Files
Paradise/code/game/objects/door_assembly.dm
ericgfwong@hotmail.com 627e5e295d -Telecoms now has its own style of doors, to be more visibly unique from Space Station 13
-Added new Create Classified Report button for admins. It's a more discreet way for Centcom to communicate with the heads of staff without announcing it to the entire crew.
-Uncommented admin notices for cyborg lockdowns/releases

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4091 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-16 19:44:05 +00:00

501 lines
17 KiB
Plaintext

obj/structure/door_assembly
icon = 'door_assembly.dmi'
name = "Airlock Assembly"
icon_state = "door_as_0"
anchored = 0
density = 1
var/state = 0
var/mineral = null
var/base_icon_state = "door_as_0"
var/glass_base_icon_state = "door_as_g0"
var/obj/item/weapon/airlock_electronics/electronics = null
var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
var/glass_type = /obj/machinery/door/airlock/glass
var/glass = null
New()
base_icon_state = copytext(icon_state,1,lentext(icon_state))
door_assembly_0
name = "Airlock Assembly"
icon_state = "door_as_1"
airlock_type = /obj/machinery/door/airlock
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_com
name = "Command Airlock Assembly"
icon_state = "door_as_com1"
glass_base_icon_state = "door_as_gcom"
glass_type = /obj/machinery/door/airlock/glass_command
airlock_type = /obj/machinery/door/airlock/command
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gcom1"
door_assembly_sec
name = "Security Airlock Assembly"
icon_state = "door_as_sec1"
glass_base_icon_state = "door_as_gsec"
glass_type = /obj/machinery/door/airlock/glass_security
airlock_type = /obj/machinery/door/airlock/security
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gsec1"
door_assembly_eng
name = "Engineering Airlock Assembly"
icon_state = "door_as_eng1"
glass_base_icon_state = "door_as_geng"
glass_type = /obj/machinery/door/airlock/glass_engineering
airlock_type = /obj/machinery/door/airlock/engineering
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_geng1"
door_assembly_min
name = "Mining Airlock Assembly"
icon_state = "door_as_min1"
glass_base_icon_state = "door_as_gmin"
glass_type = /obj/machinery/door/airlock/glass_mining
airlock_type = /obj/machinery/door/airlock/mining
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gmin1"
door_assembly_atmo
name = "Atmospherics Airlock Assembly"
icon_state = "door_as_atmo1"
glass_base_icon_state = "door_as_gatmo"
glass_type = /obj/machinery/door/airlock/glass_atmos
airlock_type = /obj/machinery/door/airlock/atmos
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gatmo1"
door_assembly_research
name = "Research Airlock Assembly"
icon_state = "door_as_res1"
glass_base_icon_state = "door_as_gres"
glass_type = /obj/machinery/door/airlock/glass_research
airlock_type = /obj/machinery/door/airlock/research
anchored = 1
density = 1
state = 1
glass = 0
glass
glass = 1
icon_state = "door_as_gres1"
door_assembly_med
name = "Medical Airlock Assembly"
icon_state = "door_as_med1"
airlock_type = /obj/machinery/door/airlock/medical
anchored = 1
density = 1
state = 1
glass
mineral = "glass"
icon_state = "door_as_gmed1"
door_assembly_mai
name = "Maintenance Airlock Assembly"
icon_state = "door_as_mai1"
airlock_type = /obj/machinery/door/airlock/maintenance
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_ext
name = "External Airlock Assembly"
icon_state = "door_as_ext1"
airlock_type = /obj/machinery/door/airlock/external
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_fre
name = "Freezer Airlock Assembly"
icon_state = "door_as_fre1"
airlock_type = /obj/machinery/door/airlock/freezer
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_hatch
name = "Airtight Hatch Assembly"
icon_state = "door_as_hatch1"
airlock_type = /obj/machinery/door/airlock/hatch
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_mhatch
name = "Maintenance Hatch Assembly"
icon_state = "door_as_mhatch1"
airlock_type = /obj/machinery/door/airlock/maintenance_hatch
anchored = 1
density = 1
state = 1
glass = 0
door_assembly_glass
name = "Glass Airlock Assembly"
icon_state = "door_as_g1"
airlock_type = /obj/machinery/door/airlock/glass
anchored = 1
density = 1
state = 1
mineral = "glass"
door_assembly_gold
name = "Gold Airlock Assembly"
icon_state = "door_as_gold1"
airlock_type = /obj/machinery/door/airlock/gold
anchored = 1
density = 1
