/* 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" anchored = 0 density = 0 dir = NORTH var/ini_dir var/obj/item/weapon/airlock_electronics/electronics = null var/created_name = null //Vars to help with the icon's name var/facing = "l" //Does the windoor open to the left or right? var/secure = 0 //Whether or not this creates a secure windoor var/state = "01" //How far the door assembly has progressed obj/structure/windoor_assembly/New(dir=NORTH) ..() src.ini_dir = src.dir air_update_turf(1) obj/structure/windoor_assembly/Destroy() density = 0 air_update_turf(1) ..() /obj/structure/windoor_assembly/Move() var/turf/T = loc ..() 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, air_group=0) if(istype(mover) && mover.checkpass(PASSGLASS)) return 1 if(get_dir(loc, target) == dir) //Make sure looking at appropriate border if(air_group) return 0 return !density else return 1 /obj/structure/windoor_assembly/CanAtmosPass(var/turf/T) if(get_dir(loc, T) == dir) return !density else return 1 /obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf) 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 as obj, mob/user as mob, 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(istype(W, /obj/item/weapon/weldingtool) && !anchored ) var/obj/item/weapon/weldingtool/WT = W if (WT.remove_fuel(0,user)) user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.") playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1) if(do_after(user, 40)) if(!src || !WT.isOn()) return user << "You dissasembled 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) else return //Wrenching an unsecure assembly anchors it in place. Step 4 complete if(istype(W, /obj/item/weapon/wrench) && !anchored) for(var/obj/machinery/door/window/WD in src.loc) if(WD.dir == src.dir) user << "There is already a windoor in that location." return playsound(src.loc, 'sound/items/Ratchet.ogg', 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)) if(!src || src.anchored) return for(var/obj/machinery/door/window/WD in src.loc) if(WD.dir == src.dir) user << "There is already a windoor in that location." return user << "You've secured the windoor assembly!" src.anchored = 1 if(src.secure) src.name = "secure anchored windoor assembly" else src.name = "anchored windoor assembly" //Unwrenching an unsecure assembly un-anchors it. Step 4 undone else if(istype(W, /obj/item/weapon/wrench) && anchored) playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.") if(do_after(user, 40)) if(!src || !src.anchored) return user << "You've unsecured the windoor assembly!" src.anchored = 0 if(src.secure) src.name = "secure windoor assembly" else src.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.amount < 2) user << "You need more plasteel to do this." return user << "You start to reinforce the windoor with plasteel." if(do_after(user,40)) if(!src || secure) return P.use(2) user << "You reinforce the windoor." src.secure = 1 if(src.anchored) src.name = "secure anchored windoor assembly" else src.name = "secure windoor assembly" //Adding cable to the assembly. Step 5 complete. else if(istype(W, /obj/item/stack/cable_coil) && anchored) user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.") if(do_after(user, 40)) if(!src || !src.anchored || src.state != "01") return var/obj/item/stack/cable_coil/CC = W CC.use(1) user << "You wire the windoor!" src.state = "02" if(src.secure) src.name = "secure wired windoor assembly" else src.name = "wired windoor assembly" else ..() if("02") //Removing wire from the assembly. Step 5 undone. if(istype(W, /obj/item/weapon/wirecutters)) playsound(src.loc, 'sound/items/Wirecutter.ogg', 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)) if(!src || src.state != "02") return user << "You cut the windoor wires!" new/obj/item/stack/cable_coil(get_turf(user), 1) src.state = "01" if(src.secure) src.name = "secure anchored windoor assembly" else src.name = "anchored windoor assembly" //Adding airlock electronics for access. Step 6 complete. else if(istype(W, /obj/item/weapon/airlock_electronics)) playsound(src.loc, 'sound/items/Screwdriver.ogg', 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.loc = src if(do_after(user, 40)) if(!src || src.electronics) W.loc = src.loc return user << "You've installed the airlock electronics!" src.name = "near finished windoor assembly" src.electronics = W else W.loc = src.loc //Screwdriver to remove airlock electronics. Step 6 undone. else if(istype(W, /obj/item/weapon/screwdriver)) if(!electronics) return playsound(src.loc, 'sound/items/Screwdriver.ogg', 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)) if(!src || !electronics) return user << "You've removed the airlock electronics!" src.name = "wired windoor assembly" var/obj/item/weapon/airlock_electronics/ae ae = electronics electronics = null ae.loc = src.loc else if(istype(W, /obj/item/weapon/pen)) var/t = stripped_input(user, "Enter the name for the door.", src.name, src.created_name,MAX_NAME_LEN) if(!t) return if(!in_range(src, usr) && src.loc != usr) return created_name = t return //Crowbar to complete the assembly, Step 7 complete. else if(istype(W, /obj/item/weapon/crowbar)) if(!src.electronics) usr << "The assembly is missing electronics." return usr << browse(null, "window=windoor_access") playsound(src.loc, 'sound/items/Crowbar.ogg', 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)) if(src.loc && src.electronics) density = 1 //Shouldn't matter but just incase user << "You finish the windoor!" if(secure) var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc) if(src.facing == "l") windoor.icon_state = "leftsecureopen" windoor.base_state = "leftsecure" else windoor.icon_state = "rightsecureopen" windoor.base_state = "rightsecure" windoor.dir = src.dir windoor.density = 0 if(src.electronics.one_access) windoor.req_one_access = src.electronics.conf_access else windoor.req_access = src.electronics.conf_access windoor.electronics = src.electronics src.electronics.loc = windoor if(created_name) windoor.name = created_name windoor.close() else var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc) if(src.facing == "l") windoor.icon_state = "leftopen" windoor.base_state = "left" else windoor.icon_state = "rightopen" windoor.base_state = "right" windoor.dir = src.dir windoor.density = 0 windoor.req_access = src.electronics.conf_access windoor.electronics = src.electronics src.electronics.loc = windoor if(created_name) windoor.name = created_name windoor.close() qdel(src) else ..() //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 (src.anchored) usr << "It is fastened to the floor; therefore, you can't rotate it!" return 0 //if(src.state != "01") //update_nearby_tiles(need_rebuild=1) //Compel updates before src.dir = turn(src.dir, 270) //if(src.state != "01") //update_nearby_tiles(need_rebuild=1) src.ini_dir = src.dir update_icon() return //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(src.facing == "l") usr << "The windoor will now slide to the right." src.facing = "r" else src.facing = "l" usr << "The windoor will now slide to the left." update_icon() return