/* Windoor (window door) assembly -Nodrak * Step 1: Create a windoor out of rglass * Step 2: Add plasteel to the assembly to make a secure windoor (Optional) * Step 3: Rotate or Flip the assembly to face and open the way you want * Step 4: Wrench the assembly in place * Step 5: Add cables to the assembly * Step 6: Set access for the door. * Step 7: Crowbar the door to complete */ /obj/structure/windoor_assembly icon = 'icons/obj/doors/windoor.dmi' name = "windoor assembly" icon_state = "l_windoor_assembly01" desc = "A small glass and wire assembly for windoors." anchored = FALSE density = FALSE dir = NORTH max_integrity = 300 var/ini_dir var/obj/item/airlock_electronics/electronics var/created_name //Vars to help with the icon's name var/facing = "l" //Does the windoor open to the left or right? var/secure = FALSE //Whether or not this creates a secure windoor var/state = "01" //How far the door assembly has progressed /obj/structure/windoor_assembly/examine(mob/user) ..() to_chat(user, "Alt-click to rotate it clockwise.") obj/structure/windoor_assembly/New(loc, set_dir) ..() if(set_dir) dir = set_dir ini_dir = dir air_update_turf(1) obj/structure/windoor_assembly/Destroy() density = FALSE QDEL_NULL(electronics) air_update_turf(1) return ..() /obj/structure/windoor_assembly/Move() var/turf/T = loc ..() setDir(ini_dir) move_update_air(T) /obj/structure/windoor_assembly/update_icon() icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]" /obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(get_dir(loc, target) == dir) //Make sure looking at appropriate border return !density if(istype(mover, /obj/structure/window)) var/obj/structure/window/W = mover if(!valid_window_location(loc, W.ini_dir)) return FALSE else if(istype(mover, /obj/structure/windoor_assembly)) var/obj/structure/windoor_assembly/W = mover if(!valid_window_location(loc, W.ini_dir)) return FALSE else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir)) return FALSE return 1 /obj/structure/windoor_assembly/CanAtmosPass(turf/T) if(get_dir(loc, T) == dir) return !density else return 1 /obj/structure/windoor_assembly/CheckExit(atom/movable/mover, turf/target) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(get_dir(loc, target) == dir) return !density else return 1 /obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params) //I really should have spread this out across more states but thin little windoors are hard to sprite. add_fingerprint(user) switch(state) if("01") if(iswelder(W) && !anchored) var/obj/item/weldingtool/WT = W if(WT.remove_fuel(0,user)) user.visible_message("[user] disassembles the windoor assembly.", "You start to disassemble the windoor assembly...") playsound(loc, 'sound/items/welder2.ogg', 50, 1) if(do_after(user, 40 * WT.toolspeed, target = src)) if(!src || !WT.isOn()) return to_chat(user, "You disassemble the windoor assembly.") var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5) RG.add_fingerprint(user) if(secure) var/obj/item/stack/rods/R = new (get_turf(src), 4) R.add_fingerprint(user) qdel(src) return //Wrenching an unsecure assembly anchors it in place. Step 4 complete if(iswrench(W) && !anchored) for(var/obj/machinery/door/window/WD in loc) if(WD.dir == dir) to_chat(user, "There is already a windoor in that location!") return playsound(loc, W.usesound, 100, 1) user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor...") if(do_after(user, 40 * W.toolspeed, target = src)) if(!src || anchored) return for(var/obj/machinery/door/window/WD in loc) if(WD.dir == dir) to_chat(user, "There is already a windoor in that location!") return to_chat(user, "You secure the windoor assembly.") anchored = TRUE if(secure) name = "secure anchored windoor assembly" else name = "anchored windoor assembly" //Unwrenching an unsecure assembly un-anchors it. Step 4 undone else if(iswrench(W) && anchored) playsound(loc, W.usesound, 100, 1) user.visible_message("[user] unsecures the windoor assembly from the floor.", "You start to unsecure the windoor assembly from the floor...") if(do_after(user, 40 * W.toolspeed, target = src)) if(!src || !anchored) return to_chat(user, "You unsecure the windoor assembly.") anchored = FALSE if(secure) name = "secure windoor assembly" else name = "windoor assembly" //Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete. else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure) var/obj/item/stack/sheet/plasteel/P = W if(P.get_amount() < 2) to_chat(user, "You need more plasteel to do this!") return to_chat(user, "You start to reinforce the windoor with plasteel...") if(do_after(user, 40 * P.toolspeed, target = src)) if(!src || secure || P.get_amount() < 2) return playsound(loc, P.usesound, 100, 1) P.use(2) to_chat(user, "You reinforce the windoor.") secure = TRUE if(anchored) name = "secure anchored windoor assembly" else name = "secure windoor assembly" //Adding cable to the assembly. Step 5 complete. else if(iscoil(W) && anchored) user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly...") if(do_after(user, 40 * W.toolspeed, target = src)) if(!src || !anchored || state != "01") return var/obj/item/stack/cable_coil/CC = W CC.use(1) to_chat(user, "You wire the windoor.") playsound(loc, CC.usesound, 100, 1) state = "02" if(secure) name = "secure wired windoor assembly" else name = "wired windoor assembly" else return ..