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Paradise/code/game/objects/structures/windoor_assembly.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

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* Forgot one spot, and actually might as well just force lock

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This reverts commit 158529302b.

* Icon conflict

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* Oh, topic
2022-07-21 08:11:59 +02:00

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/* Windoor (window door) assembly -Nodrak //I hope you step on a plug
* 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"
desc = "A small glass and wire assembly for windoors."
anchored = FALSE
density = FALSE
dir = NORTH
max_integrity = 300
var/ini_dir
var/obj/item/airlock_electronics/electronics
var/created_name
//Vars to help with the icon's name
var/facing = "l" //Does the windoor open to the left or right?
var/secure = FALSE //Whether or not this creates a secure windoor
var/state = "01" //How far the door assembly has progressed
/obj/structure/windoor_assembly/examine(mob/user)
. = ..()
. += "<span class='notice'>Alt-click to rotate it clockwise.</span>"
/obj/structure/windoor_assembly/Initialize(mapload, set_dir)
. = ..()
if(set_dir)
dir = set_dir
ini_dir = dir
air_update_turf(1)
/obj/structure/windoor_assembly/Destroy()
density = FALSE
QDEL_NULL(electronics)
air_update_turf(1)
return ..()
/obj/structure/windoor_assembly/Move()
var/turf/T = loc
. = ..()
setDir(ini_dir)
move_update_air(T)
/obj/structure/windoor_assembly/update_icon_state()
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
return !density
if(istype(mover, /obj/structure/window))
var/obj/structure/window/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
return FALSE
return 1
/obj/structure/windoor_assembly/CanAtmosPass(turf/T)
if(get_dir(loc, T) == dir)
return !density
else
return 1
/obj/structure/windoor_assembly/CheckExit(atom/movable/mover, turf/target)
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, mob/user, 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")
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
var/obj/item/stack/sheet/plasteel/P = W
if(P.get_amount() < 2)
to_chat(user, "<span class='warning'>You need more plasteel to do this!</span>")
return
to_chat(user, "<span class='notice'>You start to reinforce the windoor with plasteel...</span>")
if(do_after(user, 40 * P.toolspeed, target = src))
if(!src || secure || P.get_amount() < 2)
return
playsound(loc, P.usesound, 100, 1)
P.use(2)
to_chat(user, "<span class='notice'>You reinforce the windoor.</span>")
secure = TRUE
if(anchored)
name = "secure anchored windoor assembly"
else
name = "secure windoor assembly"
//Adding cable to the assembly. Step 5 complete.
else if(iscoil(W) && anchored)
user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly...")
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src || !anchored || state != "01")
return
var/obj/item/stack/cable_coil/CC = W
CC.use(1)
to_chat(user, "<span class='notice'>You wire the windoor.</span>")
playsound(loc, CC.usesound, 100, 1)
state = "02"
if(secure)
name = "secure wired windoor assembly"
else
name = "wired windoor assembly"
else
return ..()
if("02")
//Adding airlock electronics for access. Step 6 complete.
if(istype(W, /obj/item/airlock_electronics) && !istype(W, /obj/item/airlock_electronics/destroyed))
playsound(loc, W.usesound, 100, 1)
user.visible_message("[user] installs the electronics into the windoor assembly.", "You start to install electronics into the windoor assembly...")
user.drop_item()
W.forceMove(src)
if(do_after(user, 40 * W.toolspeed, target = src))
if(!src || electronics)
W.forceMove(loc)
return
to_chat(user, "<span class='notice'>You install the windoor electronics.</span>")
name = "near finished windoor assembly"
electronics = W
else
W.forceMove(loc)
else if(istype(W, /obj/item/pen))
var/t = rename_interactive(user, W)
if(!isnull(t))
created_name = t
return
else
return ..()
//Update to reflect changes(if applicable)
update_icon(UPDATE_ICON_STATE)
/obj/structure/windoor_assembly/crowbar_act(mob/user, obj/item/I) //Crowbar to complete the assembly, Step 7 complete.
if(state != "02")
return
. = TRUE
if(!electronics)
to_chat(user, "<span class='warning'>[src] is missing electronics!</span>")
return
if(!I.tool_use_check(user, 0))
return
user << browse(null, "window=windoor_access")
user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
return
if(loc && electronics)
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
return
density = TRUE //Shouldn't matter but just incase
