooratmo.dmi'
doortype = 19
assembly_type = /obj/structure/door_assembly/door_assembly_atmo
/obj/machinery/door/airlock/research
name = "Airlock"
icon = 'icons/obj/doors/Doorresearch.dmi'
doortype = 20
assembly_type = /obj/structure/door_assembly/door_assembly_research
/obj/machinery/door/airlock/glass_research
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorresearchglass.dmi'
opacity = 0
doortype = 21
assembly_type = /obj/structure/door_assembly/door_assembly_research
glass = 1
heat_proof = 1
@@ -222,40 +220,36 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Doorminingglass.dmi'
opacity = 0
doortype = 22
assembly_type = /obj/structure/door_assembly/door_assembly_min
glass = 1
/obj/machinery/door/airlock/glass_atmos
name = "Maintenance Hatch"
icon = 'icons/obj/doors/Dooratmoglass.dmi'
opacity = 0
doortype = 23
assembly_type = /obj/structure/door_assembly/door_assembly_atmo
glass = 1
/obj/machinery/door/airlock/gold
name = "Gold Airlock"
icon = 'icons/obj/doors/Doorgold.dmi'
var/mineral = "gold"
doortype = 24
mineral = "gold"
/obj/machinery/door/airlock/silver
name = "Silver Airlock"
icon = 'icons/obj/doors/Doorsilver.dmi'
var/mineral = "silver"
doortype = 25
mineral = "silver"
/obj/machinery/door/airlock/diamond
name = "Diamond Airlock"
icon = 'icons/obj/doors/Doordiamond.dmi'
var/mineral = "diamond"
doortype = 26
mineral = "diamond"
/obj/machinery/door/airlock/uranium
name = "Uranium Airlock"
desc = "And they said I was crazy."
icon = 'icons/obj/doors/Dooruranium.dmi'
var/mineral = "uranium"
doortype = 27
mineral = "uranium"
var/last_event = 0
/obj/machinery/door/airlock/uranium/process()
@@ -274,8 +268,7 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
name = "Plasma Airlock"
desc = "No way this can end badly."
icon = 'icons/obj/doors/Doorplasma.dmi'
var/mineral = "plasma"
doortype = 28
mineral = "plasma"
/obj/machinery/door/airlock/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > 300)
@@ -303,37 +296,35 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
W.ignite((temperature/4))//Added so that you can't set off a massive chain reaction with a small flame
for(var/obj/machinery/door/airlock/plasma/D in range(3,src))
D.ignite(temperature/4)
new/obj/structure/door_assembly/door_assembly_0( src.loc )
new/obj/structure/door_assembly( src.loc )
del (src)
/obj/machinery/door/airlock/clown
name = "Bananium Airlock"
icon = 'icons/obj/doors/Doorbananium.dmi'
var/mineral = "clown"
doortype = 29
mineral = "clown"
/obj/machinery/door/airlock/sandstone
name = "Sandstone Airlock"
icon = 'icons/obj/doors/Doorsand.dmi'
var/mineral = "sandstone"
doortype = 30
mineral = "sandstone"
/obj/machinery/door/airlock/science
name = "Airlock"
icon = 'icons/obj/doors/Doorsci.dmi'
doortype = 31
assembly_type = /obj/structure/door_assembly/door_assembly_science
/obj/machinery/door/airlock/glass_science
name = "Glass Airlocks"
icon = 'icons/obj/doors/Doorsciglass.dmi'
opacity = 0
doortype = 32
assembly_type = /obj/structure/door_assembly/door_assembly_science
glass = 1
/obj/machinery/door/airlock/highsecurity
name = "High Tech Security Airlock"
icon = 'icons/obj/doors/hightechsecurity.dmi'
doortype = 33
assembly_type = /obj/structure/door_assembly/door_assembly_highsecurity
/*
About the new airlock wires panel:
@@ -1203,37 +1194,16 @@ About the new airlock wires panel:
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
if(do_after(user,40))
user << "\blue You removed the airlock electronics!"
