mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
180 lines
5.7 KiB
Plaintext
180 lines
5.7 KiB
Plaintext
#define ASSEMBLY_UNBUILT 0 // Nothing done to it
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#define ASSEMBLY_WRENCHED 1 // Wrenched in place
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#define ASSEMBLY_WELDED 2 // Welded in place
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#define ASSEMBLY_WIRED 3 // Wires attached (Upgradable now)
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#define ASSEMBLY_BUILT 4 // Fully built (incl panel closed)
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#define HEY_IM_WORKING_HERE 666 //So nobody can mess with the camera while we're inputting settings
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/obj/item/camera_assembly
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name = "camera assembly"
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desc = "A pre-fabricated security camera kit, ready to be assembled and mounted to a surface."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "cameracase"
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w_class = WEIGHT_CLASS_SMALL
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anchored = FALSE
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materials = list(MAT_METAL=400, MAT_GLASS=250)
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// Motion, EMP-Proof
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var/list/obj/item/possible_upgrades = list(/obj/item/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma)
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var/list/upgrades = list()
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var/state = ASSEMBLY_UNBUILT
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/obj/item/camera_assembly/Destroy()
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QDEL_LIST(upgrades)
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return ..()
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/obj/item/camera_assembly/attackby(obj/item/I, mob/living/user, params)
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if(state == ASSEMBLY_WELDED && iscoil(I))
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var/obj/item/stack/cable_coil/C = I
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if(C.use(2))
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to_chat(user, "<span class='notice'>You add wires to the assembly.</span>")
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playsound(loc, I.usesound, 50, 1)
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state = ASSEMBLY_WIRED
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else
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to_chat(user, "<span class='warning'>You need 2 coils of wire to wire the assembly.</span>")
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return
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// Upgrades!
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else if(is_type_in_list(I, possible_upgrades) && !is_type_in_list(I, upgrades)) // Is a possible upgrade and isn't in the camera already.
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if(!user.unEquip(I))
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to_chat(user, "<span class='warning'>[I] is stuck!</span>")
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return
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to_chat(user, "<span class='notice'>You attach [I] into the assembly inner circuits.</span>")
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upgrades += I
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user.drop_item()
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I.loc = src
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return
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else
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return ..()
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/obj/item/camera_assembly/crowbar_act(mob/user, obj/item/I)
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if(!upgrades.len)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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var/obj/U = locate(/obj) in upgrades
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if(U)
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to_chat(user, "<span class='notice'>You unattach an upgrade from the assembly.</span>")
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playsound(loc, I.usesound, 50, 1)
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U.loc = get_turf(src)
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upgrades -= U
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/obj/item/camera_assembly/screwdriver_act(mob/user, obj/item/I)
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if(state != ASSEMBLY_WIRED)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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state = HEY_IM_WORKING_HERE
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var/input = strip_html(input(usr, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13"))
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if(!input)
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state = ASSEMBLY_WIRED
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to_chat(usr, "<span class='warning'>No input found please hang up and try your call again.</span>")
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return
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var/list/tempnetwork = splittext(input, ",")
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if(tempnetwork.len < 1)
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state = ASSEMBLY_WIRED
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to_chat(usr, "<span class='warning'>No network found please hang up and try your call again.</span>")
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return
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var/area/camera_area = get_area(src)
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var/temptag = "[sanitize(camera_area.name)] ([rand(1, 999)])"
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input = strip_html(input(usr, "How would you like to name the camera?", "Set Camera Name", temptag))
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state = ASSEMBLY_BUILT
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var/obj/machinery/camera/C = new(loc)
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loc = C
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C.assembly = src
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C.auto_turn()
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C.network = uniquelist(tempnetwork)
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tempnetwork = difflist(C.network,GLOB.restricted_camera_networks)
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if(!tempnetwork.len) // Camera isn't on any open network - remove its chunk from AI visibility.
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GLOB.cameranet.removeCamera(C)
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C.c_tag = input
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for(var/i = 5; i >= 0; i -= 1)
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var/direct = input(user, "Direction?", "Assembling Camera", null) in list("LEAVE IT", "NORTH", "EAST", "SOUTH", "WEST" )
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if(direct != "LEAVE IT")
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C.dir = text2dir(direct)
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if(i != 0)
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var/confirm = alert(user, "Is this what you want? Chances Remaining: [i]", "Confirmation", "Yes", "No")
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if(confirm == "Yes")
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break
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/obj/item/camera_assembly/wirecutter_act(mob/user, obj/item/I)
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if(state != ASSEMBLY_WIRED)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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new/obj/item/stack/cable_coil(get_turf(src), 2)
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WIRECUTTER_SNIP_MESSAGE
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state = ASSEMBLY_WELDED
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return
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/obj/item/camera_assembly/wrench_act(mob/user, obj/item/I)
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if(state != ASSEMBLY_UNBUILT && state != ASSEMBLY_WRENCHED)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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if(state == ASSEMBLY_UNBUILT && isturf(loc))
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WRENCH_ANCHOR_TO_WALL_MESSAGE
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anchored = TRUE
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state = ASSEMBLY_WRENCHED
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update_icon(UPDATE_ICON_STATE)
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auto_turn()
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else if(state == ASSEMBLY_WRENCHED)
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WRENCH_UNANCHOR_WALL_MESSAGE
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anchored = FALSE
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update_icon(UPDATE_ICON_STATE)
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state = ASSEMBLY_UNBUILT
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else
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to_chat(user, "<span class='warning'>[src] can't fit here!</span>")
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/obj/item/camera_assembly/welder_act(mob/user, obj/item/I)
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if(state == ASSEMBLY_UNBUILT)
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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_WELD_MESSAGE
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if(state == ASSEMBLY_WRENCHED)
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if(!I.use_tool(src, user, 50, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>You weld [src] into place.</span>")
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state = ASSEMBLY_WELDED
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else if(state == ASSEMBLY_WELDED)
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if(!I.use_tool(src, user, 50, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>You unweld [src] from its place.</span>")
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state = ASSEMBLY_WRENCHED
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/obj/item/camera_assembly/update_icon_state()
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if(anchored)
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icon_state = "camera1"
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else
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icon_state = "cameracase"
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/obj/item/camera_assembly/attack_hand(mob/user as mob)
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if(!anchored)
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..()
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/obj/item/camera_assembly/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal(loc)
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qdel(src)
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#undef ASSEMBLY_UNBUILT
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#undef ASSEMBLY_WRENCHED
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#undef ASSEMBLY_WELDED
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#undef ASSEMBLY_WIRED
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#undef ASSEMBLY_BUILT
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#undef HEY_IM_WORKING_HERE
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