to_chat(user, "<span class='notice'>You finish the windoor.</span>")
var/obj/machinery/door/window/windoor
if(secure)
windoor = new /obj/machinery/door/window/brigdoor(src.loc)
if(facing == "l")
windoor.icon_state = "leftsecureopen"
windoor.base_state = "leftsecure"
else
windoor.icon_state = "rightsecureopen"
windoor.base_state = "rightsecure"
else
windoor = new /obj/machinery/door/window(loc)
if(facing == "l")
windoor.icon_state = "leftopen"
windoor.base_state = "left"
else
windoor.icon_state = "rightopen"
windoor.base_state = "right"
windoor.setDir(dir)
windoor.density = FALSE
if(electronics.one_access)
windoor.req_one_access = electronics.selected_accesses
else
windoor.req_access = electronics.selected_accesses
windoor.unres_sides = electronics.unres_access_from
windoor.electronics = src.electronics
electronics.forceMove(windoor)
electronics = null
if(created_name)
windoor.name = created_name
qdel(src)
windoor.close()
/obj/structure/windoor_assembly/screwdriver_act(mob/user, obj/item/I)
if(state != "02" || !electronics)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
user.visible_message("[user] removes the electronics from the windoor assembly.", "You start to uninstall the electronics from the windoor assembly...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume))
return
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
name = "wired windoor assembly"
var/obj/item/airlock_electronics/ae
ae = electronics
electronics = null
ae.forceMove(loc)
/obj/structure/windoor_assembly/wirecutter_act(mob/user, obj/item/I)
if(state != "02")
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
user.visible_message("[user] cuts the wires from the windoor assembly.", "You start to cut the wires from windoor assembly...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || state != "02")
return
to_chat(user, "<span class='notice'>You cut the windoor wires.</span>")
new/obj/item/stack/cable_coil(get_turf(user), 1)
state = "01"
if(secure)
name = "secure anchored windoor assembly"
else
name = "anchored windoor assembly"
update_icon(UPDATE_ICON_STATE)
/obj/structure/windoor_assembly/wrench_act(mob/user, obj/item/I)
if(state != "01")
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
if(!anchored) //Wrenching an unsecure assembly anchors it in place. Step 4 complete
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
return
user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || anchored || state != "01")
return
for(var/obj/machinery/door/window/WD in loc)
if(WD.dir == dir)
to_chat(user, "<span class='warning'>There is already a windoor in that location!</span>")
return
to_chat(user, "<span class='notice'>You secure the windoor assembly.</span>")
anchored = TRUE
if(secure)
name = "secure anchored windoor assembly"
else
name = "anchored windoor assembly"
else //Unwrenching an unsecure assembly un-anchors it. Step 4 undone
user.visible_message("[user] unsecures the windoor assembly from the floor.", "You start to unsecure the windoor assembly from the floor...")
if(!I.use_tool(src, user, 40, volume = I.tool_volume) || !anchored || state != "01")
return
to_chat(user, "<span class='notice'>You unsecure the windoor assembly.</span>")
anchored = FALSE
if(secure)
name = "secure windoor assembly"
else
name = "windoor assembly"
update_icon(UPDATE_ICON_STATE)
/obj/structure/windoor_assembly/welder_act(mob/user, obj/item/I)
if(state != "01")
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_SLICING_MESSAGE
if(I.use_tool(src, user, 40, volume = I.tool_volume) && state == "01")
WELDER_FLOOR_SLICE_SUCCESS_MESSAGE
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)
//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 || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED) || usr.restrained())
return
if(anchored)
to_chat(usr, "<span class='warning'>[src] cannot be rotated while it is fastened to the floor!</span>")
return FALSE
var/target_dir = turn(dir, 270)
if(!valid_window_location(loc, target_dir))
to_chat(usr, "<span class='warning'>[src] cannot be rotated in that direction!</span>")
return FALSE
setDir(target_dir)
ini_dir = dir
update_icon(UPDATE_ICON_STATE)
return TRUE
/obj/structure/windoor_assembly/AltClick(mob/user)
..()
if(user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
else
revrotate()
//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 || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED) || usr.restrained())
return
if(facing == "l")
to_chat(usr, "The windoor will now slide to the right.")
facing = "r"
else
facing = "l"
to_chat(usr, "The windoor will now slide to the left.")
update_icon(UPDATE_ICON_STATE)
return