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Conflicts: baystation12.dme code/__HELPERS/global_lists.dm code/__HELPERS/type2type.dm code/__HELPERS/unsorted.dm code/datums/datumvars.dm code/datums/disease.dm code/datums/organs/organ_external.dm code/datums/supplypacks.dm code/defines/obj.dm code/game/area/areas.dm code/game/atoms.dm code/game/gamemodes/cult/cult_structures.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/events/space_ninja.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/hud.dm code/game/jobs/access.dm code/game/jobs/job/civilian.dm code/game/machinery/alarm.dm code/game/machinery/cloning.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/medical.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/machine_interactions.dm code/game/objects/effects/decals/contraband.dm code/game/objects/effects/signs.dm code/game/objects/items/devices/PDA/PDA.dm code/game/objects/items/devices/PDA/cart.dm code/game/objects/items/weapons/photography.dm code/game/objects/structures/door_assembly.dm code/game/objects/structures/window.dm code/game/sound.dm code/game/verbs/ooc.dm code/global.dm code/modules/DetectiveWork/detective_work.dm code/modules/DetectiveWork/evidence.dm code/modules/DetectiveWork/footprints_and_rag.dm code/modules/DetectiveWork/scanner.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/adminhelp.dm code/modules/admin/verbs/adminpm.dm code/modules/awaymissions/gateway.dm code/modules/client/client defines.dm code/modules/client/client procs.dm code/modules/client/preferences.dm code/modules/clothing/spacesuits/rig.dm code/modules/mining/machine_processing.dm code/modules/mining/machine_stacking.dm code/modules/mining/mint.dm code/modules/mining/ores_coins.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/living/carbon/alien/alien.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human_damage.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/living.dm code/modules/mob/living/say.dm code/modules/mob/mob.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/mob/new_player/login.dm code/modules/mob/new_player/new_player.dm code/modules/mob/new_player/preferences_setup.dm code/modules/mob/new_player/savefile.dm code/modules/mob/new_player/sprite_accessories.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/photocopier.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/automatic.dm code/setup.dm code/unused/mining/datum_processing_recipe.dm code/unused/powerarmor/powerarmor.dm code/world.dm html/changelog.html icons/effects/96x96.dmi icons/mob/head.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/suit.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/suits.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/turf/areas.dmi icons/turf/walls.dmi maps/RandomZLevels/fileList.txt maps/RandomZLevels/spacebattle.dmm Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
424 lines
13 KiB
Plaintext
424 lines
13 KiB
Plaintext
obj/structure/door_assembly
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icon = 'icons/obj/doors/door_assembly.dmi'
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name = "Airlock Assembly"
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icon_state = "door_as_0"
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anchored = 0
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density = 1
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var/state = 0
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var/mineral = null
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var/base_icon_state = "door_as_0"
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var/glass_base_icon_state = "door_as_g0"
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/airlock_type = /obj/machinery/door/airlock //the type path of the airlock once completed
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var/glass_type = /obj/machinery/door/airlock/glass
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var/glass = null
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New()
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base_icon_state = copytext(icon_state,1,lentext(icon_state))
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door_assembly_0
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name = "Airlock Assembly"
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icon_state = "door_as_1"
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airlock_type = /obj/machinery/door/airlock
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anchored = 1
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density = 1
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state = 1
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glass = 0
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door_assembly_com
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name = "Command Airlock Assembly"
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icon_state = "door_as_com1"
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glass_base_icon_state = "door_as_gcom"
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glass_type = /obj/machinery/door/airlock/glass_command
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airlock_type = /obj/machinery/door/airlock/command
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gcom1"
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door_assembly_sec
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name = "Security Airlock Assembly"
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icon_state = "door_as_sec1"
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glass_base_icon_state = "door_as_gsec"
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glass_type = /obj/machinery/door/airlock/glass_security
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airlock_type = /obj/machinery/door/airlock/security
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gsec1"
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door_assembly_eng
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name = "Engineering Airlock Assembly"
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icon_state = "door_as_eng1"
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glass_base_icon_state = "door_as_geng"
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glass_type = /obj/machinery/door/airlock/glass_engineering
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airlock_type = /obj/machinery/door/airlock/engineering
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_geng1"
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door_assembly_min
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name = "Mining Airlock Assembly"
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icon_state = "door_as_min1"
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glass_base_icon_state = "door_as_gmin"
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glass_type = /obj/machinery/door/airlock/glass_mining
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airlock_type = /obj/machinery/door/airlock/mining
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gmin1"
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door_assembly_atmo
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name = "Atmospherics Airlock Assembly"
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icon_state = "door_as_atmo1"
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glass_base_icon_state = "door_as_gatmo"
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glass_type = /obj/machinery/door/airlock/glass_atmos
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airlock_type = /obj/machinery/door/airlock/atmos
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gatmo1"
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door_assembly_research
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name = "Research Airlock Assembly"
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icon_state = "door_as_res1"
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glass_base_icon_state = "door_as_gres"
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glass_type = /obj/machinery/door/airlock/glass_research
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airlock_type = /obj/machinery/door/airlock/research
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gres1"
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door_assembly_science
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name = "Science Airlock Assembly"
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icon_state = "door_as_sci1"
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glass_base_icon_state = "door_as_gsci"
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glass_type = /obj/machinery/door/airlock/glass_science
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airlock_type = /obj/machinery/door/airlock/science
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anchored = 1
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density = 1
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state = 1
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glass = 0
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glass
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glass = 1
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icon_state = "door_as_gsci1"
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door_assembly_med
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name = "Medical Airlock Assembly"
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icon_state = "door_as_med1"
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airlock_type = /obj/machinery/door/airlock/medical
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anchored = 1
