/obj/item/weapon/camera_assembly name = "camera assembly" desc = "A pre-fabricated security camera kit, ready to be assembled and mounted to a surface." icon = 'icons/obj/monitors.dmi' icon_state = "cameracase" w_class = 2 anchored = 0 materials = list(MAT_METAL=400, MAT_GLASS=250) // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer) var/list/upgrades = list() var/state = 0 var/busy = 0 /* 0 = Nothing done to it 1 = Wrenched in place 2 = Welded in place 3 = Wires attached to it (you can now attach/dettach upgrades) 4 = Screwdriver panel closed and is fully built (you cannot attach upgrades) */ /obj/item/weapon/camera_assembly/attackby(obj/item/W, mob/living/user, params) switch(state) if(0) // State 0 if(iswrench(W) && isturf(src.loc)) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) to_chat(user, "You wrench the assembly into place.") anchored = 1 state = 1 update_icon() auto_turn() return if(1) // State 1 if(iswelder(W)) if(weld(W, user)) to_chat(user, "You weld the assembly securely into place.") anchored = 1 state = 2 return else if(iswrench(W)) playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1) to_chat(user, "You unattach the assembly from it's place.") anchored = 0 update_icon() state = 0 return if(2) // State 2 if(iscoil(W)) var/obj/item/stack/cable_coil/C = W if(C.use(2)) to_chat(user, "You add wires to the assembly.") state = 3 else to_chat(user, "You need 2 coils of wire to wire the assembly.") return else if(iswelder(W)) if(weld(W, user)) to_chat(user, "You unweld the assembly from it's place.") state = 1 anchored = 1 return if(3) // State 3 if(isscrewdriver(W)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) var/input = strip_html(input(usr, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13")) if(!input) to_chat(usr, "No input found please hang up and try your call again.") return var/list/tempnetwork = splittext(input, ",") if(tempnetwork.len < 1) to_chat(usr, "No network found please hang up and try your call again.") return var/area/camera_area = get_area(src) var/temptag = "[sanitize(camera_area.name)] ([rand(1, 999)])" input = strip_html(input(usr, "How would you like to name the camera?", "Set Camera Name", temptag)) state = 4 var/obj/machinery/camera/C = new(src.loc) src.loc = C C.assembly = src C.auto_turn() C.network = uniquelist(tempnetwork) tempnetwork = difflist(C.network,restricted_camera_networks) if(!tempnetwork.len)//Camera isn't on any open network - remove its chunk from AI visibility. cameranet.removeCamera(C) C.c_tag = input for(var/i = 5; i >= 0; i -= 1) var/direct = input(user, "Direction?", "Assembling Camera", null) in list("LEAVE IT", "NORTH", "EAST", "SOUTH", "WEST" ) if(direct != "LEAVE IT") C.dir = text2dir(direct) if(i != 0) var/confirm = alert(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", "Yes", "No") if(confirm == "Yes") break return else if(iswirecutter(W)) new/obj/item/stack/cable_coil(get_turf(src), 2) playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1) to_chat(user, "You cut the wires from the circuits.") state = 2 return // Upgrades! if(is_type_in_list(W, possible_upgrades) && !is_type_in_list(W, upgrades)) // Is a possible upgrade and isn't in the camera already. if(!user.unEquip(W)) to_chat(user, "[W] is stuck!") return to_chat(user, "You attach \the [W] into the assembly inner circuits.") upgrades += W user.drop_item() W.loc = src return // Taking out upgrades else if(iscrowbar(W) && upgrades.len) var/obj/U = locate(/obj) in upgrades if(U) to_chat(user, "You unattach an upgrade from the assembly.") playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) U.loc = get_turf(src) upgrades -= U return ..() /obj/item/weapon/camera_assembly/update_icon() if(anchored) icon_state = "camera1" else icon_state = "cameracase" /obj/item/weapon/camera_assembly/attack_hand(mob/user as mob) if(!anchored) ..() /obj/item/weapon/camera_assembly/proc/weld(var/obj/item/weapon/weldingtool/WT, var/mob/living/user) if(busy) return 0 if(!WT.remove_fuel(0, user)) return 0 to_chat(user, "You start to weld the [src]..") playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) busy = 1 if(do_after(user, 20, target = src)) busy = 0 if(!WT.isOn()) return 0 return 1 busy = 0 return 0