switch(src.doortype)
if(0) new/obj/structure/door_assembly/door_assembly_0( src.loc )
if(1) new/obj/structure/door_assembly/door_assembly_com( src.loc )
if(2) new/obj/structure/door_assembly/door_assembly_sec( src.loc )
if(3) new/obj/structure/door_assembly/door_assembly_eng( src.loc )
if(4) new/obj/structure/door_assembly/door_assembly_med( src.loc )
if(5) new/obj/structure/door_assembly/door_assembly_mai( src.loc )
if(6) new/obj/structure/door_assembly/door_assembly_ext( src.loc )
if(7) new/obj/structure/door_assembly/door_assembly_glass( src.loc )
if(12) new/obj/structure/door_assembly/door_assembly_hatch( src.loc )
if(13) new/obj/structure/door_assembly/door_assembly_mhatch( src.loc )
if(14) new/obj/structure/door_assembly/door_assembly_com/glass( src.loc )
if(15) new/obj/structure/door_assembly/door_assembly_eng/glass( src.loc )
if(16) new/obj/structure/door_assembly/door_assembly_sec/glass( src.loc )
if(17) new/obj/structure/door_assembly/door_assembly_med/glass( src.loc )
if(18) new/obj/structure/door_assembly/door_assembly_min( src.loc )
if(19) new/obj/structure/door_assembly/door_assembly_atmo( src.loc )
if(20) new/obj/structure/door_assembly/door_assembly_research( src.loc )
if(21) new/obj/structure/door_assembly/door_assembly_research/glass( src.loc )
if(22) new/obj/structure/door_assembly/door_assembly_min/glass( src.loc )
if(23) new/obj/structure/door_assembly/door_assembly_atmo/glass( src.loc )
if(24) new/obj/structure/door_assembly/door_assembly_gold( src.loc )
if(25) new/obj/structure/door_assembly/door_assembly_silver( src.loc )
if(26) new/obj/structure/door_assembly/door_assembly_diamond( src.loc )
if(27) new/obj/structure/door_assembly/door_assembly_uranium( src.loc )
if(28) new/obj/structure/door_assembly/door_assembly_plasma( src.loc )
if(29) new/obj/structure/door_assembly/door_assembly_clown( src.loc )
if(30) new/obj/structure/door_assembly/door_assembly_sandstone( src.loc )
if(31) new/obj/structure/door_assembly/door_assembly_science( src.loc )
if(32) new/obj/structure/door_assembly/door_assembly_science/glass( src.loc )
if(33) new/obj/structure/door_assembly/door_assembly_highsecurity(src.loc)
var/obj/structure/door_assembly/da = new assembly_type(src.loc)
da.anchored = 1
if(mineral)
da.glass = mineral
else if(glass)
da.glass = 1
da.state = 1
da.created_name = src.name
da.update_state()
var/obj/item/weapon/airlock_electronics/ae
if(!electronics)
-1
View File
@@ -3,7 +3,6 @@
name = "Glass Alarm Airlock"
icon = 'icons/obj/doors/Doorglass.dmi'
opacity = 0
doortype = 7
glass = 1
var/datum/radio_frequency/air_connection
@@ -124,7 +124,6 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
sheettype = "plastic"
var/global/list/datum/stack_recipe/plastic_recipes = list ( \
new/datum/stack_recipe("plastic crate", /obj/structure/closet/pcrate, 10, one_per_turf = 1, on_floor = 1), \
@@ -13,10 +13,20 @@
var/global/list/datum/stack_recipe/metal_recipes = list ( \
new/datum/stack_recipe("stool", /obj/structure/stool, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("chair", /obj/structure/stool/bed/chair, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("swivel chair", /obj/structure/stool/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("comfy chair", /obj/structure/stool/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("bed", /obj/structure/stool/bed, 2, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe_list("office chairs",list( \
new/datum/stack_recipe("dark office chair", /obj/structure/stool/bed/chair/office/dark, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("light office chair", /obj/structure/stool/bed/chair/office/light, 5, one_per_turf = 1, on_floor = 1), \
), 5), \
new/datum/stack_recipe_list("comfy chairs", list( \