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density = 1
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state = 1
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glass
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mineral = "glass"
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icon_state = "door_as_gmed1"
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door_assembly_mai
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name = "Maintenance Airlock Assembly"
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icon_state = "door_as_mai1"
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airlock_type = /obj/machinery/door/airlock/maintenance
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anchored = 1
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density = 1
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state = 1
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glass = 0
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door_assembly_ext
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name = "External Airlock Assembly"
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icon_state = "door_as_ext1"
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airlock_type = /obj/machinery/door/airlock/external
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anchored = 1
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density = 1
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state = 1
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glass = 0
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door_assembly_fre
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name = "Freezer Airlock Assembly"
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icon_state = "door_as_fre1"
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airlock_type = /obj/machinery/door/airlock/freezer
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anchored = 1
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density = 1
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state = 1
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glass = 0
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door_assembly_hatch
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name = "Airtight Hatch Assembly"
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icon_state = "door_as_hatch1"
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airlock_type = /obj/machinery/door/airlock/hatch
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anchored = 1
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density = 1
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state = 1
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glass = 0
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door_assembly_mhatch
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name = "Maintenance Hatch Assembly"
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icon_state = "door_as_mhatch1"
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airlock_type = /obj/machinery/door/airlock/maintenance_hatch
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anchored = 1
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density = 1
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state = 1
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glass = 0
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door_assembly_glass
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name = "Glass Airlock Assembly"
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icon_state = "door_as_g1"
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airlock_type = /obj/machinery/door/airlock/glass
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anchored = 1
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density = 1
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state = 1
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mineral = "glass"
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door_assembly_gold
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name = "Gold Airlock Assembly"
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icon_state = "door_as_gold1"
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airlock_type = /obj/machinery/door/airlock/gold
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anchored = 1
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density = 1
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state = 1
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mineral = "gold"
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door_assembly_silver
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name = "Silver Airlock Assembly"
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icon_state = "door_as_silver1"
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airlock_type = /obj/machinery/door/airlock/silver
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anchored = 1
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density = 1
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state = 1
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mineral = "silver"
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door_assembly_diamond
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name = "Diamond Airlock Assembly"
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icon_state = "door_as_diamond1"
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airlock_type = /obj/machinery/door/airlock/diamond
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anchored = 1
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density = 1
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state = 1
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mineral = "diamond"
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door_assembly_uranium
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name = "Uranium Airlock Assembly"
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icon_state = "door_as_uranium1"
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airlock_type = /obj/machinery/door/airlock/uranium
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anchored = 1
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density = 1
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state = 1
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mineral = "uranium"
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door_assembly_plasma
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name = "Plasma Airlock Assembly"
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icon_state = "door_as_plasma1"
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airlock_type = /obj/machinery/door/airlock/plasma
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anchored = 1
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density = 1
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state = 1
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mineral = "plasma"
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door_assembly_clown
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name = "Bananium Airlock Assembly"
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icon_state = "door_as_clown1"
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airlock_type = /obj/machinery/door/airlock/clown
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anchored = 1
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density = 1
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state = 1
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mineral = "clown"
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door_assembly_sandstone
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name = "Sandstone Airlock Assembly"
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icon_state = "door_as_sandstone1"
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airlock_type = /obj/machinery/door/airlock/sandstone
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anchored = 1
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density = 1
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state = 1
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mineral = "sandstone"
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door_assembly_sandstone
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name = "Sandstone Airlock Assembly"
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icon_state = "door_as_sandstone1"
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airlock_type = /obj/machinery/door/airlock/sandstone
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anchored = 1
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density = 1
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state = 1
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mineral = "sandstone"
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door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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name = "High Tech Security Assembly"
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icon_state = "door_as_highsec1"
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airlock_type = /obj/machinery/door/airlock/highsecurity
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anchored = 1
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density = 1
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state = 1
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glass = 0
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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/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 airlock assembly.", "You start to dissassemble the airlock assembly.")
