Files
Polaris/code/game/objects/structures/windoor_assembly.dm
PsiOmega ca7fa2aa19 Grilles and rods.
Grilles no longer return more rods than they were created from when destroyed (by method other than wirecutters).
Rods are now acquired from and returned to a pool.
Also adds a pre-broken grille for mapping, avoids the case where one might be able to destroy the same grille twice.
2015-05-02 21:35:02 +02:00

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/* 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
name = "windoor assembly"
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "l_windoor_assembly01"
anchored = 0
density = 0
dir = NORTH
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(Loc, start_dir=NORTH, constructed=0)
..()
if(constructed)
state = "01"
anchored = 0
switch(start_dir)
if(NORTH, SOUTH, EAST, WEST)
set_dir(start_dir)
else //If the user is facing northeast. northwest, southeast, southwest or north, default to north
set_dir(NORTH)
update_nearby_tiles(need_rebuild=1)
obj/structure/windoor_assembly/Destroy()
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.checkpass(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.checkpass(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, 'sound/items/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/glass/reinforced(get_turf(src), 5)
if(secure)
PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
qdel(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, 'sound/items/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, 'sound/items/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 plasteel 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.get_amount() < 4)
user << "<span class='warning'>You need more rods to do this.</span>"
return
user << "<span class='notice'>You start to reinforce the windoor with rods.</span>"
if(do_after(user,40) && !secure)
if (R.use(4))
user << "<span class='notice'>You reinforce the windoor.</span>"
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/stack/cable_coil) && anchored)
user.visible_message("[user] wires the windoor assembly.", "You start to wire the windoor assembly.")
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>"
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) && !src.electronics)
playsound(src.loc, 'sound/items/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/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"
//Adding airlock electronics for access. Step 6 complete.
else if(istype(W, /obj/item/weapon/airlock_electronics) && W:icon_state != "door_electronics_smoked")
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.")
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) && src.electronics)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to uninstall electronics from the airlock assembly.")
if(do_after(user, 40))
if(!src || !src.electronics) return
user << "\blue You've removed the airlock electronics!"
if(src.secure)
src.name = "Secure Wired Windoor Assembly"
else
src.name = "Wired Windoor Assembly"
var/obj/item/weapon/airlock_electronics/ae = electronics
electronics = null
ae.loc = src.loc
//Crowbar to complete the assembly, Step 7 complete.
else if(istype(W, /obj/item/weapon/crowbar))
if(!src.electronics)
usr << "\red The assembly is missing electronics."
return
usr << browse(null, "window=windoor_access")
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.")
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.set_dir(src.dir)
windoor.density = 0
if(src.electronics.one_access)
windoor.req_access = null
windoor.req_one_access = src.electronics.conf_access
else
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.set_dir(src.dir)
windoor.density = 0
if(src.electronics.one_access)
windoor.req_access = null
windoor.req_one_access = src.electronics.conf_access
else
windoor.req_access = src.electronics.conf_access
windoor.electronics = src.electronics
src.electronics.loc = windoor
qdel(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.set_dir(turn(src.dir, 270))
if(src.state != "01")
update_nearby_tiles(need_rebuild=1)
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