Airlock construction update.

This commit is contained in:
Segrain
2013-06-23 20:42:58 +03:00
parent 1f7d39d99f
commit 7fec5309f7
5 changed files with 197 additions and 380 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/*/door_assembly_0*/( 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
@@ -38,10 +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("standart 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), \
+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"
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