mirror of
https://github.com/PolarisSS13/Polaris.git
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Merge pull request #2785 from Nerezza/doortweaks
Misc windoor fixes. Dron (and borgs) can now rename airlock/windoor assemblies.
This commit is contained in:
@@ -357,7 +357,7 @@ About the new airlock wires panel:
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else /*if(src.justzap)*/
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return
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else if(user.hallucination > 50 && prob(10) && src.operating == 0)
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user << "<span class='danger'>You feel a powerful shock course through your body!</span>"
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to_chat(user,"<span class='danger'>You feel a powerful shock course through your body!</span>")
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user.halloss += 10
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user.stunned += 10
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return
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@@ -461,7 +461,7 @@ About the new airlock wires panel:
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src.electrified_until = duration == -1 ? -1 : world.time + SecondsToTicks(duration)
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if(feedback && message)
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usr << message
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to_chat(usr,message)
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/obj/machinery/door/airlock/proc/set_idscan(var/activate, var/feedback = 0)
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var/message = ""
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@@ -475,7 +475,7 @@ About the new airlock wires panel:
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message = "IdScan feature has been disabled."
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if(feedback && message)
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usr << message
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to_chat(usr,message)
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/obj/machinery/door/airlock/proc/set_safeties(var/activate, var/feedback = 0)
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var/message = ""
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@@ -488,7 +488,7 @@ About the new airlock wires panel:
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safe = 1
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if(feedback && message)
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usr << message
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to_chat(usr,message)
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// shock user with probability prb (if all connections & power are working)
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// returns 1 if shocked, 0 otherwise
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@@ -596,43 +596,43 @@ About the new airlock wires panel:
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src.aiHacking=1
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spawn(20)
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//TODO: Make this take a minute
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user << "Airlock AI control has been blocked. Beginning fault-detection."
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to_chat(user,"Airlock AI control has been blocked. Beginning fault-detection.")
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sleep(50)
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if(src.canAIControl())
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user << "Alert cancelled. Airlock control has been restored without our assistance."
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to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
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src.aiHacking=0
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return
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else if(!src.canAIHack(user))
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user << "We've lost our connection! Unable to hack airlock."
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to_chat(user,"We've lost our connection! Unable to hack airlock.")
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src.aiHacking=0
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return
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user << "Fault confirmed: airlock control wire disabled or cut."
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to_chat(user,"Fault confirmed: airlock control wire disabled or cut.")
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sleep(20)
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user << "Attempting to hack into airlock. This may take some time."
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to_chat(user,"Attempting to hack into airlock. This may take some time.")
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sleep(200)
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if(src.canAIControl())
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user << "Alert cancelled. Airlock control has been restored without our assistance."
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to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
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src.aiHacking=0
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return
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else if(!src.canAIHack(user))
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user << "We've lost our connection! Unable to hack airlock."
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to_chat(user,"We've lost our connection! Unable to hack airlock.")
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src.aiHacking=0
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return
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user << "Upload access confirmed. Loading control program into airlock software."
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to_chat(user,"Upload access confirmed. Loading control program into airlock software.")
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sleep(170)
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if(src.canAIControl())
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user << "Alert cancelled. Airlock control has been restored without our assistance."
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to_chat(user,"Alert cancelled. Airlock control has been restored without our assistance.")
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src.aiHacking=0
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return
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else if(!src.canAIHack(user))
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user << "We've lost our connection! Unable to hack airlock."
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to_chat(user,"We've lost our connection! Unable to hack airlock.")
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src.aiHacking=0
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return
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user << "Transfer complete. Forcing airlock to execute program."
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to_chat(user,"Transfer complete. Forcing airlock to execute program.")
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sleep(50)
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//disable blocked control
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src.aiControlDisabled = 2
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user << "Receiving control information from airlock."
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to_chat(user,"Receiving control information from airlock.")
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sleep(10)
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//bring up airlock dialog
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src.aiHacking = 0
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@@ -664,16 +664,16 @@ About the new airlock wires panel:
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/obj/machinery/door/airlock/CanUseTopic(var/mob/user)
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if(operating < 0) //emagged
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user << "<span class='warning'>Unable to interface: Internal error.</span>"
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to_chat(user,"<span class='warning'>Unable to interface: Internal error.</span>")
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return STATUS_CLOSE
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if(issilicon(user) && !src.canAIControl())
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if(src.canAIHack(user))
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src.hack(user)
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else
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if (src.isAllPowerLoss()) //don't really like how this gets checked a second time, but not sure how else to do it.