new/datum/stack_recipe("beige comfy chair", /obj/structure/stool/bed/chair/comfy/beige, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("black comfy chair", /obj/structure/stool/bed/chair/comfy/black, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("brown comfy chair", /obj/structure/stool/bed/chair/comfy/brown, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("lime comfy chair", /obj/structure/stool/bed/chair/comfy/lime, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("teal comfy chair", /obj/structure/stool/bed/chair/comfy/teal, 2, one_per_turf = 1, on_floor = 1), \
), 2), \
null, \
new/datum/stack_recipe("table parts", /obj/item/weapon/table_parts, 2), \
new/datum/stack_recipe("rack parts", /obj/item/weapon/rack_parts), \
new/datum/stack_recipe("closet", /obj/structure/closet, 2, time = 15, one_per_turf = 1, on_floor = 1), \
@@ -28,10 +38,27 @@ var/global/list/datum/stack_recipe/metal_recipes = list ( \
null, \
new/datum/stack_recipe("computer frame", /obj/structure/computerframe, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("wall girders", /obj/structure/girder, 2, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("machine frame", /obj/machinery/constructable_frame/machine_frame, 5, time = 25, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("turret frame", /obj/machinery/porta_turret_construct, 5, time = 25, one_per_turf = 1, on_floor = 1), \
null, \
new/datum/stack_recipe_list("airlock assemblies", list( \
new/datum/stack_recipe("standard airlock assembly", /obj/structure/door_assembly, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("command airlock assembly", /obj/structure/door_assembly/door_assembly_com, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("security airlock assembly", /obj/structure/door_assembly/door_assembly_sec, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("engineering airlock assembly", /obj/structure/door_assembly/door_assembly_eng, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("mining airlock assembly", /obj/structure/door_assembly/door_assembly_min, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("atmospherics airlock assembly", /obj/structure/door_assembly/door_assembly_atmo, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("research airlock assembly", /obj/structure/door_assembly/door_assembly_research, 4, time = 50, one_per_turf = 1, on_floor = 1), \
/* new/datum/stack_recipe("science airlock assembly", /obj/structure/door_assembly/door_assembly_science, 4, time = 50, one_per_turf = 1, on_floor = 1), \ */
new/datum/stack_recipe("medical airlock assembly", /obj/structure/door_assembly/door_assembly_med, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("maintenance airlock assembly", /obj/structure/door_assembly/door_assembly_mai, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("external airlock assembly", /obj/structure/door_assembly/door_assembly_ext, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("freezer airlock assembly", /obj/structure/door_assembly/door_assembly_fre, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("airtight hatch assembly", /obj/structure/door_assembly/door_assembly_hatch, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("maintenance hatch assembly", /obj/structure/door_assembly/door_assembly_mhatch, 4, time = 50, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("high security airlock assembly", /obj/structure/door_assembly/door_assembly_highsecurity, 4, time = 50, one_per_turf = 1, on_floor = 1), \
), 4), \
null, \
new/datum/stack_recipe("grenade casing", /obj/item/weapon/grenade/chem_grenade), \
new/datum/stack_recipe("light fixture frame", /obj/item/light_fixture_frame, 2), \
new/datum/stack_recipe("small light fixture frame", /obj/item/light_fixture_frame/small, 1), \
+74 -38
View File
@@ -1,7 +1,8 @@
/* Stack type objects!
