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Polaris/code/game/machinery/computer/lockdown.dm

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//this computer displays status and remotely activates multiple shutters / blast doors
//todo: lock / electrify specified area doors? might be a bit gamebreaking
/obj/machinery/computer/lockdown
//for reference
/*name = "Lockdown Control"
desc = "Used to control blast doors."
icon_state = "lockdown"
circuit = "/obj/item/weapon/circuitboard/lockdown"
var/connected_doors
var/department*/
New()
..()
connected_doors = new/list()
//only load blast doors for map-defined departments for the moment
//door networks are hardcoded here.
switch(department)
if("Engineering")
//Antiqua SinguloEngineering
connected_doors.Add("Engineering Primary Access")
connected_doors.Add("Engineering Secondary Access")
connected_doors.Add("Fore Maintenance Access")
connected_doors.Add("Aft Maintenance Access")
connected_doors.Add("Particle Accelerator Rad Shielding")
connected_doors.Add("Foreward Emitter Array Rad Shielding")
connected_doors.Add("Aftward Emitter Array Rad Shielding")
connected_doors.Add("Starboard Observation Rad Shielding")
connected_doors.Add("Atmospheric Storage Rad Shielding")
connected_doors.Add("Construction Storage Rad Shielding")
connected_doors.Add("Engineering Secure Storage")
//Antiqua RustEngineering
connected_doors.Add("Port vessel entry")
connected_doors.Add("Starboard vessel entry")
connected_doors.Add("Central aft shell access")
connected_doors.Add("Port aft shell access")
connected_doors.Add("Starboard aft shell access")
if("Medbay")
//Exodus Medbay
connected_doors.Add("Genetics Outer Shutters")
connected_doors.Add("Genetics Inner Shutters")
connected_doors.Add("Chemistry Outer Shutters")
connected_doors.Add("Observation Shutters")
connected_doors.Add("Patient Room 1 Shutters")
connected_doors.Add("Patient Room 2 Shutters")
connected_doors.Add("Patient Room 3 Shutters")
for(var/net in connected_doors)
connected_doors[net] = new/list()
world << "network: [net]"
//loop through the world, grabbing all the relevant doors
spawn(1)
for(var/obj/machinery/door/poddoor/D in world)
if(D.id in connected_doors)
var/list/L = connected_doors[D.id]
L.Add(D)
attack_ai(mob/user)
attack_hand(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER))
return
if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) )
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=lockdown")
return
var/t = "<B>Lockdown Control</B><BR>"
t += "<A href='?src=\ref[src];close=1'>Close</A><hr>"
t += "<table border=1>"
var/empty = 1
for(var/curNetId in connected_doors)
var/list/L = connected_doors[curNetId]
if(!L || L.len == 0)
continue
empty = 0
t += "<tr>"
t += "<td><b>" + curNetId + "<b></td>"
t += "<td><b><a href='?src=\ref[src];open_net=[curNetId]'>Disable lockdown</a> / <a href='?src=\ref[src];close_net=[curNetId]'>Enable lockdown</a></b></td>"
t += "</tr>"
for(var/obj/machinery/door/poddoor/D in connected_doors[curNetId])
t += "<tr>"
if(istype(D,/obj/machinery/door/poddoor/shutters))
t += "<td> Shutter</td>"
else
t += "<td> Blast door</td>"
if(D.density)
//t += "<td><a href='?src=\ref[D];open=1'>Open</a> - Close</td>"
t += "Closed"
else
//t += "<td>Open - <a href='?src=\ref[D];close=1'>Close</a></td>"
t += "Open"
t += "</tr>"
t += "</table>"
if(empty)
t += "\red No networks connected.<br>"
t += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
user << browse(t, "window=lockdown;size=500x800")
onclose(user, "lockdown")
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=lockdown")
usr.machine = null
return
if( href_list["open_net"] )
var/netTag = href_list["open_net"]
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(D.density) //for some reason, there's no var saying whether the door is open or not >.>
spawn(0)
D.open()
src.updateDialog()
return
if( href_list["close_net"] )
var/netTag = href_list["close_net"]
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(!D.density)
spawn(0)
D.close()
src.updateDialog()
return
if( href_list["close_all"] )
for(var/netTag in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(!D.density)
spawn(0)
D.close()
src.updateDialog()
return
if( href_list["open_all"] )
for(var/netTag in connected_doors)
for(var/obj/machinery/door/poddoor/D in connected_doors[netTag])
if(D.density)
spawn(0)
D.open()
src.updateDialog()
return
src.updateDialog()