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user << "<span class='warning'>Unable to interface: Connection timed out.</span>"
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to_chat(user,"<span class='warning'>Unable to interface: Connection timed out.</span>")
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else
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user << "<span class='warning'>Unable to interface: Connection refused.</span>"
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to_chat(user,"<span class='warning'>Unable to interface: Connection refused.</span>")
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return STATUS_CLOSE
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return ..()
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@@ -694,20 +694,20 @@ About the new airlock wires panel:
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src.loseBackupPower()
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if("bolts")
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if(src.isWireCut(AIRLOCK_WIRE_DOOR_BOLTS))
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usr << "The door bolt control wire is cut - Door bolts permanently dropped."
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to_chat(usr,"The door bolt control wire is cut - Door bolts permanently dropped.")
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else if(activate && src.lock())
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usr << "The door bolts have been dropped."
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to_chat(usr,"The door bolts have been dropped.")
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else if(!activate && src.unlock())
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usr << "The door bolts have been raised."
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to_chat(usr,"The door bolts have been raised.")
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if("electrify_temporary")
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electrify(30 * activate, 1)
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if("electrify_permanently")
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electrify(-1 * activate, 1)
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if("open")
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if(src.welded)
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usr << text("The airlock has been welded shut!")
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to_chat(usr,text("The airlock has been welded shut!"))
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else if(src.locked)
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usr << text("The door bolts are down!")
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to_chat(usr,text("The door bolts are down!"))
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else if(activate && density)
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open()
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else if(!activate && !density)
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@@ -717,7 +717,7 @@ About the new airlock wires panel:
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if("timing")
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// Door speed control
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if(src.isWireCut(AIRLOCK_WIRE_SPEED))
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usr << text("The timing wire is cut - Cannot alter timing.")
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to_chat(usr,text("The timing wire is cut - Cannot alter timing."))
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else if (activate && src.normalspeed)
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normalspeed = 0
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else if (!activate && !src.normalspeed)
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@@ -725,13 +725,13 @@ About the new airlock wires panel:
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if("lights")
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// Bolt lights
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if(src.isWireCut(AIRLOCK_WIRE_LIGHT))
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usr << "The bolt lights wire is cut - The door bolt lights are permanently disabled."
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to_chat(usr,"The bolt lights wire is cut - The door bolt lights are permanently disabled.")
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else if (!activate && src.lights)
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lights = 0
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usr << "The door bolt lights have been disabled."
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to_chat(usr,"The door bolt lights have been disabled.")
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else if (activate && !src.lights)
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lights = 1
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usr << "The door bolt lights have been enabled."
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to_chat(usr,"The door bolt lights have been enabled.")
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update_icon()
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return 1
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@@ -764,7 +764,7 @@ About the new airlock wires panel:
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else if(istype(C, /obj/item/weapon/screwdriver))
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if (src.p_open)
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if (stat & BROKEN)
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usr << "<span class='warning'>The panel is broken and cannot be closed.</span>"
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to_chat(usr,"<span class='warning'>The panel is broken and cannot be closed.</span>")
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else
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src.p_open = 0
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else
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@@ -784,7 +784,7 @@ About the new airlock wires panel:
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
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if(do_after(user,40))
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user << "<span class='notice'>You removed the airlock electronics!</span>"
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to_chat(user,"<span class='notice'>You removed the airlock electronics!</span>")
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var/obj/structure/door_assembly/da = new assembly_type(src.loc)
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if (istype(da, /obj/structure/door_assembly/multi_tile))
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@@ -812,9 +812,9 @@ About the new airlock wires panel:
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qdel(src)
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return
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else if(arePowerSystemsOn())
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user << "<span class='notice'>The airlock's motors resist your efforts to force it.</span>"
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to_chat(user,"<span class='notice'>The airlock's motors resist your efforts to force it.</span>")
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else if(locked)
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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to_chat(user,"<span class='notice'>The airlock's bolts prevent it from being forced.</span>")
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else
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if(density)
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spawn(0) open(1)
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@@ -826,12 +826,12 @@ About the new airlock wires panel:
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var/obj/item/weapon/W = C
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if((W.pry == 1) && !arePowerSystemsOn())
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if(locked)
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user << "<span class='notice'>The airlock's bolts prevent it from being forced.</span>"
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to_chat(user,"<span class='notice'>The airlock's bolts prevent it from being forced.</span>")
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else if( !welded && !operating )
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if(istype(C, /obj/item/weapon/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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if(!F.wielded)
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user << "<span class='warning'>You need to be wielding \the [F] to do that.</span>"
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to_chat(user,"<span class='warning'>You need to be wielding \the [F] to do that.</span>")
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return
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// At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
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if(density)
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@@ -189,43 +189,40 @@
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visible_message("<span class='warning'>The glass door was sliced open by [user]!</span>")
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return 1
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//If it's emagged, crowbar can pry electronics out.
