Door assemblies are now easier to work with and expand in the future. Added all the door assembly types Bay12 donated. Thanks again.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1457 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2011-04-17 01:41:39 +00:00
parent a140af46ae
commit 82e7efcbca
2 changed files with 76 additions and 69 deletions
+76 -69
View File
@@ -5,80 +5,127 @@ obj/door_assembly
icon_state = "door_as0"
anchored = 0
density = 1
var/doortype = 0
var/state = 0
var/glass = 0
var/base_icon_state
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 //the type path of the airlock if changed into a glass airlock
var/glass_base_icon_state = "door_as_g"
New()
base_icon_state = copytext(icon_state,1,lentext(icon_state))
door_assembly_0
name = "Airlock Assembly"
icon_state = "door_as1"
airlock_type = /obj/machinery/door/airlock
anchored = 1
density = 1
doortype = 0
state = 1
glass = 0
door_assembly_com
name = "Command Airlock Assembly"
icon_state = "door_as1_com"
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
doortype = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gcom1"
door_assembly_sec
name = "Security Airlock Assembly"
icon_state = "door_as1_sec"
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
doortype = 2
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gsec1"
door_assembly_eng
name = "Engineering Airlock Assembly"
icon_state = "door_as1_eng"
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
doortype = 3
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_geng1"
door_assembly_med
name = "Medical Airlock Assembly"
icon_state = "door_as1_med"
icon_state = "door_as_med1"
glass_base_icon_state = "door_as_gmed"
glass_type = /obj/machinery/door/airlock/glass_medical
airlock_type = /obj/machinery/door/airlock/medical
anchored = 1
density = 1
doortype = 4
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gmed1"
door_assembly_mai
name = "Maintenance Airlock Assembly"
icon_state = "door_as1_mai"
icon_state = "door_as_mai1"
airlock_type = /obj/machinery/door/airlock/maintenance
anchored = 1
density = 1
doortype = 5
state = 1
glass = 0
door_assembly_ext
name = "External Airlock Assembly"
icon_state = "door_as1_ext"
icon_state = "door_as_ext1"
airlock_type = /obj/machinery/door/airlock/external
anchored = 1
density = 1
state = 1
glass = 0
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
door_assembly_mhatch
name = "Airtight Maintenance Hatch Assembly"
icon_state = "door_as_mhatch1"
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
anchored = 1
density = 1
doortype = 6
state = 1
glass = 0
door_assembly_g
name = "Glass Airlock Assembly"
icon_state = "door_as1_g"
icon_state = "door_as_g1"
airlock_type = /obj/machinery/door/airlock/glass
anchored = 1
density = 1
doortype = 7
state = 1
glass = 1
@@ -124,15 +171,6 @@ obj/door_assembly
if(get_turf(user) == T)
coil.use(1)
src.state = 1
switch(src.doortype)
if(0) src.icon_state = "door_as1"
if(1) src.icon_state = "door_as1_com"
if(2) src.icon_state = "door_as1_sec"
if(3) src.icon_state = "door_as1_eng"
if(4) src.icon_state = "door_as1_med"
if(5) src.icon_state = "door_as1_mai"
if(6) src.icon_state = "door_as1_ext"
if(7) src.icon_state = "door_as1_g"
user << "\blue You wire the Airlock!"
src.name = "Wired Airlock Assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
@@ -144,15 +182,6 @@ obj/door_assembly
user << "\blue You cut the airlock wires.!"
new/obj/item/weapon/cable_coil(T, 1)
src.state = 0
switch(doortype)
if(0) src.icon_state = "door_as0"
if(1) src.icon_state = "door_as0_com"
if(2) src.icon_state = "door_as0_sec"
if(3) src.icon_state = "door_as0_eng"
if(4) src.icon_state = "door_as0_med"
if(5) src.icon_state = "door_as0_mai"
if(6) src.icon_state = "door_as0_ext"
if(7) src.icon_state = "door_as0_g"
src.name = "Secured Airlock Assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
@@ -164,15 +193,6 @@ obj/door_assembly
if(get_turf(user) == T)
user << "\blue You installed the airlock electronics!"
src.state = 2
switch(src.doortype)
if(0) src.icon_state = "door_as2"
if(1) src.icon_state = "door_as2_com"
if(2) src.icon_state = "door_as2_sec"
if(3) src.icon_state = "door_as2_eng"
if(4) src.icon_state = "door_as2_med"
if(5) src.icon_state = "door_as2_mai"
if(6) src.icon_state = "door_as2_ext"
if(7) src.icon_state = "door_as2_g"
src.name = "Near finished Airlock Assembly"
src.electronics = W
else
@@ -187,15 +207,6 @@ obj/door_assembly
if(get_turf(user) == T)
user << "\blue You removed the airlock electronics!"
src.state = 1
switch(src.doortype)
if(0) src.icon_state = "door_as1"
if(1) src.icon_state = "door_as1_com"
if(2) src.icon_state = "door_as1_sec"
if(3) src.icon_state = "door_as1_eng"
if(4) src.icon_state = "door_as1_med"
if(5) src.icon_state = "door_as1_mai"
if(6) src.icon_state = "door_as1_ext"
if(7) src.icon_state = "door_as1_g"
src.name = "Wired Airlock Assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
@@ -212,13 +223,9 @@ obj/door_assembly
user << "\blue You installed glass windows the airlock assembly!"
G.use(1)
src.glass = 1
src.doortype = 7
src.name = "Near finished Window Airlock Assembly"
switch(src.state)
if(0) src.icon_state = "door_as0_g"
if(1) src.icon_state = "door_as1_g"
if(2) src.icon_state = "door_as2_g"
if(3) src.icon_state = "door_as3_g"
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(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
var/turf/T = get_turf(user)
@@ -227,21 +234,21 @@ obj/door_assembly
if(get_turf(user) == T)
user << "\blue You finish the airlock!"
var/obj/machinery/door/airlock/door
if (!src.glass)
switch(src.doortype)
if(0) door = new/obj/machinery/door/airlock( src.loc )
if(1) door = new/obj/machinery/door/airlock/command( src.loc )
if(2) door = new/obj/machinery/door/airlock/security( src.loc )
if(3) door = new/obj/machinery/door/airlock/engineering( src.loc )
if(4) door = new/obj/machinery/door/airlock/medical( src.loc )
if(5) door = new/obj/machinery/door/airlock/maintenance( src.loc )
if(6) door = new/obj/machinery/door/airlock/external( src.loc )
if(glass)
door = new src.glass_type( src.loc )
else
door = new/obj/machinery/door/airlock/glass( src.loc )
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.req_access = src.electronics.conf_access
src.electronics.loc = door
del(src)
else
..()
..()
if(glass)
icon_state = "[glass_base_icon_state][state]"
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.