Files
Polaris/code/game/objects/windoor_assembly.dm
Erthilo eb7ae97624 TG: Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I
don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var
in a ton of attackby() procs. These objects and turfs shouldnt even touch this
variable. This is why people have been noticing their welding being on without
the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and
turfs spread out through the code, there's no way to know if I've got them all
(This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are
turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've
set the welding tool to update it's icon every process(). I hate adding checks
like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use
this, don't just change the var. In fact, dont even touch the 'welding' var
anymore
- Fixes  issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s
(object.varorproc)
- Added checks to make sure the welding tool is actually on before using it
(some attackby()'s didnt have this. Heck, some checked how much fuel you had,
but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its
own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but
again I've probably missed a few things. If there are any problems, please let
me know and I'll fix them asap.
Revision: r3741
Author: 	 johnsonmt88
2012-06-07 03:30:13 +01:00

296 lines
9.2 KiB
Plaintext

/* Windoor (window door) assembly -Nodrak
* Step 1: Create a windoor out of rglass
* Step 2: Add r-glass 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: Screwdriver the door to complete
*/
obj/structure/windoor_assembly
icon = '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
//Vars to help with the icon's name
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
obj/structure/windoor_assembly/New(dir=NORTH)
..()
src.ini_dir = src.dir
update_nearby_tiles(need_rebuild=1)
obj/structure/windoor_assembly/Del()
density = 0
update_nearby_tiles()
..()
/obj/structure/windoor_assembly/update_icon()
icon_state = "[facing]_[secure]windoor_assembly[state]"
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.pass_flags & 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/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
if(istype(mover) && mover.pass_flags & 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)
//I really should have spread this out across more states but thin little windoors are hard to sprite.
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("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
playsound(src.loc, 'Welder2.ogg', 50, 1)
if(do_after(user, 40))
if(!src || !WT.isOn()) return
user << "\blue You dissasembled the windoor assembly!"
new /obj/item/stack/sheet/rglass(get_turf(src), 5)
if(secure)
new /obj/item/stack/rods(get_turf(src), 4)
del(src)
else
user << "\blue You need more welding fuel to dissassemble the windoor assembly."
return
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
if(istype(W, /obj/item/weapon/wrench) && !anchored)
playsound(src.loc, '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))
if(!src) return
user << "\blue You've secured the windoor assembly!"
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, '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))
if(!src) return
user << "\blue You've unsecured the windoor assembly!"
src.anchored = 0
if(src.secure)
src.name = "Secure Windoor Assembly"
else
src.name = "Windoor Assembly"
//Adding r-glass makes the assembly a secure windoor assembly. Step 2 (optional) complete.
else if(istype(W, /obj/item/stack/rods) && !secure)
var/obj/item/stack/rods/R = W
if(R.amount < 4)
user << "\red You need more rods to do this."
return
user << "\blue You start to reinforce the windoor with rods."
if(do_after(user,40))
if(!src) return
R.use(4)
user << "\blue You reinforce the windoor."
src.secure = "secure_"
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/weapon/cable_coil) && anchored)
user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
if(do_after(user, 40))
if(!src) return
var/obj/item/weapon/cable_coil/CC = W
CC.use(1)
user << "\blue You wire the windoor!"
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, '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))
if(!src) return
user << "\blue You cut the windoor wires.!"
new/obj/item/weapon/cable_coil(get_turf(user), 1)
src.state = "01"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
src.name = "Wired Windoor Assembly"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
if(do_after(user, 40))
if(!src) return
user.drop_item()
W.loc = src
user << "\blue You've installed the airlock electronics!"
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))
playsound(src.loc, 'Screwdriver.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
if(do_after(user, 40))
if(!src) return
user << "\blue You've removed the airlock electronics!"
src.name = "Wired Windoor Assembly"
var/obj/item/weapon/airlock_electronics/ae
if (!electronics)
ae = new/obj/item/weapon/airlock_electronics( src.loc )
else
ae = electronics
electronics = null
ae.loc = src.loc
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
usr << browse(null, "window=windoor_access")
playsound(src.loc, '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))
if(!src) return
density = 1 //Shouldn't matter but just incase
user << "\blue You finish the windoor!"
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
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor
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
del(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 (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(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
/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
if(!air_master) return 0
var/turf/simulated/source = loc
var/turf/simulated/target = get_step(source,dir)
if(istype(source)) air_master.tiles_to_update += source
if(istype(target)) air_master.tiles_to_update += target
return 1