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if (src.operating == -1 && istype(I, /obj/item/weapon/crowbar))
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//If it's opened/emagged, crowbar can pry it out of its frame.
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if (!density && istype(I, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the windoor.", "You start to remove electronics from the windoor.")
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user.visible_message("[user] begins prying the windoor out of the frame.", "You start to pry the windoor out of the frame.")
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if (do_after(user,40))
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user << "<span class='notice'>You removed the windoor electronics!</span>"
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to_chat(user,"<span class='notice'>You pried the windoor out of the frame!</span>")
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var/obj/structure/windoor_assembly/wa = new/obj/structure/windoor_assembly(src.loc)
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if (istype(src, /obj/machinery/door/window/brigdoor))
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wa.secure = "secure_"
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wa.name = "secure wired windoor assembly"
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else
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wa.name = "wired windoor assembly"
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if (src.base_state == "right" || src.base_state == "rightsecure")
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wa.facing = "r"
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wa.set_dir(src.dir)
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wa.anchored = 1
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wa.created_name = name
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wa.state = "02"
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wa.update_icon()
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wa.step = 2
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wa.update_state()
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var/obj/item/weapon/airlock_electronics/ae
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if(!electronics)
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ae = new/obj/item/weapon/airlock_electronics( src.loc )
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if(!src.req_access)
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src.check_access()
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if(src.req_access.len)
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ae.conf_access = src.req_access
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else if (src.req_one_access.len)
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ae.conf_access = src.req_one_access
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ae.one_access = 1
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if(operating == -1)
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wa.electronics = new/obj/item/weapon/circuitboard/broken()
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else
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ae = electronics
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electronics = null
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ae.loc = src.loc
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ae.icon_state = "door_electronics_smoked"
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if(!electronics)
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wa.electronics = new/obj/item/weapon/airlock_electronics()
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if(!src.req_access)
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src.check_access()
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if(src.req_access.len)
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wa.electronics.conf_access = src.req_access
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else if (src.req_one_access.len)
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wa.electronics.conf_access = src.req_one_access
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wa.electronics.one_access = 1
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else
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wa.electronics = electronics
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electronics = null
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operating = 0
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qdel(src)
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return
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@@ -138,14 +138,20 @@
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bound_width = world.icon_size
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bound_height = width * world.icon_size
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/obj/structure/door_assembly/proc/rename_door(mob/living/user)
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var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
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if(!in_range(src, user) && src.loc != user) return
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created_name = t
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update_state()
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/obj/structure/door_assembly/attack_robot(mob/living/silicon/robot/user)
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if(Adjacent(user) && (user.module && (istype(user.module,/obj/item/weapon/robot_module/robot/engineering/general)) \
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|| istype(user.module,/obj/item/weapon/robot_module/drone))) //Only dron (and engiborg) needs this.
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rename_door(user)
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/obj/structure/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/pen))
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var/t = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
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if(!t) return
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if(!in_range(src, usr) && src.loc != usr) return
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created_name = t
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rename_door(user)
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return
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if(istype(W, /obj/item/weapon/weldingtool) && ( (istext(glass)) || (glass == 1) || (!anchored) ))
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@@ -156,7 +162,7 @@
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user.visible_message("[user] welds the [glass] plating off the airlock assembly.", "You start to weld the [glass] plating off the airlock assembly.")
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You welded the [glass] plating off!</span>"
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to_chat(user, "<span class='notice'>You welded the [glass] plating off!</span>")
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var/M = text2path("/obj/item/stack/material/[glass]")
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new M(src.loc, 2)
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glass = 0
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@@ -164,18 +170,18 @@
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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.")