() if("02") //Removing wire from the assembly. Step 5 undone. if(iswirecutter(W)) playsound(loc, W.usesound, 100, 1) user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly...") if(do_after(user, 40 * W.toolspeed, target = src)) if(!src || state != "02") return to_chat(user, "You cut the windoor wires.") new/obj/item/stack/cable_coil(get_turf(user), 1) state = "01" if(secure) name = "secure anchored windoor assembly" else name = "anchored windoor assembly" //Adding airlock electronics for access. Step 6 complete. else if(istype(W, /obj/item/airlock_electronics)) playsound(loc, W.usesound, 100, 1) user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly...") user.drop_item() W.forceMove(src) if(do_after(user, 40 * W.toolspeed, target = src)) if(!src || electronics) W.forceMove(loc) return to_chat(user, "You install the airlock electronics.") name = "near finished windoor assembly" electronics = W else W.forceMove(loc) //Screwdriver to remove airlock electronics. Step 6 undone. else if(isscrewdriver(W)) if(!electronics) return playsound(loc, W.usesound, 100, 1) user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly...") if(do_after(user, 40 * W.toolspeed, target = src)) if(!src || !electronics) return to_chat(user, "You remove the airlock electronics.") name = "wired windoor assembly" var/obj/item/airlock_electronics/ae ae = electronics electronics = null ae.forceMove(loc) else if(istype(W, /obj/item/pen)) var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN) if(!t) return if(!in_range(src, usr) && loc != usr) return created_name = t return //Crowbar to complete the assembly, Step 7 complete. else if(iscrowbar(W)) if(!electronics) to_chat(usr, "The assembly is missing electronics!") return usr << browse(null, "window=windoor_access") playsound(loc, W.usesound, 100, 1) user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame...") if(do_after(user, 40 * W.toolspeed, target = src)) if(loc && electronics) for(var/obj/machinery/door/window/WD in loc) if(WD.dir == dir) return density = TRUE //Shouldn't matter but just incase to_chat(user, "You finish the windoor.") var/obj/machinery/door/window/windoor if(secure) windoor = new /obj/machinery/door/window/brigdoor(src.loc) if(facing == "l") windoor.icon_state = "leftsecureopen" windoor.base_state = "leftsecure" else windoor.icon_state = "rightsecureopen" windoor.base_state = "rightsecure" else windoor = new /obj/machinery/door/window(loc) if(facing == "l") windoor.icon_state = "leftopen" windoor.base_state = "left" else windoor.icon_state = "rightopen" windoor.base_state = "right" windoor.setDir(dir) windoor.density = FALSE if(electronics.one_access) windoor.req_one_access = electronics.conf_access else windoor.req_access = electronics.conf_access windoor.electronics = src.electronics electronics.forceMove(windoor) electronics = null if(created_name) windoor.name = created_name qdel(src) windoor.close() else return ..() //Update to reflect changes(if applicable) update_icon() //Rotates the windoor assembly clockwise /obj/structure/windoor_assembly/verb/revrotate() set name = "Rotate Windoor Assembly" set category = "Object" set src in oview(1) if(usr.stat || !usr.canmove || usr.restrained()) return if(anchored) to_chat(usr, "[src] cannot be rotated while it is fastened to the floor!") return FALSE var/target_dir = turn(dir, 270) if(!valid_window_location(loc, target_dir)) to_chat(usr, "[src] cannot be rotated in that direction!") return FALSE setDir(target_dir) ini_dir = dir update_icon() return TRUE /obj/structure/windoor_assembly/AltClick(mob/user) ..() if(user.incapacitated()) to_chat(user, "You can't do that right now!") return if(!in_range(src, user)) return else revrotate() //Flips the windoor assembly, determines whather the door opens to the left or the right /obj/structure/windoor_assembly/verb/flip() set name = "Flip Windoor Assembly" set category = "Object" set src in oview(1) if(usr.stat || !usr.canmove || usr.restrained()) return if(facing == "l") to_chat(usr, "The windoor will now slide to the right.") facing = "r" else facing = "l" to_chat(usr, "The windoor will now slide to the left.") update_icon() return