mirror of
https://github.com/ParadiseSS13/Paradise.git
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226 lines
7.0 KiB
Plaintext
226 lines
7.0 KiB
Plaintext
// Construction | Deconstruction
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#define STATE_EMPTY 1 // Add a circuitboard | Weld to destroy
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#define STATE_CIRCUIT 2 // Screwdriver the cover closed | Crowbar the circuit
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#define STATE_NOWIRES 3 // Add wires | Screwdriver the cover open
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#define STATE_WIRES 4 // Add glass | Remove wires
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#define STATE_GLASS 5 // Screwdriver to complete | Crowbar glass out
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/obj/structure/computerframe
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name = "computer frame"
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer_frame"
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density = TRUE
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anchored = TRUE
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max_integrity = 100
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var/state = STATE_EMPTY
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var/obj/item/circuitboard/circuit = null
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/obj/structure/computerframe/Initialize(mapload)
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. = ..()
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update_icon(UPDATE_OVERLAYS)
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/obj/structure/computerframe/examine(mob/user)
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. = ..()
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. += SPAN_NOTICE("It is <b>[anchored ? "bolted to the floor" : "unbolted"]</b>.")
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switch(state)
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if(STATE_EMPTY)
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. += SPAN_NOTICE("The frame is <b>welded together</b>, but it is missing a <i>circuit board</i>.")
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if(STATE_CIRCUIT)
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. += SPAN_NOTICE("A circuit board is <b>firmly connected</b>, but the cover is <i>unscrewed and open</i>.")
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if(STATE_NOWIRES)
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. += SPAN_NOTICE("The cover is <b>screwed shut</b>, but the frame is missing <i>wiring</i>.")
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if(STATE_WIRES)
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. += SPAN_NOTICE("The frame is <b>wired</b>, but the <i>glass</i> is missing.")
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if(STATE_GLASS)
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. += SPAN_NOTICE("The glass is <b>loosely connected</b> and needs to be <i>screwed into place</i>.")
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if(!anchored)
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. += SPAN_NOTICE("Alt-Click to rotate it.")
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/obj/structure/computerframe/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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drop_computer_parts()
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return ..() // will qdel the frame
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/obj/structure/computerframe/AltClick(mob/user)
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if(user.incapacitated())
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to_chat(user, SPAN_WARNING("You can't do that right now!"))
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return
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if(!Adjacent(user))
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return
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if(anchored)
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to_chat(user, SPAN_WARNING("The frame is anchored to the floor!"))
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return
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setDir(turn(dir, 90))
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/obj/structure/computerframe/obj_break(damage_flag)
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deconstruct()
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/obj/structure/computerframe/proc/drop_computer_parts()
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var/location = drop_location()
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new /obj/item/stack/sheet/metal(location, 5)
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if(circuit)
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circuit.forceMove(location)
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circuit = null
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if(state >= STATE_WIRES)
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var/obj/item/stack/cable_coil/C = new(location)
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C.amount = 5
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if(state == STATE_GLASS)
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new /obj/item/stack/sheet/glass(location, 2)
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/obj/structure/computerframe/update_overlays()
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..()
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. += "comp_frame_[state]"
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/obj/structure/computerframe/welder_act(mob/user, obj/item/I)
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if(state != STATE_EMPTY)
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return
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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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WELDER_ATTEMPT_SLICING_MESSAGE
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if(I.use_tool(src, user, 50, volume = I.tool_volume))
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WELDER_SLICING_SUCCESS_MESSAGE
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deconstruct(TRUE)
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/obj/structure/computerframe/wrench_act(mob/living/user, obj/item/I)
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. = TRUE
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default_unfasten_wrench(user, I, 2 SECONDS)
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/obj/structure/computerframe/crowbar_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user))
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return
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if(state == STATE_CIRCUIT)
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to_chat(user, SPAN_NOTICE("You remove the circuit board."))
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state = STATE_EMPTY
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name = initial(name)
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circuit.forceMove(drop_location())
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circuit = null
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else if(state == STATE_GLASS)
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to_chat(user, SPAN_NOTICE("You remove the glass panel."))
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state = STATE_WIRES
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new /obj/item/stack/sheet/glass(drop_location(), 2)
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else
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return
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I.play_tool_sound(src)
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update_icon()
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/obj/structure/computerframe/screwdriver_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user))
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return
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switch(state)
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if(STATE_CIRCUIT)
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to_chat(user, SPAN_NOTICE("You screw the circuit board into place."))
