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added a proc to check for valid window location, added var/fulltile to windows instead of using a proc added clockwork windoors and windows to brass recipes added titanium glass and plastitanium glass, made glass types use recipes like other stacks, you can smelt the new glasses in the ORM removed force from RCD and added NOBLUDGEON flag, fixing a bug where you couldn't deconstruct airlocks with an RCD slight nerf to wielded fireaxe, does high damage to windows and grilles instead of insta-deleting them deleted fullwindow.dm and moved windows to window.dm added some feedback to placing glass on grilles examining windoor assembly shows you can rotate it, examining windows show deconstruction hints and rotation added cracks to windows, you can repair windows using a welding tool on help intent, slight buff to window health added var/cancolor to windows and blacklists some windows from being auto-colored, window shards also get colored on narsie_act() full windows now use icon smoothing system, windows now use the obj_integrity damage system added is_glass_sheet() helper
374 lines
12 KiB
Plaintext
374 lines
12 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add plasteel to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Crowbar the door to complete
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*/
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/obj/structure/windoor_assembly
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icon = 'icons/obj/doors/windoor.dmi'
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name = "windoor assembly"
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icon_state = "l_windoor_assembly01"
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desc = "A small glass and wire assembly for windoors."
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anchored = FALSE
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density = FALSE
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dir = NORTH
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max_integrity = 300
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var/ini_dir
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var/obj/item/airlock_electronics/electronics
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var/created_name
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = FALSE //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed
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/obj/structure/windoor_assembly/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to rotate it clockwise.</span>")
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obj/structure/windoor_assembly/New(loc, set_dir)
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..()
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if(set_dir)
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dir = set_dir
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ini_dir = dir
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air_update_turf(1)
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obj/structure/windoor_assembly/Destroy()
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density = FALSE
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QDEL_NULL(electronics)
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air_update_turf(1)
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return ..()
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/obj/structure/windoor_assembly/Move()
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var/turf/T = loc
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..()
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setDir(ini_dir)
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move_update_air(T)
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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return !density
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if(istype(mover, /obj/structure/window))
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var/obj/structure/window/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/structure/windoor_assembly))
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var/obj/structure/windoor_assembly/W = mover
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if(!valid_window_location(loc, W.ini_dir))
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return FALSE
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else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
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return FALSE
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return 1
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/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
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if(get_dir(loc, T) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover, turf/target)
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if(istype(mover) && mover.checkpass(PASSGLASS))
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, params)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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add_fingerprint(user)
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switch(state)
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if("01")
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if(iswelder(W) && !anchored)
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var/obj/item/weldingtool/WT = W
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if(WT.remove_fuel(0,user))
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user.visible_message("<span class='warning'>[user] disassembles the windoor assembly.</span>", "<span class='notice'>You start to disassemble the windoor assembly...</span>")
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playsound(loc, 'sound/items/welder2.ogg', 50, 1)
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if(do_after(user, 40 * WT.toolspeed, target = src))
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if(!src || !WT.isOn())
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return
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to_chat(user, "<span class='notice'>You disassemble the windoor assembly.</span>")
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var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
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RG.add_fingerprint(user)
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if(secure)
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var/obj/item/stack/rods/R = new (get_turf(src), 4)
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R.add_fingerprint(user)
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qdel(src)
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(iswrench(W) && !anchored)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || anchored)
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return
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
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return
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to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
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anchored = TRUE
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(iswrench(W) && anchored)
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] unsecures the windoor assembly from the floor.", "You start to unsecure the windoor assembly from the floor...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || !anchored)
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return
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to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
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anchored = FALSE
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if(secure)
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name = "secure windoor assembly"
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else
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name = "windoor assembly"
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//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
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var/obj/item/stack/sheet/plasteel/P = W
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if(P.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
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return
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to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
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if(do_after(user, 40 * P.toolspeed, target = src))
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if(!src || secure || P.get_amount() < 2)
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return
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playsound(loc, P.usesound, 100, 1)
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P.use(2)
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to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
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secure = TRUE
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if(anchored)
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name = "secure anchored windoor assembly"
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else
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name = "secure windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(iscoil(W) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || !anchored || state != "01")
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return
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var/obj/item/stack/cable_coil/CC = W
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CC.use(1)
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to_chat(user, "<span class='notice'>You wire the windoor.</span>")
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playsound(loc, CC.usesound, 100, 1)
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state = "02"
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if(secure)
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name = "secure wired windoor assembly"
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else
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name = "wired windoor assembly"
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else
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return ..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(iswirecutter(W))
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || state != "02")
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return
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to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
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new/obj/item/stack/cable_coil(get_turf(user), 1)
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state = "01"
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if(secure)
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name = "secure anchored windoor assembly"
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else
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name = "anchored windoor assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/airlock_electronics))
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly...")
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user.drop_item()
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W.forceMove(src)
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || electronics)
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W.forceMove(loc)
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return
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to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
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name = "near finished windoor assembly"
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electronics = W
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else
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W.forceMove(loc)
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(isscrewdriver(W))
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if(!electronics)
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return
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(!src || !electronics)
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return
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to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
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name = "wired windoor assembly"
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var/obj/item/airlock_electronics/ae
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ae = electronics
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electronics = null
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ae.forceMove(loc)
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else if(istype(W, /obj/item/pen))
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var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN)
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if(!t)
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return
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if(!in_range(src, usr) && loc != usr)
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return
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created_name = t
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return
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//Crowbar to complete the assembly, Step 7 complete.
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else if(iscrowbar(W))
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if(!electronics)
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to_chat(usr, "<span class='warning'>The assembly is missing electronics!</span>")
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return
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usr << browse(null, "window=windoor_access")
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playsound(loc, W.usesound, 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame...")
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if(do_after(user, 40 * W.toolspeed, target = src))
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if(loc && electronics)
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for(var/obj/machinery/door/window/WD in loc)
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if(WD.dir == dir)
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return
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density = TRUE //Shouldn't matter but just incase
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to_chat(user, "<span class='notice'>You finish the windoor.</span>")
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.setDir(dir)
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windoor.density = FALSE
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if(electronics.one_access)
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windoor.req_one_access = electronics.conf_access
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else
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windoor.req_access = electronics.conf_access
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windoor.electronics = src.electronics
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electronics.forceMove(windoor)
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if(created_name)
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windoor.name = created_name
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qdel(src)
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windoor.close()
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc)
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if(facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.setDir(dir)
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windoor.density = FALSE
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if(electronics.one_access)
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windoor.req_one_access = electronics.conf_access
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else
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windoor.req_access = electronics.conf_access
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windoor.electronics = src.electronics
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electronics.forceMove(windoor)
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if(created_name)
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windoor.name = created_name
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qdel(src)
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windoor.close()
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else
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return ..()
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//Update to reflect changes(if applicable)
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update_icon()
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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set name = "Rotate Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
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return FALSE
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var/target_dir = turn(dir, 270)
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if(!valid_window_location(loc, target_dir))
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to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
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return FALSE
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setDir(target_dir)
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ini_dir = dir
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update_icon()
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return TRUE
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/obj/structure/windoor_assembly/AltClick(mob/user)
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..()
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if(user.incapacitated())
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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else
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revrotate()
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(usr.stat || !usr.canmove || usr.restrained())
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return
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if(facing == "l")
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to_chat(usr, "The windoor will now slide to the right.")
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facing = "r"
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else
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facing = "l"
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to_chat(usr, "The windoor will now slide to the left.")
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update_icon()
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return
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