* Contains:
* Stacks
* Recipe datum
* Recipe datum
* Recipe list datum
*/
/*
@@ -32,51 +33,66 @@
return
/obj/item/stack/attack_self(mob/user as mob)
interact(user)
list_recipes(user)
/obj/item/stack/interact(mob/user as mob)
/obj/item/stack/proc/list_recipes(mob/user as mob, recipes_sublist)
if (!recipes)
return
if (!src || amount<=0)
user << browse(null, "window=stack")
user.set_machine(src) //for correct work of onclose
var/list/recipe_list = recipes
if (recipes_sublist && recipe_list[recipes_sublist] && istype(recipe_list[recipes_sublist], /datum/stack_recipe_list))
var/datum/stack_recipe_list/srl = recipe_list[recipes_sublist]
recipe_list = srl.recipes
var/t1 = text("<HTML><HEAD><title>Constructions from []</title></HEAD><body><TT>Amount Left: []<br>", src, src.amount)
for(var/i=1;i<=recipes.len,i++)
var/datum/stack_recipe/R = recipes[i]
if (isnull(R))
for(var/i=1;i<=recipe_list.len,i++)
var/E = recipe_list[i]
if (isnull(E))
t1 += "<hr>"
continue
if (i>1 && !isnull(recipes[i-1]))
if (i>1 && !isnull(recipe_list[i-1]))
t1+="<br>"
var/max_multiplier = round(src.amount / R.req_amount)
var/title as text
var/can_build = 1
can_build = can_build && (max_multiplier>0)
/*
if (R.one_per_turf)
can_build = can_build && !(locate(R.result_type) in usr.loc)
if (R.on_floor)
can_build = can_build && istype(usr.loc, /turf/simulated/floor)
*/
if (R.res_amount>1)
title+= "[R.res_amount]x [R.title]\s"
else
title+= "[R.title]"
title+= " ([R.req_amount] [src.singular_name]\s)"
if (can_build)
t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, i, title)
else
t1 += text("[]", title)
continue
if (R.max_res_amount>1 && max_multiplier>1)
max_multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
t1 += " |"
var/list/multipliers = list(5,10,25)
for (var/n in multipliers)
if (max_multiplier>=n)
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[n]'>[n*R.res_amount]x</A>"
if (!(max_multiplier in multipliers))
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[max_multiplier]'>[max_multiplier*R.res_amount]x</A>"
if (istype(E, /datum/stack_recipe_list))
var/datum/stack_recipe_list/srl = E
if (src.amount >= srl.req_amount)
t1 += "<a href='?src=\ref[src];sublist=[i]'>[srl.title] ([srl.req_amount] [src.singular_name]\s)</a>"
else
t1 += "[srl.title] ([srl.req_amount] [src.singular_name]\s)<br>"
if (istype(E, /datum/stack_recipe))
var/datum/stack_recipe/R = E
var/max_multiplier = round(src.amount / R.req_amount)
var/title as text
var/can_build = 1
can_build = can_build && (max_multiplier>0)
/*
if (R.one_per_turf)
can_build = can_build && !(locate(R.result_type) in usr.loc)
if (R.on_floor)
can_build = can_build && istype(usr.loc, /turf/simulated/floor)
*/
if (R.res_amount>1)
title+= "[R.res_amount]x [R.title]\s"
else
title+= "[R.title]"
title+= " ([R.req_amount] [src.singular_name]\s)"
if (can_build)
t1 += text("<A href='?src=\ref[src];sublist=[recipes_sublist];make=[i]'>[title]</A> ")
else
t1 += text("[]", title)
continue
if (R.max_res_amount>1 && max_multiplier>1)
max_multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
t1 += " |"
var/list/multipliers = list(5,10,25)
for (var/n in multipliers)
if (max_multiplier>=n)
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[n]'>[n*R.res_amount]x</A>"
if (!(max_multiplier in multipliers))
t1 += " <A href='?src=\ref[src];make=[i];multiplier=[max_multiplier]'>[max_multiplier*R.res_amount]x</A>"
t1 += "</TT></body></HTML>"
user << browse(t1, "window=stack")
@@ -87,10 +103,18 @@
..()
if ((usr.restrained() || usr.stat || usr.get_active_hand() != src))
return
if (href_list["sublist"] && !href_list["make"])
list_recipes(usr, text2num(href_list["sublist"]))
if (href_list["make"])
if (src.amount < 1) del(src) //Never should happen
var/datum/stack_recipe/R = recipes[text2num(href_list["make"])]
var/list/recipes_list = recipes
if (href_list["sublist"])
var/datum/stack_recipe_list/srl = recipes_list[text2num(href_list["sublist"])]
recipes_list = srl.recipes
var/datum/stack_recipe/R = recipes_list[text2num(href_list["make"])]
var/multiplier = text2num(href_list["multiplier"])
if (!multiplier) multiplier = 1
if (src.amount < R.req_amount*multiplier)
@@ -222,4 +246,16 @@
src.max_res_amount = max_res_amount
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor
src.on_floor = on_floor
/*
* Recipe list datum
*/
/datum/stack_recipe_list
var/title = "ERROR"
var/list/recipes = null
var/req_amount = 1
New(title, recipes, req_amount = 1)
src.title = title
src.recipes = recipes
src.req_amount = req_amount
+136 -305
View File
@@ -6,278 +6,100 @@ obj/structure/door_assembly
anchored = 0
density = 1
var/state = 0
var/mineral = null
var/base_icon_state = "door_as_0"
var/glass_base_icon_state = "door_as_g0"
var/base_icon_state = ""
var/base_name = "Airlock"
var/obj/item/weapon/airlock_electronics/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/glass = null
var/airlock_type = "" //the type path of the airlock once completed
var/glass_type = "/glass"
var/glass = 0 // 0 = glass can be installed. -1 = glass can't be installed. 1 = glass is already installed. Text = mineral plating is installed instead.
