Files
Paradise/code/game/objects/structures/door_assembly.dm
uraniummeltdown 3dd6fcc040 moved emagged airlock message to examine()
highsec airlocks built with 4 plasteel too
adds science airlocks to metal recipes and RCD
adds hatch and maint hatch to RCD
improve door assembly construction messages
2017-11-29 21:21:20 +04:00

372 lines
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/obj/structure/door_assembly
icon = 'icons/obj/doors/door_assembly.dmi'
name = "airlock assembly"
icon_state = "door_as_0"
anchored = 0
density = 1
var/state = 0
var/base_icon_state = ""
var/base_name = "airlock"
var/obj/item/weapon/airlock_electronics/electronics = null
var/airlock_type = "" //the type path of the airlock once completed
var/glass_type = "/glass"
var/glass = 0 // 0 = glass can be installed. -1 = glass can't be installed. 1 = glass is already installed. Text = mineral plating is installed instead.
var/created_name = null
var/heat_proof_finished = 0 //whether to heat-proof the finished airlock
var/material_type = /obj/item/stack/sheet/metal
var/material_amt = 4
/obj/structure/door_assembly/New()
update_state()
/obj/structure/door_assembly/Destroy()
QDEL_NULL(electronics)
return ..()
/obj/structure/door_assembly/door_assembly_com
name = "command airlock assembly"
base_icon_state = "com"
base_name = "command airlock"
glass_type = "/glass_command"
airlock_type = "/command"
/obj/structure/door_assembly/door_assembly_sec
name = "security airlock assembly"
base_icon_state = "sec"
base_name = "security airlock"
glass_type = "/glass_security"
airlock_type = "/security"
/obj/structure/door_assembly/door_assembly_eng
name = "engineering airlock assembly"
base_icon_state = "eng"
base_name = "engineering airlock"
glass_type = "/glass_engineering"
airlock_type = "/engineering"
/obj/structure/door_assembly/door_assembly_min
name = "mining airlock assembly"
base_icon_state = "min"
base_name = "mining airlock"
glass_type = "/glass_mining"
airlock_type = "/mining"
/obj/structure/door_assembly/door_assembly_atmo
name = "atmospherics airlock assembly"
base_icon_state = "atmo"
base_name = "atmospherics airlock"
glass_type = "/glass_atmos"
airlock_type = "/atmos"
/obj/structure/door_assembly/door_assembly_research
name = "research airlock assembly"
base_icon_state = "res"
base_name = "research airlock"
glass_type = "/glass_research"
airlock_type = "/research"
/obj/structure/door_assembly/door_assembly_science
name = "science airlock assembly"
base_icon_state = "sci"
base_name = "science airlock"
glass_type = "/glass_science"
airlock_type = "/science"
/obj/structure/door_assembly/door_assembly_med
name = "medical airlock assembly"
base_icon_state = "med"
base_name = "medical airlock"
glass_type = "/glass_medical"
airlock_type = "/medical"
/obj/structure/door_assembly/door_assembly_mai
name = "maintenance airlock assembly"
base_icon_state = "mai"
base_name = "maintenance airlock"
airlock_type = "/maintenance"
glass = -1
/obj/structure/door_assembly/door_assembly_ext
name = "external airlock assembly"
base_icon_state = "ext"
base_name = "external airlock"
airlock_type = "/external"
glass = -1
/obj/structure/door_assembly/door_assembly_fre
name = "freezer airlock assembly"
base_icon_state = "fre"
base_name = "freezer airlock"
airlock_type = "/freezer"
glass = -1
/obj/structure/door_assembly/door_assembly_hatch
name = "airtight hatch assembly"
base_icon_state = "hatch"
base_name = "airtight hatch"
airlock_type = "/hatch"
glass = -1
/obj/structure/door_assembly/door_assembly_mhatch
name = "maintenance hatch assembly"
base_icon_state = "mhatch"
base_name = "maintenance hatch"
airlock_type = "/maintenance_hatch"
glass = -1
/obj/structure/door_assembly/door_assembly_highsecurity
name = "high security airlock assembly"
base_icon_state = "highsec"
base_name = "high security airlock"
airlock_type = "/highsecurity"
glass = -1
material_type = /obj/item/stack/sheet/plasteel
/obj/structure/door_assembly/door_assembly_vault
name = "vault door assembly"
base_icon_state = "vault"
base_name = "vault door"
airlock_type = "/vault"
glass = -1
material_type = /obj/item/stack/sheet/plasteel
/obj/structure/door_assembly/door_assembly_shuttle
name = "shuttle airlock assembly"
base_icon_state = "shuttle"
base_name = "shuttle airlock"
airlock_type = "/shuttle"
glass = -1
/obj/structure/door_assembly/multi_tile
icon = 'icons/obj/doors/door_assembly2x1.dmi'
dir = EAST
var/width = 1
base_icon_state = "g" //Remember to delete this line when reverting "glass" var to 1.
airlock_type = "/multi_tile/glass"
glass = -1 //To prevent bugs in deconstruction process.
