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Allows wooden airlocks to be made and removes another text2path function. (#19199)
* Fixes #18882 and refactors for door assemblies * Removes text2path, makes wooden airlocks buildable * Use mineral crafting menu * Minor oversight * Comments improvement Co-authored-by: Farie82 <farie82@users.noreply.github.com> * Review suggestions * Removes unneeded vars * Fixed tab spacing Co-authored-by: Farie82 <farie82@users.noreply.github.com>
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@@ -7,8 +7,11 @@
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max_integrity = 200
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var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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var/state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
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/// String value. Used in user chat messages
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var/mineral
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/// mineral object path.
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var/mineral_type
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var/base_name = "airlock"
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var/obj/item/airlock_electronics/electronics
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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@@ -17,7 +20,6 @@
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var/polarized_glass = FALSE
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var/created_name
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var/heat_proof_finished = FALSE //whether to heat-proof the finished airlock
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var/previous_assembly = /obj/structure/door_assembly
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var/noglass = FALSE //airlocks with no glass version, also cannot be modified with sheets
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var/material_type = /obj/item/stack/sheet/metal
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var/material_amt = 4
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@@ -47,11 +49,7 @@
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. += "<span class='notice'>The circuit is <b>connected loosely</b> to its slot, but the maintenance panel is <i>unscrewed and open</i>.</span>"
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if(glass)
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. += "<span class='notice'>The assembly has its electrochromic windows <b>[polarized_glass ? "enabled" : "disabled"]</b> and can be <i>configured</i>.</span>"
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if(!mineral && !glass && !noglass)
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. += "<span class='notice'>There is a small <i>paper</i> placard on the assembly[doorname]. There are <i>empty</i> slots for glass windows and mineral covers.</span>"
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else if(!mineral && glass && !noglass)
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. += "<span class='notice'>There is a small <i>paper</i> placard on the assembly[doorname]. There are <i>empty</i> slots for mineral covers.</span>"
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else if(mineral && !glass && !noglass)
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if(!glass && !noglass)
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. += "<span class='notice'>There is a small <i>paper</i> placard on the assembly[doorname]. There are <i>empty</i> slots for glass windows.</span>"
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else
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. += "<span class='notice'>There is a small <i>paper</i> placard on the assembly[doorname].</span>"
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@@ -111,22 +109,6 @@
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to_chat(user, "<span class='notice'>You install regular glass windows into the airlock assembly.</span>")
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S.use(1)
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glass = TRUE
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if(!mineral)
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if(istype(S, /obj/item/stack/sheet/mineral) && S.sheettype)
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var/M = S.sheettype
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if(S.get_amount() >= 2)
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playsound(loc, S.usesound, 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 * S.toolspeed, target = src))
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if(S.get_amount() < 2 || mineral)
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return
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to_chat(user, "<span class='notice'>You install [M] plating into the airlock assembly.</span>")
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S.use(2)
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var/mineralassembly = text2path("/obj/structure/door_assembly/door_assembly_[M]")
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var/obj/structure/door_assembly/MA = new mineralassembly(loc)
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transfer_assembly_vars(src, MA, TRUE)
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else
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to_chat(user, "<span class='warning'>You need at least two sheets to add a mineral cover!</span>")
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else
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to_chat(user, "<span class='warning'>You cannot add [S] to [src]!</span>")
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else
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@@ -187,7 +169,6 @@
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door.name = created_name
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else
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door.name = base_name
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door.previous_airlock = previous_assembly
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electronics.forceMove(door)
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electronics = null
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qdel(src)
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@@ -226,18 +207,7 @@
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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if(mineral)
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var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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user.visible_message("<span class='notice'>[user] welds the [mineral] plating off [src].</span>",\
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"<span class='notice'>You start to weld the [mineral] plating off [src]...</span>",\
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"<span class='warning'>You hear welding.</span>")
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if(!I.use_tool(src, user, 40, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>You weld the [mineral] plating off.</span>")
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new mineral_path(loc, 2)
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var/obj/structure/door_assembly/PA = new previous_assembly(loc)
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transfer_assembly_vars(src, PA)
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else if(glass)
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if(glass)
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user.visible_message("<span class='notice'>[user] welds the glass panel out of [src].</span>",\
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"<span class='notice'>You start to weld the glass panel out of the [src]...</span>",\
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"<span class='warning'>You hear welding.</span>")
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@@ -309,8 +279,6 @@
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target.created_name = source.created_name
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target.state = source.state
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target.anchored = source.anchored
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if(previous)
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target.previous_assembly = source.type
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if(electronics)
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target.electronics = source.electronics
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source.electronics.forceMove(target)
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@@ -321,9 +289,14 @@
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/obj/structure/door_assembly/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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var/turf/T = get_turf(src)
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var/to_spawn_type
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if(mineral_type)
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to_spawn_type = mineral_type
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else
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to_spawn_type = material_type
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if(!disassembled)
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material_amt = rand(2,4)
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new material_type(T, material_amt)
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new to_spawn_type(T, material_amt)
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if(glass)
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if(disassembled)
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if(heat_proof_finished)
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@@ -332,6 +305,4 @@
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new /obj/item/stack/sheet/glass(T)
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else
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new /obj/item/shard(T)
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if(mineral_type)
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new mineral_type(T, 2)
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qdel(src)
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