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playsound(src.loc, 'sound/items/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 airlock assembly!"
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new /obj/item/stack/sheet/metal(get_turf(src), 4)
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if (mineral)
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if (mineral == "glass")
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new /obj/item/stack/sheet/rglass(get_turf(src))
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else
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var/M = text2path("/obj/item/stack/sheet/mineral/[mineral]")
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new M(get_turf(src))
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new M(get_turf(src))
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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 airlock assembly."
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return
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else if(istype(W, /obj/item/weapon/wrench) && !anchored )
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user.visible_message("[user] secures the airlock assembly to the floor.", "You start to secure the airlock 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 secured the airlock assembly!"
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src.name = "Secured Airlock Assembly"
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src.anchored = 1
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else if(istype(W, /obj/item/weapon/wrench) && anchored )
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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user.visible_message("[user] unsecures the airlock assembly from the floor.", "You start to unsecure the airlock assembly from 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 unsecured the airlock assembly!"
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src.name = "Airlock Assembly"
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src.anchored = 0
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else if(istype(W, /obj/item/weapon/cable_coil) && state == 0 && anchored )
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var/obj/item/weapon/cable_coil/coil = W
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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))
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if(!src) return
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coil.use(1)
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src.state = 1
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user << "\blue You wire the Airlock!"
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src.name = "Wired Airlock Assembly"
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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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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 airlock wires.!"
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new/obj/item/weapon/cable_coil(get_turf(user), 1)
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src.state = 0
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src.name = "Secured Airlock Assembly"
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else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
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playsound(src.loc, 'sound/items/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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user.drop_item()
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W.loc = src
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You installed the airlock electronics!"
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src.state = 2
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src.name = "Near finished Airlock 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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//del(W)
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else if(istype(W, /obj/item/weapon/crowbar) && state == 2 )
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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 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 removed the airlock electronics!"
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src.state = 1
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src.name = "Wired Airlock 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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else if(istype(W, /obj/item/stack/sheet) && !mineral)
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var/obj/item/stack/sheet/G = W
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if(G)
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if(G.amount>=1)
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if(G.type == /obj/item/stack/sheet/rglass)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
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if(do_after(user, 40))
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user << "\blue You installed reinforced glass windows into the airlock assembly!"
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G.use(1)
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src.mineral = "glass"
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src.name = "Near finished Window Airlock Assembly"
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src.airlock_type = /obj/machinery/door/airlock/glass
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src.base_icon_state = "door_as_g" //this will be applied to the icon_state with the correct state number at the proc's end.
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else if(istype(G, /obj/item/stack/sheet/mineral))
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var/M = G.sheettype
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if(G.amount>=2)
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] adds [G.name] to the airlock assembly.", "You start to install [G.name] into the airlock assembly.")
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if(do_after(user, 40))
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user << "\blue You installed [M] plating into the airlock assembly!"
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G.use(2)
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src.mineral = "[M]"
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src.name = "Near finished [M] Airlock Assembly"
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src.airlock_type = text2path ("/obj/machinery/door/airlock/[M]")
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src.base_icon_state = "door_as_[M]"
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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user << "\blue Now finishing the airlock."
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if(do_after(user, 40))
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if(!src) return
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user << "\blue You finish the airlock!"
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var/obj/machinery/door/airlock/door
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if (mineral)
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airlock_type = text2path("/obj/machinery/door/airlock/[mineral]")
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door = new src.airlock_type( src.loc )
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//door.req_access = src.req_access
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door.electronics = src.electronics
|
|
door.req_access = src.electronics.conf_access
|
|
src.electronics.loc = door
|
|
del(src)
|
|
else
|
|
..()
|
|
icon_state = "[base_icon_state][state]"
|
|
//This updates the icon_state. They are named as "door_as1_eng" where the 1 in that example
|
|
//represents what state it's in. So the most generic algorithm for the correct updating of
|
|
//this is simply to change the number. |