/obj/structure/door_assembly/multi_tile/New()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
update_state()
/obj/structure/door_assembly/multi_tile/Move()
. = ..()
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/structure/door_assembly/door_assembly_cult
icon = 'icons/obj/doors/Doorcult.dmi'
base_icon_state = "construction"
base_name = "engraved airlock"
airlock_type = "/cult"
glass = -1
/obj/structure/door_assembly/door_assembly_cultruned
icon = 'icons/obj/doors/Doorcultruned.dmi'
base_icon_state = "construction"
base_name = "runed airlock"
airlock_type = "/cult/runed"
glass = -1
/obj/structure/door_assembly/door_assembly_centcom
base_icon_state = "ele"
airlock_type = "/centcom"
glass = -1
/obj/structure/door_assembly/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter the name for the door.", name, created_name),1,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
return
if(iswelder(W) && ((istext(glass)) || (glass == 1) || !anchored ))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
playsound(loc, WT.usesound, 50, 1)
if(istext(glass))
user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly...")
if(do_after(user, 40 * WT.toolspeed, target = src))
if(!src || !WT.isOn())
return
to_chat(user, "<span class='notice'>You weld the [glass] plating off.</span>")
var/M = text2path("/obj/item/stack/sheet/mineral/[glass]")
new M(loc, 2)
glass = 0
else if(glass == 1)
user.visible_message("[user] welds the glass panel out of the airlock assembly.", "You start to weld the glass panel out of the airlock assembly...")
if(do_after(user, 40 * WT.toolspeed, target = src))
if(!src || !WT.isOn())
return
to_chat(user, "<span class='notice'>You weld the glass panel out.</span>")
if(heat_proof_finished)
new /obj/item/stack/sheet/rglass(get_turf(src))
heat_proof_finished = 0
else
new /obj/item/stack/sheet/glass(get_turf(src))
glass = 0
else if(!anchored)
user.visible_message("[user] disassembles the airlock assembly.", "You start to disassemble the airlock assembly...")
if(do_after(user, 40 * WT.toolspeed, target = src))
if(!src || !WT.isOn())
return
to_chat(user, "<span class='notice'>You disassemble the airlock assembly.</span>")
new material_type(loc, material_amt)
qdel(src)
else
to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
return
else if(iswrench(W) && state == 0)
playsound(loc, W.usesound, 100, 1)
if(anchored)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor...")
else
user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock assembly to the floor...")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src)
return
to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure the airlock assembly.</span>")
anchored = !anchored
else if(iscoil(W) && state == 0 && anchored)
var/obj/item/stack/cable_coil/coil = W
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly...")
if(do_after(user, 40 * coil.toolspeed, target = src))
if(!src)
return
coil.use(1)
state = 1
to_chat(user, "<span class='notice'>You wire the airlock assembly.</span>")
else if(iswirecutter(W) && state == 1)
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)
return
to_chat(user, "<span class='notice'>You cut the wires from the airlock assembly.</span>")
if(state == 1)
new/obj/item/stack/cable_coil(loc, 1)
state = 0
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 && W.icon_state != "door_electronics_smoked")
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...")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src)
return
user.drop_item()
W.loc = src
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
state = 2
name = "near finished airlock assembly"
electronics = W
else if(iscrowbar(W) && state == 2 )
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly...")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src)
return
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
state = 1
name = "wired airlock assembly"
var/obj/item/weapon/airlock_electronics/ae
if(!electronics)
ae = new/obj/item/weapon/airlock_electronics(loc)
else
ae = electronics
electronics = null
ae.loc = loc
else if(istype(W, /obj/item/stack/sheet) && !glass)
var/obj/item/stack/sheet/S = W
if(S)
if(S.amount>=1)
if(istype(S, /obj/item/stack/sheet/rglass) || istype(S, /obj/item/stack/sheet/glass))
playsound(loc, S.usesound, 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly...")
if(do_after(user, 40 * S.toolspeed, target = src))
if(S.type == /obj/item/stack/sheet/rglass)
to_chat(user, "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>")
heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
else
to_chat(user, "<span class='notice'>You install regular glass windows into the airlock assembly.</span>")
S.use(1)
glass = 1
else if(istype(S, /obj/item/stack/sheet/mineral) && S.sheettype)
var/M = S.sheettype
if(S.amount>=2)
playsound(loc, S.usesound, 100, 1)
user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly...")
if(do_after(user, 40 * S.toolspeed, target = src))
to_chat(user, "<span class='notice'>You install [M] plating into the airlock assembly.</span>")
S.use(2)
glass = "[M]"
else if(isscrewdriver(W) && state == 2 )
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] finishes the airlock.", \
"<span class='notice'>You start finishing the airlock...</span>")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src)
return
to_chat(user, "<span class='notice'>You finish the airlock.</span>")
var/path
if(istext(glass))
path = text2path("/obj/machinery/door/airlock/[glass]")
else if(glass == 1)
path = text2path("/obj/machinery/door/airlock[glass_type]")
else
path = text2path("/obj/machinery/door/airlock[airlock_type]")
var/obj/machinery/door/airlock/door = new path(loc)
door.setDir(dir)
door.assemblytype = type
door.electronics = electronics
door.heat_proof = heat_proof_finished
if(electronics.one_access)
door.req_access = null
door.req_one_access = electronics.conf_access
else
door.req_access = electronics.conf_access
if(created_name)
door.name = created_name
else
door.name = "[istext(glass) ? "[glass] airlock" : base_name]"
electronics.loc = door
qdel(src)
else
..()
update_state()
/obj/structure/door_assembly/proc/update_state()
icon_state = "door_as_[glass == 1 ? "g" : ""][istext(glass) ? glass : base_icon_state][state]"
name = ""
switch(state)
if(0)
if(anchored)
name = "secured "
if(1)
name = "wired "
if(2)
name = "near finished "
name += "[heat_proof_finished ? "heat-proofed " : ""][glass == 1 ? "window " : ""][istext(glass) ? "[glass] airlock" : base_name] assembly"