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You welded the glass panel out!</span>"
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to_chat(user, "<span class='notice'>You welded the glass panel out!</span>")
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new /obj/item/stack/material/glass/reinforced(src.loc)
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glass = 0
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else if(!anchored)
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user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You dissasembled the airlock assembly!</span>"
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to_chat(user, "<span class='notice'>You dissasembled the airlock assembly!</span>")
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new /obj/item/stack/material/steel(src.loc, 4)
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qdel (src)
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else
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user << "<span class='notice'>You need more welding fuel.</span>"
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to_chat(user, "<span class='notice'>You need more welding fuel.</span>")
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return
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else if(istype(W, /obj/item/weapon/wrench) && state == 0)
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@@ -187,19 +193,19 @@
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>"
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to_chat(user, "<span class='notice'>You [anchored? "un" : ""]secured the airlock assembly!</span>")
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anchored = !anchored
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else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored)
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var/obj/item/stack/cable_coil/C = W
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if (C.get_amount() < 1)
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user << "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>"
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to_chat(user, "<span class='warning'>You need one length of coil to wire the airlock assembly.</span>")
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return
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user.visible_message("[user] wires the airlock assembly.", "You start to wire the airlock assembly.")
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if(do_after(user, 40) && state == 0 && anchored)
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if (C.use(1))
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src.state = 1
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user << "<span class='notice'>You wire the airlock.</span>"
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to_chat(user, "<span class='notice'>You wire the airlock.</span>")
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else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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@@ -207,7 +213,7 @@
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You cut the airlock wires.!</span>"
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to_chat(user, "<span class='notice'>You cut the airlock wires.!</span>")
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new/obj/item/stack/cable_coil(src.loc, 1)
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src.state = 0
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@@ -219,14 +225,14 @@
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if(!src) return
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user.drop_item()
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W.loc = src
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user << "<span class='notice'>You installed the airlock electronics!</span>"
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to_chat(user, "<span class='notice'>You installed the airlock electronics!</span>")
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src.state = 2
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src.electronics = W
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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//This should never happen, but just in case I guess
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if (!electronics)
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user << "<span class='notice'>There was nothing to remove.</span>"
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to_chat(user, "<span class='notice'>There was nothing to remove.</span>")
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src.state = 1
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return
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@@ -235,7 +241,7 @@
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if(do_after(user, 40))
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if(!src) return
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user << "<span class='notice'>You removed the airlock electronics!</span>"
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to_chat(user, "<span class='notice'>You removed the airlock electronics!</span>")
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||||
src.state = 1
|
||||
electronics.loc = src.loc
|
||||
electronics = null
|
||||
@@ -250,28 +256,28 @@
|
||||
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) && !glass)
|
||||
if (S.use(1))
|
||||
user << "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>"
|
||||
to_chat(user, "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>")
|
||||
glass = 1
|
||||
else if(material_name)
|
||||
// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
|
||||
if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
|
||||
user << "You cannot make an airlock out of that material."
|
||||
to_chat(user, "You cannot make an airlock out of that material.")
|
||||
return
|
||||
if(S.get_amount() >= 2)
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 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) && !glass)
|
||||
if (S.use(2))
|
||||
user << "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>"
|
||||
to_chat(user, "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>")
|
||||
glass = material_name
|
||||
|
||||
else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
user << "<span class='notice'>Now finishing the airlock.</span>"
|
||||
to_chat(user, "<span class='notice'>Now finishing the airlock.</span>")
|
||||
|
||||
if(do_after(user, 40))
|
||||
if(!src) return
|
||||
user << "<span class='notice'>You finish the airlock!</span>"
|
||||
to_chat(user, "<span class='notice'>You finish the airlock!</span>")
|
||||
var/path
|
||||
if(istext(glass))
|
||||
path = text2path("/obj/machinery/door/airlock/[glass]")
|
||||
|
||||
@@ -25,6 +25,7 @@ obj/structure/windoor_assembly
|
||||
var/facing = "l" //Does the windoor open to the left or right?
|
||||
var/secure = "" //Whether or not this creates a secure windoor
|
||||
var/state = "01" //How far the door assembly has progressed in terms of sprites
|
||||
var/step = null //How far the door assembly has progressed in terms of steps
|
||||
|
||||
obj/structure/windoor_assembly/secure
|
||||
name = "secure windoor assembly"
|
||||
@@ -41,6 +42,7 @@ obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
|
||||
set_dir(start_dir)
|
||||
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
|
||||
set_dir(NORTH)
|
||||
update_state()
|
||||
|
||||
update_nearby_tiles(need_rebuild=1)
|
||||
|
||||
@@ -69,13 +71,20 @@ obj/structure/windoor_assembly/Destroy()
|
||||
else
|
||||
return 1
|
||||
|
||||
/obj/structure/windoor_assembly/proc/rename_door(mob/living/user)
|
||||
var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
|
||||
if(!in_range(src, user) && src.loc != user) return
|
||||
created_name = t
|
||||
update_state()
|
||||
|
||||
/obj/structure/windoor_assembly/attack_robot(mob/living/silicon/robot/user)
|
||||
if(Adjacent(user) && (user.module && (istype(user.module,/obj/item/weapon/robot_module/robot/engineering/general)) \
|
||||
|| istype(user.module,/obj/item/weapon/robot_module/drone))) //Only dron (and engiborg) needs this.