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state = STATE_NOWIRES
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I.play_tool_sound(src)
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update_icon()
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if(STATE_NOWIRES)
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to_chat(user, SPAN_NOTICE("You unfasten the circuit board."))
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state = STATE_CIRCUIT
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I.play_tool_sound(src)
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update_icon()
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if(STATE_GLASS)
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to_chat(user, SPAN_NOTICE("You connect the monitor."))
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I.play_tool_sound(src)
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var/obj/machinery/computer/B = new circuit.build_path(loc)
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B.setDir(dir)
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if(istype(circuit, /obj/item/circuitboard/supplycomp))
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var/obj/machinery/computer/supplycomp/SC = B
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var/obj/item/circuitboard/supplycomp/C = circuit
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SC.can_order_contraband = C.contraband_enabled
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qdel(src)
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/obj/structure/computerframe/wirecutter_act(mob/living/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user))
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return
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if(state == STATE_WIRES)
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to_chat(user, SPAN_NOTICE("You remove the cables."))
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var/obj/item/stack/cable_coil/C = new(drop_location())
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C.amount = 5
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state = STATE_NOWIRES
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I.play_tool_sound(src)
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update_icon()
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/obj/structure/computerframe/item_interaction(mob/living/user, obj/item/I, list/modifiers)
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switch(state)
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if(STATE_EMPTY)
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if(!istype(I, /obj/item/circuitboard))
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return ..()
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var/obj/item/circuitboard/B = I
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if(B.board_type != "computer")
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to_chat(user, SPAN_WARNING("[src] does not accept circuit boards of this type!"))
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return ITEM_INTERACT_COMPLETE
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if(!B.build_path)
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to_chat(user, SPAN_WARNING("This is not a functional computer circuit board!"))
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return ITEM_INTERACT_COMPLETE
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B.play_tool_sound(src)
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to_chat(user, SPAN_NOTICE("You place [B] inside [src]."))
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name += " ([B.board_name])"
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state = STATE_CIRCUIT
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user.drop_item()
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B.forceMove(src)
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circuit = B
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update_icon()
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return ITEM_INTERACT_COMPLETE
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if(STATE_NOWIRES)
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if(!istype(I, /obj/item/stack/cable_coil))
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return ..()
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var/obj/item/stack/cable_coil/C = I
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if(C.get_amount() < 5)
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to_chat(user, SPAN_WARNING("You need five lengths of cable to wire the frame."))
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return ITEM_INTERACT_COMPLETE
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C.play_tool_sound(src)
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to_chat(user, SPAN_NOTICE("You start to add cables to the frame."))
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if(!do_after(user, 2 SECONDS * C.toolspeed, target = src))
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return ITEM_INTERACT_COMPLETE
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if(C.get_amount() < 5 || !C.use(5))
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to_chat(user, SPAN_WARNING("At some point during construction you lost some cable. Make sure you have five lengths before trying again."))
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return ITEM_INTERACT_COMPLETE
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to_chat(user, SPAN_NOTICE("You add cables to the frame."))
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state = STATE_WIRES
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update_icon()
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return ITEM_INTERACT_COMPLETE
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if(STATE_WIRES)
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if(!istype(I, /obj/item/stack/sheet/glass))
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return ..()
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var/obj/item/stack/sheet/glass/G = I
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if(G.get_amount() < 2)
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to_chat(user, SPAN_WARNING("You need two sheets of glass for this."))
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return ITEM_INTERACT_COMPLETE
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G.play_tool_sound(src)
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to_chat(user, SPAN_NOTICE("You start to add the glass panel to the frame."))
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if(!do_after(user, 2 SECONDS * G.toolspeed, target = src))
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return ITEM_INTERACT_COMPLETE
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if(G.get_amount() < 2 || !G.use(2))
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to_chat(user, SPAN_WARNING("At some point during construction you lost some glass. Make sure you have two sheets before trying again."))
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return ITEM_INTERACT_COMPLETE
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to_chat(user, SPAN_NOTICE("You put in the glass panel."))
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state = STATE_GLASS
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update_icon()
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return ITEM_INTERACT_COMPLETE
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return ..()
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#undef STATE_EMPTY
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#undef STATE_CIRCUIT
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#undef STATE_NOWIRES
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#undef STATE_WIRES
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#undef STATE_GLASS
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