var/created_name = null
New()
base_icon_state = copytext(icon_state,1,lentext(icon_state))
door_assembly_0
name = "Airlock Assembly"
icon_state = "door_as_1"
airlock_type = /obj/machinery/door/airlock
anchored = 1
density = 1
state = 1
glass = 0
update_state()
door_assembly_com
name = "Command Airlock Assembly"
icon_state = "door_as_com1"
glass_base_icon_state = "door_as_gcom"
glass_type = /obj/machinery/door/airlock/glass_command
airlock_type = /obj/machinery/door/airlock/command
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gcom1"
base_icon_state = "com"
base_name = "Command Airlock"
glass_type = "/glass_command"
airlock_type = "/command"
door_assembly_sec
name = "Security Airlock Assembly"
icon_state = "door_as_sec1"
glass_base_icon_state = "door_as_gsec"
glass_type = /obj/machinery/door/airlock/glass_security
airlock_type = /obj/machinery/door/airlock/security
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gsec1"
base_icon_state = "sec"
base_name = "Security Airlock"
glass_type = "/glass_security"
airlock_type = "/security"
door_assembly_eng
name = "Engineering Airlock Assembly"
icon_state = "door_as_eng1"
glass_base_icon_state = "door_as_geng"
glass_type = /obj/machinery/door/airlock/glass_engineering
airlock_type = /obj/machinery/door/airlock/engineering
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_geng1"
base_icon_state = "eng"
base_name = "Engineering Airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
door_assembly_min
name = "Mining Airlock Assembly"
icon_state = "door_as_min1"
glass_base_icon_state = "door_as_gmin"
glass_type = /obj/machinery/door/airlock/glass_mining
airlock_type = /obj/machinery/door/airlock/mining
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gmin1"
base_icon_state = "min"
base_name = "Mining Airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
door_assembly_atmo
name = "Atmospherics Airlock Assembly"
icon_state = "door_as_atmo1"
glass_base_icon_state = "door_as_gatmo"
glass_type = /obj/machinery/door/airlock/glass_atmos
airlock_type = /obj/machinery/door/airlock/atmos
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gatmo1"
base_icon_state = "atmo"
base_name = "Atmospherics Airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
door_assembly_research
name = "Research Airlock Assembly"
icon_state = "door_as_res1"
glass_base_icon_state = "door_as_gres"
glass_type = /obj/machinery/door/airlock/glass_research
airlock_type = /obj/machinery/door/airlock/research
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gres1"
base_icon_state = "res"
base_name = "Research Airlock"
glass_type = "/glass_research"
airlock_type = "/research"
door_assembly_science
name = "Science Airlock Assembly"
icon_state = "door_as_sci1"
glass_base_icon_state = "door_as_gsci"
glass_type = /obj/machinery/door/airlock/glass_science
airlock_type = /obj/machinery/door/airlock/science
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gsci1"
base_icon_state = "sci"
base_name = "Science Airlock"
glass_type = "/glass_science"
airlock_type = "/science"
door_assembly_med
name = "Medical Airlock Assembly"
icon_state = "door_as_med1"
airlock_type = /obj/machinery/door/airlock/medical
anchored = 1
density = 1
state = 1
glass
mineral = "glass"
icon_state = "door_as_gmed1"
base_icon_state = "med"
base_name = "Medical Airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
door_assembly_mai
name = "Maintenance Airlock Assembly"
icon_state = "door_as_mai1"
airlock_type = /obj/machinery/door/airlock/maintenance
anchored = 1
density = 1
state = 1
glass = 0
base_icon_state = "mai"
base_name = "Maintenance Airlock"
airlock_type = "/maintenance"
glass = -1
door_assembly_ext
name = "External Airlock Assembly"