|
||||
rename_door(user)
|
||||
|
||||
/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/pen))
|
||||
var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
|
||||
if(!t) return
|
||||
if(!in_range(src, usr) && src.loc != usr) return
|
||||
created_name = t
|
||||
rename_door(user)
|
||||
return
|
||||
|
||||
switch(state)
|
||||
@@ -88,14 +97,14 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
if(do_after(user, 40))
|
||||
if(!src || !WT.isOn()) return
|
||||
user << "<span class='notice'>You disassembled the windoor assembly!</span>"
|
||||
to_chat(user,"<span class='notice'>You disassembled the windoor assembly!</span>")
|
||||
if(secure)
|
||||
new /obj/item/stack/material/glass/reinforced(get_turf(src), 2)
|
||||
else
|
||||
new /obj/item/stack/material/glass(get_turf(src), 2)
|
||||
qdel(src)
|
||||
else
|
||||
user << "<span class='notice'>You need more welding fuel to disassemble the windoor assembly.</span>"
|
||||
to_chat(user,"<span class='notice'>You need more welding fuel to disassemble the windoor assembly.</span>")
|
||||
return
|
||||
|
||||
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
|
||||
@@ -105,12 +114,9 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
if(do_after(user, 40))
|
||||
if(!src) return
|
||||
user << "<span class='notice'>You've secured the windoor assembly!</span>"
|
||||
to_chat(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"
|
||||
step = 0
|
||||
|
||||
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
|
||||
else if(istype(W, /obj/item/weapon/wrench) && anchored)
|
||||
@@ -119,12 +125,9 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
if(do_after(user, 40))
|
||||
if(!src) return
|
||||
user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
|
||||
to_chat(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"
|
||||
step = null
|
||||
|
||||
//Adding cable to the assembly. Step 5 complete.
|
||||
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
|
||||
@@ -133,12 +136,9 @@ obj/structure/windoor_assembly/Destroy()
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(do_after(user, 40))
|
||||
if (CC.use(1))
|
||||
user << "<span class='notice'>You wire the windoor!</span>"
|
||||
to_chat(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"
|
||||
step = 1
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -152,16 +152,13 @@ obj/structure/windoor_assembly/Destroy()
|
||||
if(do_after(user, 40))
|
||||
if(!src) return
|
||||
|
||||
user << "<span class='notice'>You cut the windoor wires.!</span>"
|
||||
to_chat(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"
|
||||
step = 0
|
||||
|
||||
//Adding airlock electronics for access. Step 6 complete.
|
||||
else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
|
||||
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.")
|
||||
|
||||
@@ -170,8 +167,8 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
user << "<span class='notice'>You've installed the airlock electronics!</span>"
|
||||
src.name = "near finished windoor assembly"
|
||||
to_chat(user,"<span class='notice'>You've installed the airlock electronics!</span>")
|
||||
step = 2
|
||||
src.electronics = W
|
||||
else
|
||||
W.loc = src.loc
|
||||
@@ -183,11 +180,8 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
if(do_after(user, 40))
|
||||
if(!src || !src.electronics) return
|
||||
user << "<span class='notice'>You've removed the airlock electronics!</span>"
|
||||
if(src.secure)
|
||||
src.name = "secure wired windoor assembly"
|
||||
else
|
||||
src.name = "wired windoor assembly"
|
||||
to_chat(user,"<span class='notice'>You've removed the airlock electronics!</span>")
|
||||
step = 1
|
||||
var/obj/item/weapon/airlock_electronics/ae = electronics
|
||||
electronics = null
|
||||
ae.loc = src.loc
|
||||
@@ -195,9 +189,12 @@ obj/structure/windoor_assembly/Destroy()
|
||||
//Crowbar to complete the assembly, Step 7 complete.
