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- 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
296 lines
9.2 KiB
Plaintext
296 lines
9.2 KiB
Plaintext
/* Windoor (window door) assembly -Nodrak
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* Step 1: Create a windoor out of rglass
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* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
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* Step 3: Rotate or Flip the assembly to face and open the way you want
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* Step 4: Wrench the assembly in place
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* Step 5: Add cables to the assembly
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* Step 6: Set access for the door.
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* Step 7: Screwdriver the door to complete
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*/
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obj/structure/windoor_assembly
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icon = 'windoor.dmi'
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name = "Windoor Assembly"
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icon_state = "l_windoor_assembly01"
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anchored = 0
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density = 0
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dir = NORTH
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var/ini_dir
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var/obj/item/weapon/airlock_electronics/electronics = null
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//Vars to help with the icon's name
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var/facing = "l" //Does the windoor open to the left or right?
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var/secure = "" //Whether or not this creates a secure windoor
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var/state = "01" //How far the door assembly has progressed in terms of sprites
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obj/structure/windoor_assembly/New(dir=NORTH)
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..()
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src.ini_dir = src.dir
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update_nearby_tiles(need_rebuild=1)
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obj/structure/windoor_assembly/Del()
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density = 0
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update_nearby_tiles()
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..()
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/obj/structure/windoor_assembly/update_icon()
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icon_state = "[facing]_[secure]windoor_assembly[state]"
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/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(istype(mover) && mover.pass_flags & PASSGLASS)
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return 1
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if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
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if(air_group) return 0
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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if(istype(mover) && mover.pass_flags & PASSGLASS)
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return 1
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if(get_dir(loc, target) == dir)
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return !density
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else
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return 1
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/obj/structure/windoor_assembly/attackby(obj/item/W as obj, mob/user as mob)
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//I really should have spread this out across more states but thin little windoors are hard to sprite.
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switch(state)
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if("01")
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if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
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var/obj/item/weapon/weldingtool/WT = W
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if (WT.remove_fuel(0,user))
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user.visible_message("[user] dissassembles the windoor assembly.", "You start to dissassemble the windoor assembly.")
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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if(do_after(user, 40))
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if(!src || !WT.isOn()) return
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user << "\blue You dissasembled the windoor assembly!"
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new /obj/item/stack/sheet/rglass(get_turf(src), 5)
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if(secure)
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new /obj/item/stack/rods(get_turf(src), 4)
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del(src)
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else
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user << "\blue You need more welding fuel to dissassemble the windoor assembly."
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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if(istype(W, /obj/item/weapon/wrench) && !anchored)
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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user.visible_message("[user] secures the windoor assembly to the floor.", "You start to secure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've secured the windoor assembly!"
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src.anchored = 1
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if(src.secure)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Anchored Windoor Assembly"
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//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
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else if(istype(W, /obj/item/weapon/wrench) && anchored)
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playsound(src.loc, 'Ratchet.ogg', 100, 1)
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user.visible_message("[user] unsecures the windoor assembly to the floor.", "You start to unsecure the windoor assembly to the floor.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've unsecured the windoor assembly!"
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src.anchored = 0
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if(src.secure)
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src.name = "Secure Windoor Assembly"
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else
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src.name = "Windoor Assembly"
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//Adding r-glass makes the assembly a secure windoor assembly. Step 2 (optional) complete.
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else if(istype(W, /obj/item/stack/rods) && !secure)
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var/obj/item/stack/rods/R = W
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if(R.amount < 4)
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user << "\red You need more rods to do this."
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return
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user << "\blue You start to reinforce the windoor with rods."
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if(do_after(user,40))
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if(!src) return
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R.use(4)
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user << "\blue You reinforce the windoor."
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src.secure = "secure_"
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if(src.anchored)
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src.name = "Secure Anchored Windoor Assembly"
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else
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src.name = "Secure Windoor Assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/weapon/cable_coil) && anchored)
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user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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if(do_after(user, 40))
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if(!src) return
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var/obj/item/weapon/cable_coil/CC = W
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CC.use(1)
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user << "\blue You wire the windoor!"
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src.state = "02"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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else
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..()
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if("02")
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//Removing wire from the assembly. Step 5 undone.
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if(istype(W, /obj/item/weapon/wirecutters))
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playsound(src.loc, 'Wirecutter.ogg', 100, 1)
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user.visible_message("[user] cuts the wires from the airlock assembly.", "You start to cut the wires from airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You cut the windoor wires.!"
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new/obj/item/weapon/cable_coil(get_turf(user), 1)
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src.state = "01"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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else
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src.name = "Wired Windoor Assembly"
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//Adding airlock electronics for access. Step 6 complete.
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else if(istype(W, /obj/item/weapon/airlock_electronics))
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
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if(do_after(user, 40))
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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 << "\blue You've installed the airlock electronics!"
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src.name = "Near finished Windoor Assembly"
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src.electronics = W
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else
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W.loc = src.loc
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//Screwdriver to remove airlock electronics. Step 6 undone.
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else if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, 'Screwdriver.ogg', 100, 1)
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user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to install electronics into the airlock assembly.")
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You've removed the airlock electronics!"
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src.name = "Wired Windoor Assembly"
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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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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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//Crowbar to complete the assembly, Step 7 complete.
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else if(istype(W, /obj/item/weapon/crowbar))
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usr << browse(null, "window=windoor_access")
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playsound(src.loc, 'Crowbar.ogg', 100, 1)
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user.visible_message("[user] pries the windoor into the frame.", "You start prying the windoor into the frame.")
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if(do_after(user, 40))
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if(!src) return
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density = 1 //Shouldn't matter but just incase
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user << "\blue You finish the windoor!"
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if(secure)
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var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftsecureopen"
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windoor.base_state = "leftsecure"
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else
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windoor.icon_state = "rightsecureopen"
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windoor.base_state = "rightsecure"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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else
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var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(src.loc)
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if(src.facing == "l")
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windoor.icon_state = "leftopen"
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windoor.base_state = "left"
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else
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windoor.icon_state = "rightopen"
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windoor.base_state = "right"
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windoor.dir = src.dir
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windoor.density = 0
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windoor.req_access = src.electronics.conf_access
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windoor.electronics = src.electronics
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src.electronics.loc = windoor
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del(src)
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else
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..()
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//Update to reflect changes(if applicable)
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update_icon()
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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set name = "Rotate Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if (src.anchored)
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usr << "It is fastened to the floor; therefore, you can't rotate it!"
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return 0
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1) //Compel updates before
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src.dir = turn(src.dir, 270)
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if(src.state != "01")
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update_nearby_tiles(need_rebuild=1)
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src.ini_dir = src.dir
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update_icon()
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return
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//Flips the windoor assembly, determines whather the door opens to the left or the right
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/obj/structure/windoor_assembly/verb/flip()
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set name = "Flip Windoor Assembly"
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set category = "Object"
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set src in oview(1)
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if(src.facing == "l")
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usr << "The windoor will now slide to the right."
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src.facing = "r"
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else
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src.facing = "l"
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usr << "The windoor will now slide to the left."
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update_icon()
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return
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/obj/structure/windoor_assembly/proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/target = get_step(source,dir)
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(target)) air_master.tiles_to_update += target
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return 1 |