icon_state = "door_as_ext1"
airlock_type = /obj/machinery/door/airlock/external
anchored = 1
density = 1
state = 1
glass = 0
base_icon_state = "ext"
base_name = "External Airlock"
airlock_type = "/external"
glass = -1
door_assembly_fre
name = "Freezer Airlock Assembly"
icon_state = "door_as_fre1"
airlock_type = /obj/machinery/door/airlock/freezer
anchored = 1
density = 1
state = 1
glass = 0
base_icon_state = "fre"
base_name = "Freezer Airlock"
airlock_type = "/freezer"
glass = -1
door_assembly_hatch
name = "Airtight Hatch Assembly"
icon_state = "door_as_hatch1"
airlock_type = /obj/machinery/door/airlock/hatch
anchored = 1
density = 1
state = 1
glass = 0
base_icon_state = "hatch"
base_name = "Airtight Hatch"
airlock_type = "/hatch"
glass = -1
door_assembly_mhatch
name = "Maintenance Hatch Assembly"
icon_state = "door_as_mhatch1"
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_glass
name = "Glass Airlock Assembly"
icon_state = "door_as_g1"
airlock_type = /obj/machinery/door/airlock/glass
anchored = 1
density = 1
state = 1
mineral = "glass"
door_assembly_gold
name = "Gold Airlock Assembly"
icon_state = "door_as_gold1"
airlock_type = /obj/machinery/door/airlock/gold
anchored = 1
density = 1
state = 1
mineral = "gold"
door_assembly_silver
name = "Silver Airlock Assembly"
icon_state = "door_as_silver1"
airlock_type = /obj/machinery/door/airlock/silver
anchored = 1
density = 1
state = 1
mineral = "silver"
door_assembly_diamond
name = "Diamond Airlock Assembly"
icon_state = "door_as_diamond1"
airlock_type = /obj/machinery/door/airlock/diamond
anchored = 1
density = 1
state = 1
mineral = "diamond"
door_assembly_uranium
name = "Uranium Airlock Assembly"
icon_state = "door_as_uranium1"
airlock_type = /obj/machinery/door/airlock/uranium
anchored = 1
density = 1
state = 1
mineral = "uranium"
door_assembly_plasma
name = "Plasma Airlock Assembly"
icon_state = "door_as_plasma1"
airlock_type = /obj/machinery/door/airlock/plasma
anchored = 1
density = 1
state = 1
mineral = "plasma"
door_assembly_clown
name = "Bananium Airlock Assembly"
icon_state = "door_as_clown1"
airlock_type = /obj/machinery/door/airlock/clown
anchored = 1
density = 1
state = 1
mineral = "clown"
door_assembly_sandstone
name = "Sandstone Airlock Assembly"
icon_state = "door_as_sandstone1"
airlock_type = /obj/machinery/door/airlock/sandstone
anchored = 1
density = 1
state = 1
mineral = "sandstone"
door_assembly_sandstone
name = "Sandstone Airlock Assembly"
icon_state = "door_as_sandstone1"
airlock_type = /obj/machinery/door/airlock/sandstone
anchored = 1
density = 1
state = 1
mineral = "sandstone"
base_icon_state = "mhatch"
base_name = "Maintenance Hatch"
airlock_type = "/maintenance_hatch"
glass = -1
door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
name = "High Tech Security Assembly"
icon_state = "door_as_highsec1"
airlock_type = /obj/machinery/door/airlock/highsecurity
anchored = 1
density = 1
state = 1
glass = 0
base_icon_state = "highsec"
base_name = "High Security Airlock"
airlock_type = "/highsecurity"
glass = -1
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen))
@@ -287,46 +109,47 @@ obj/structure/door_assembly
created_name = t
return
if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
if(istype(W, /obj/item/weapon/weldingtool) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if (WT.remove_fuel(0, user))
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(get_turf(src), 4)
if (mineral)
if (mineral == "glass")
new /obj/item/stack/sheet/rglass(get_turf(src))
else
var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new M(get_turf(src))
new M(get_turf(src))
del(src)
if(istext(glass))
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the [glass] plating off!"