|
||||
else if(istype(W, /obj/item/weapon/crowbar))
|
||||
if(!src.electronics)
|
||||
usr << "<span class='warning'>The assembly is missing electronics.</span>"
|
||||
to_chat(usr,"<span class='warning'>The assembly is missing electronics.</span>")
|
||||
return
|
||||
usr << browse(null, "window=windoor_access")
|
||||
if(src.electronics && istype(src.electronics, /obj/item/weapon/circuitboard/broken))
|
||||
to_chat(usr,"<span class='warning'>The assembly has broken airlock electronics.</span>")
|
||||
return
|
||||
to_chat(usr,browse(null, "window=windoor_access")) //Not sure what this actually does... -Ner
|
||||
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.")
|
||||
|
||||
@@ -206,7 +203,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
if(!src) return
|
||||
|
||||
density = 1 //Shouldn't matter but just incase
|
||||
user << "<span class='notice'>You finish the windoor!</span>"
|
||||
to_chat(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)
|
||||
@@ -218,7 +215,8 @@ obj/structure/windoor_assembly/Destroy()
|
||||
windoor.base_state = "rightsecure"
|
||||
windoor.set_dir(src.dir)
|
||||
windoor.density = 0
|
||||
windoor.name = created_name
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
spawn(0)
|
||||
windoor.close()
|
||||
|
||||
@@ -239,7 +237,8 @@ obj/structure/windoor_assembly/Destroy()
|
||||
windoor.base_state = "right"
|
||||
windoor.set_dir(src.dir)
|
||||
windoor.density = 0
|
||||
windoor.name = created_name
|
||||
if(created_name)
|
||||
windoor.name = created_name
|
||||
spawn(0)
|
||||
windoor.close()
|
||||
|
||||
@@ -263,7 +262,15 @@ obj/structure/windoor_assembly/Destroy()
|
||||
|
||||
/obj/structure/windoor_assembly/proc/update_state()
|
||||
update_icon()
|
||||
name += " ([created_name])"
|
||||
name = ""
|
||||
switch(step)
|
||||
if (0)
|
||||
name = "anchored "
|
||||
if (1)
|
||||
name = "wired "
|
||||
if (2)
|
||||
name = "near finished "
|
||||
name += "[secure ? "secure " : ""]windoor assembly[created_name ? " ([created_name])" : ""]"
|
||||
|
||||
//Rotates the windoor assembly clockwise
|
||||
/obj/structure/windoor_assembly/verb/revrotate()
|
||||
@@ -272,7 +279,7 @@ obj/structure/windoor_assembly/Destroy()
|
||||
set src in oview(1)
|
||||
|
||||
if (src.anchored)
|
||||
usr << "It is fastened to the floor; therefore, you can't rotate it!"
|
||||
to_chat(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
|
||||
@@ -292,11 +299,11 @@ obj/structure/windoor_assembly/Destroy()
|
||||
set src in oview(1)
|
||||
|
||||
if(src.facing == "l")
|
||||
usr << "The windoor will now slide to the right."
|
||||
to_chat(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."
|
||||
to_chat(usr,"The windoor will now slide to the left.")
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
38
html/changelogs/Nerezza - doortweaks.yml
Normal file
38
html/changelogs/Nerezza - doortweaks.yml
Normal file
@@ -0,0 +1,38 @@
|
||||
################################
|
||||
# Example Changelog File
|
||||
#
|
||||
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
|
||||
#
|
||||
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
|
||||
# When it is, any changes listed below will disappear.
|
||||
#
|
||||
# Valid Prefixes:
|
||||
# bugfix
|
||||
# wip (For works in progress)
|
||||
# tweak
|
||||
# soundadd
|
||||
# sounddel
|
||||
# rscadd (general adding of nice things)
|
||||
# rscdel (general deleting of nice things)
|
||||
# imageadd
|
||||
# imagedel
|
||||
# maptweak
|
||||
# spellcheck (typo fixes)
|
||||
# experiment
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: Nerezza
|
||||
|
||||
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
|
||||
delete-after: True
|
||||
|
||||
# Any changes you've made. See valid prefix list above.
|
||||
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
|
||||
# SCREW THIS UP AND IT WON'T WORK.
|
||||
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
|
||||
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- rscadd: "Windoors can now be disassembled. Apply crowbar when open."
|
||||
- rscadd: "Engiborgs and drons can name door and windoor assemblines now. Click an adjacent assembly with no modules active."
|
||||
- bugfix: "Windoors now know how to name themselves. In addition, unnamed windoors now spawn with their default name instead of null."
|
||||
Reference in New Issue
Block a user