state = 1
mineral = "gold"
door_assembly_silver
name = "Silver Airlock Assembly"
icon_state = "door_as_silver1"
airlock_type = /obj/machinery/door/airlock/silver
anchored = 1
density = 1
state = 1
mineral = "silver"
door_assembly_diamond
name = "Diamond Airlock Assembly"
icon_state = "door_as_diamond1"
airlock_type = /obj/machinery/door/airlock/diamond
anchored = 1
density = 1
state = 1
mineral = "diamond"
door_assembly_uranium
name = "Uranium Airlock Assembly"
icon_state = "door_as_uranium1"
airlock_type = /obj/machinery/door/airlock/uranium
anchored = 1
density = 1
state = 1
mineral = "uranium"
door_assembly_plasma
name = "Plasma Airlock Assembly"
icon_state = "door_as_plasma1"
airlock_type = /obj/machinery/door/airlock/plasma
anchored = 1
density = 1
state = 1
mineral = "plasma"
door_assembly_clown
name = "Bananium Airlock Assembly"
desc = "Honk"
icon_state = "door_as_clown1"
airlock_type = /obj/machinery/door/airlock/clown
anchored = 1
density = 1
state = 1
mineral = "clown"
door_assembly_sandstone
name = "Sandstone Airlock Assembly"
icon_state = "door_as_sandstone1"
airlock_type = /obj/machinery/door/airlock/sandstone
anchored = 1
density = 1
state = 1
mineral = "sandstone"
/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
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 airlock assembly.", "You start to dissassemble the airlock assembly.")
playsound(src.loc, 'Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(get_turf(src), 4)
switch(mineral)
if("glass")
new /obj/item/stack/sheet/rglass(get_turf(src))
if("gold")
new /obj/item/stack/sheet/gold(get_turf(src))
new /obj/item/stack/sheet/gold(get_turf(src))
if("silver")
new /obj/item/stack/sheet/silver(get_turf(src))
new /obj/item/stack/sheet/silver(get_turf(src))
if("diamond")
new /obj/item/stack/sheet/diamond(get_turf(src))
new /obj/item/stack/sheet/diamond(get_turf(src))
if("uranium")
new /obj/item/stack/sheet/uranium(get_turf(src))
new /obj/item/stack/sheet/uranium(get_turf(src))
if("plasma")
new /obj/item/stack/sheet/plasma(get_turf(src))
new /obj/item/stack/sheet/plasma(get_turf(src))
if("clown")
new /obj/item/stack/sheet/clown(get_turf(src))
new /obj/item/stack/sheet/clown(get_turf(src))
if("sandstone")
new /obj/item/stack/sheet/sandstone(get_turf(src))
new /obj/item/stack/sheet/sandstone(get_turf(src))
del(src)
else
user << "\blue You need more welding fuel to dissassemble the airlock assembly."
return
else if(istype(W, /obj/item/weapon/wrench) && !anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
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))
if(!src) return
user << "\blue You secured the airlock assembly!"
src.name = "Secured Airlock Assembly"
src.anchored = 1
else if(istype(W, /obj/item/weapon/wrench) && anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from the floor.")
if(do_after(user, 40))
if(!src) return
user << "\blue You unsecured the airlock assembly!"
src.name = "Airlock Assembly"
src.anchored = 0
else if(istype(W, /obj/item/weapon/cable_coil) && state == 0 && anchored )
var/obj/item/weapon/cable_coil/coil = W
user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
if(do_after(user, 40))
if(!src) return
coil.use(1)
src.state = 1
user << "\blue You wire the Airlock!"
src.name = "Wired Airlock Assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
playsound(src.loc, '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) return
user << "\blue You cut the airlock wires.!"
new/obj/item/weapon/cable_coil(get_turf(user), 1)
src.state = 0
src.name = "Secured Airlock Assembly"
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
playsound(src.loc, '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) return
user << "\blue You installed the airlock electronics!"
src.state = 2
src.name = "Near finished Airlock Assembly"
src.electronics = W
else
W.loc = src.loc
//del(W)
else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
if(do_after(user, 40))
if(!src) return
user << "\blue You removed the airlock electronics!"
src.state = 1
src.name = "Wired Airlock Assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
else
ae = electronics
electronics = null
ae.loc = src.loc
else if(istype(W, /obj/item/stack/sheet) && !mineral)
var/obj/item/stack/sheet/G = W
if(G)
if(G.amount>=1)
switch(G.type)
if(/obj/item/stack/sheet/rglass)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed reinforced glass windows into the airlock assembly!"