var/M = text2path("/obj/item/stack/sheet/mineral/[glass]")
new M(src.loc, 2)
glass = 0
else if(glass == 1)
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.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You welded the glass panel out!"
new /obj/item/stack/sheet/rglass(src.loc)
glass = 0
else if(!anchored)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(src.loc, 4)
del (src)
else
user << "\blue You need more welding fuel to dissassemble the airlock assembly."
user << "\blue You need more welding fuel."
return
else if(istype(W, /obj/item/weapon/wrench) && !anchored )
else if(istype(W, /obj/item/weapon/wrench) && state == 0)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
if(anchored)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
else
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor.")
if(do_after(user, 40))
if(!src) return
user << "\blue You secured the airlock assembly!"
src.name = "Secured Airlock Assembly"
src.anchored = 1
else if(istype(W, /obj/item/weapon/wrench) && anchored )
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
if(do_after(user, 40))
if(!src) return
user << "\blue You unsecured the airlock assembly!"
src.name = "Airlock Assembly"
src.anchored = 0
user << "\blue You [anchored? "un" : ""]secured the airlock assembly!"
anchored = !anchored
else if(istype(W, /obj/item/weapon/cable_coil) && state == 0 && anchored )
var/obj/item/weapon/cable_coil/coil = W
@@ -336,7 +159,6 @@ obj/structure/door_assembly
coil.use(1)
src.state = 1
user << "\blue You wire the Airlock!"
src.name = "Wired Airlock Assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
@@ -345,9 +167,8 @@ obj/structure/door_assembly
if(do_after(user, 40))
if(!src) return
user << "\blue You cut the airlock wires.!"
new/obj/item/weapon/cable_coil(get_turf(user), 1)
new/obj/item/weapon/cable_coil(src.loc, 1)
src.state = 0
src.name = "Secured Airlock Assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 && W:icon_state != "door_electronics_smoked")
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -364,8 +185,6 @@ obj/structure/door_assembly
else
W.loc = src.loc
//del(W)
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
@@ -382,32 +201,28 @@ obj/structure/door_assembly
ae = electronics
electronics = null
ae.loc = src.loc
else if(istype(W, /obj/item/stack/sheet) && !mineral)
var/obj/item/stack/sheet/G = W
if(G)
if(G.amount>=1)
if(G.type == /obj/item/stack/sheet/rglass)
else if(istype(W, /obj/item/stack/sheet) && !glass)
var/obj/item/stack/sheet/S = W
if (S)
if (S.amount>=1)
if(istype(S, /obj/item/stack/sheet/rglass))
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed reinforced glass windows into the airlock assembly!"
G.use(1)
src.mineral = "glass"
src.name = "Near finished Window Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/glass
src.base_icon_state = "door_as_g" //this will be applied to the icon_state with the correct state number at the proc's end.
else if(istype(G, /obj/item/stack/sheet/mineral))
var/M = G.sheettype
if(G.amount>=2)
S.use(1)
glass = 1
else if(istype(S, /obj/item/stack/sheet/mineral) && S.sheettype)
var/M = S.sheettype
if(S.amount>=2)
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed [M] plating into the airlock assembly!"
G.use(2)
src.mineral = "[M]"
src.name = "Near finished [M] Airlock Assembly"
src.airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
src.base_icon_state = "door_as_[M]"
S.use(2)
glass = "[M]"
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user << "\blue Now finishing the airlock."
