Files
Paradise/code/game/objects/structures/windoor_assembly.dm
Tigercat2000 7f4ac72910 Progress bars + Wall Rationalization
This commit does the following:
 - Ports progress bars from -tg- (tgstation/-tg-station#9921)
 - Refactors wall attackby code to make it 100% less insane; Instead of
   manually checking every little thing, it uses do_after,
   consequentially, making the new progress bars affect dealing with walls
   as well.

Wall code makes a tiger sad.
2015-08-31 13:38:51 -07:00

342 lines
11 KiB
Plaintext

/* 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)
return ..()
/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("<span class='warning'>[user] dissassembles the windoor assembly.</span>", "<span class='notice'>You start to dissassemble the windoor assembly.</span>")
playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
if(do_after(user, 40, target = src))
if(!src || !WT.isOn()) return
user << "<span class='notice'>You dissasembled the windoor assembly!</span>"
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 << "<span class='warning'>There is already a windoor in that location.</span>"
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, target = src))
if(!src || src.anchored)
return
for(var/obj/machinery/door/window/WD in src.loc)
if(WD.dir == src.dir)
user << "<span class='warning'>There is already a windoor in that location.</span>"
return
user << "<span class='notice'>You've secured the windoor assembly!</span>"
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, target = src))
if(!src || !src.anchored)
return
user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
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 << "<span class='danger'>You need more plasteel to do this.</span>"
return
user << "<span class='notice'>You start to reinforce the windoor with plasteel.</span>"
if(do_after(user,40, target = src))
if(!src || secure)
return
P.use(2)
user << "<span class='notice'>You reinforce the windoor.</span>"
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, target = src))
if(!src || !src.anchored || src.state != "01")
return
var/obj/item/stack/cable_coil/CC = W
CC.use(1)
user << "<span class='notice'>You wire the windoor!</span>"
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, target = src))
if(!src || src.state != "02")
return
user << "<span class='notice'>You cut the windoor wires!</span>"
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, target = src))
if(!src || src.electronics)
W.loc = src.loc
return
user << "<span class='notice'>You've installed the airlock electronics!</span>"
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, target = src))
if(!src || !electronics)
return
user << "<span class='notice'>You've removed the airlock electronics!</span>"
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 << "<span class='danger'>The assembly is missing electronics.</span>"
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, target = src))
if(src.loc && src.electronics)
density = 1 //Shouldn't matter but just incase
user << "<span class='notice'>You finish the windoor!</span>"
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