G.use(1)
src.mineral = "glass"
src.name = "Near finished Window Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/glass
src.base_icon_state = "door_as_g" //this will be applied to the icon_state with the correct state number at the proc's end.
if(/obj/item/stack/sheet/gold)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed gold plating into the airlock assembly!"
G.use(2)
src.mineral = "gold"
src.name = "Near finished Gold Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/gold
src.base_icon_state = "door_as_gold"
if(/obj/item/stack/sheet/silver)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed silver plating into the airlock assembly!"
G.use(2)
src.mineral = "silver"
src.name = "Near finished Silver Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/silver
src.base_icon_state = "door_as_silver"
if(/obj/item/stack/sheet/diamond)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed diamond plating into the airlock assembly!"
G.use(2)
src.mineral = "diamond"
src.name = "Near finished Diamond Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/diamond
src.base_icon_state = "door_as_diamond"
if(/obj/item/stack/sheet/uranium)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed uranium plating into the airlock assembly!"
G.use(2)
src.mineral = "uranium"
src.name = "Near finished Uranium Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/uranium
src.base_icon_state = "door_as_uranium"
if(/obj/item/stack/sheet/plasma)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed plasma plating into the airlock assembly!"
G.use(2)
src.mineral = "plasma"
src.name = "Near finished Plasma Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/plasma
src.base_icon_state = "door_as_plasma"
if(/obj/item/stack/sheet/clown)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed bananium plating into the airlock assembly!HONK"
G.use(2)
playsound(src.loc, 'bikehorn.ogg', 15, 1, -3)
src.mineral = "clown"
src.name = "Near finished Bananium Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/clown
src.base_icon_state = "door_as_clown"
if(/obj/item/stack/sheet/sandstone)
if(G.amount>=2)
playsound(src.loc, 'Crowbar.ogg', 100, 1)
user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
if(do_after(user, 40))
user << "\blue You installed sandstone plating into the airlock assembly!"
G.use(2)
src.mineral = "sandstone"
src.name = "Near finished Sandstone Airlock Assembly"
src.airlock_type = /obj/machinery/door/airlock/sandstone
src.base_icon_state = "door_as_sandstone"
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
user << "\blue Now finishing the airlock."
if(do_after(user, 40))
if(!src) return
user << "\blue You finish the airlock!"
var/obj/machinery/door/airlock/door
switch(mineral)
if("glass")
airlock_type = /obj/machinery/door/airlock/glass
door = new src.airlock_type( src.loc )
if("gold")
airlock_type = /obj/machinery/door/airlock/gold
door = new src.airlock_type( src.loc )
if("silver")
airlock_type = /obj/machinery/door/airlock/silver
door = new src.airlock_type( src.loc )
if("diamond")
airlock_type = /obj/machinery/door/airlock/diamond
door = new src.airlock_type( src.loc )
if("uranium")
airlock_type = /obj/machinery/door/airlock/uranium
door = new src.airlock_type( src.loc )
if("plasma")
airlock_type = /obj/machinery/door/airlock/plasma
door = new src.airlock_type( src.loc )
if("clown")
airlock_type = /obj/machinery/door/airlock/clown
door = new src.airlock_type( src.loc )
if("sandstone")
airlock_type = /obj/machinery/door/airlock/sandstone
door = new src.airlock_type( src.loc )
else
door = new src.airlock_type( src.loc )
//door.req_access = src.req_access
door.electronics = src.electronics
door.req_access = src.electronics.conf_access
src.electronics.loc = door
del(src)
else
..()
icon_state = "[base_icon_state][state]"
//This updates the icon_state. They are named as "door_as1_eng" where the 1 in that example
//represents what state it's in. So the most generic algorithm for the correct updating of
//this is simply to change the number.