@@ -415,11 +230,15 @@ obj/structure/door_assembly
if(do_after(user, 40))
if(!src) return
user << "\blue You finish the airlock!"
var/obj/machinery/door/airlock/door
if (mineral)
airlock_type = text2path("/obj/machinery/door/airlock/[mineral]")
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")
else if (glass == 1)
path = text2path("/obj/machinery/door/airlock[glass_type]")
else
path = text2path("/obj/machinery/door/airlock[airlock_type]")
var/obj/machinery/door/airlock/door = new path(src.loc)
door.assembly_type = type
door.electronics = src.electronics
if(src.electronics.one_access)
door.req_access = null
@@ -428,11 +247,23 @@ obj/structure/door_assembly
door.req_access = src.electronics.conf_access
if(created_name)
door.name = created_name
else
door.name = "[istext(glass) ? "[glass] airlock" : base_name]"
src.electronics.loc = door
del(src)
else
..()
icon_state = "[base_icon_state][state]"
//This updates the icon_state. They are named as "door_as1_eng" where the 1 in that example
//represents what state it's in. So the most generic algorithm for the correct updating of
//this is simply to change the number.
update_state()
/obj/structure/door_assembly/proc/update_state()
icon_state = "door_as_[glass == 1 ? "g" : ""][istext(glass) ? glass : base_icon_state][state]"
name = ""
switch (state)
if(0)
if (anchored)
name = "Secured "
if(1)
name = "Wired "
if(2)
name = "Near Finished "
name += "[glass == 1 ? "Window " : ""][istext(glass) ? "[glass] Airlock" : base_name] Assembly"
+22 -11
View File
@@ -58,22 +58,34 @@ Stuff which is in development and not yet visible to players or just code relate
should be listed in the changelog upon commit though. Thanks. -->
<div class="commit sansserif">
<div class="commit sansserif">
<h2 class="date">June 23, 2013</h2>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">There has been a complete medbay renovation spearheaded by Vetinarix. http://baystation12.net/forums/viewtopic.php?f=20&t=7847 <-- Please put any commentary good or bad, here.</li>
<li class="tweak">Some maintenance doors within RnD and Medbay have had their accesses changed. Maintenance doors in the joint areas (leading to the research shuttle, virology, and xenobiology) are now zero access. Which means anyone in those joints can enter the maintenance tunnels. This was done to add additional evacuation locations during radiation storms. Additional maintenance doors were added to the tunnels in these areas to prevent docs and scientists from running about.</li>
<li class="tweak">Starboard emergency storage isn't gone now, it's simply located in the escape wing.</li>
<li class="experiment">An engineering training room has been added to engineering. This location was previously where surgery was located. If you are new to engineering or need to brush up on your skills, please use this area for testing.</li>
</ul>
</div><h2 class="date">June 22nd 2013</h2>
<h2 class="date">23.06.2013</h2>
<h3 class="author">Segrain updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Airlocks of various models can be constructed again.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">June 23, 2013</h2>
<h3 class="author">faux updated:</h3>
<ul class="changes bgimages16">
<li class="experiment">There has been a complete medbay renovation spearheaded by Vetinarix. http://baystation12.net/forums/viewtopic.php?f=20&t=7847 <-- Please put any commentary good or bad, here.</li>
<li class="tweak">Some maintenance doors within RnD and Medbay have had their accesses changed. Maintenance doors in the joint areas (leading to the research shuttle, virology, and xenobiology) are now zero access. Which means anyone in those joints can enter the maintenance tunnels. This was done to add additional evacuation locations during radiation storms. Additional maintenance doors were added to the tunnels in these areas to prevent docs and scientists from running about.</li>
<li class="tweak">Starboard emergency storage isn't gone now, it's simply located in the escape wing.</li>
<li class="experiment">An engineering training room has been added to engineering. This location was previously where surgery was located. If you are new to engineering or need to brush up on your skills, please use this area for testing.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">June 22nd 2013</h2>
<h3 class="author">Cael_Aislinn updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">The xenoarchaeology depth scanner will now tell you what energy field is required to safely extract a find.</li>
<li class="tweak">Excavation picks will now dig faster, and xenoarchaeology as a whole should be easier to do.</li>
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">21.06.2013</h2>
<h3 class="author">Jupotter updated:</h3>
<ul class="changes bgimages16">
@@ -81,7 +93,6 @@ should be listed in the changelog upon commit though. Thanks. -->
</ul>
</div>
<div class="commit sansserif">
<h2 class="date">18.06.2013</h2>
<h3 class="author">Segrain updated:</h3>
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