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Construction Tweaks and Fixes (#2253)
* Fixes reinforced Walls construction when having one sheet left in the stack * Amends Windoors - Assemblies are now made with two sheets of either normal or reinforced glass sheets, for normal and secure windoors respecting. - Assemblies can now be named with a pen, just like airlocks. - Windoor assemblies now get placed like windows, and windows take windoor assemblies into account when placed. - Decapitalises windoor assembly names. - Shattering windoors will make them drop exactly what they were made of now. - Prying emagged windoors will no longer make them shatter on top of returning to an assembly. - Cleans up a lot of code and gets its own update_icon() proc. * Amends airlocks - Fixes airlocks occasionally not updating their icon correctly. - Fixes airlocks causing sparks on spawn as if they were damaged. - Fixes airlock not being anchored after being turned into an assembly. - Decapitalises airlock names. * Windows that get unanchored by force will now correctly have the rotate verb. * Adds changelog entry
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@@ -19,12 +19,18 @@ obj/structure/windoor_assembly
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w_class = 3
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var/obj/item/weapon/airlock_electronics/electronics = null
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var/created_name = 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/secure
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name = "secure windoor assembly"
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secure = "secure_"
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icon_state = "l_secure_windoor_assembly01"
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obj/structure/windoor_assembly/New(Loc, start_dir=NORTH, constructed=0)
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..()
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if(constructed)
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@@ -65,24 +71,31 @@ obj/structure/windoor_assembly/Destroy()
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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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if(istype(W, /obj/item/weapon/pen))
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var/t = sanitizeSafe(input(user, "Enter the name for the windoor.", src.name, src.created_name), MAX_NAME_LEN)
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if(!t) return
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if(!in_range(src, usr) && src.loc != usr) return
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created_name = t
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return
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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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user.visible_message("[user] disassembles the windoor assembly.", "You start to disassemble the windoor 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 << "<span class='notice'>You dissasembled the windoor assembly!</span>"
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new /obj/item/stack/material/glass/reinforced(get_turf(src), 5)
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user << "<span class='notice'>You disassembled the windoor assembly!</span>"
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if(secure)
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PoolOrNew(/obj/item/stack/rods, list(get_turf(src), 4))
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new /obj/item/stack/material/glass/reinforced(get_turf(src), 2)
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else
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new /obj/item/stack/material/glass(get_turf(src), 2)
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qdel(src)
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else
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user << "<span class='notice'>You need more welding fuel to dissassemble the windoor assembly.</span>"
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user << "<span class='notice'>You need more welding fuel to disassemble the windoor assembly.</span>"
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return
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//Wrenching an unsecure assembly anchors it in place. Step 4 complete
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@@ -95,9 +108,9 @@ obj/structure/windoor_assembly/Destroy()
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user << "<span class='notice'>You've secured the windoor assembly!</span>"
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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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src.name = "secure anchored windoor assembly"
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else
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src.name = "Anchored Windoor Assembly"
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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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@@ -109,26 +122,9 @@ obj/structure/windoor_assembly/Destroy()
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user << "<span class='notice'>You've unsecured the windoor assembly!</span>"
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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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src.name = "secure windoor assembly"
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else
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src.name = "Windoor Assembly"
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//Adding plasteel 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.get_amount() < 4)
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user << "<span class='warning'>You need more rods to do this.</span>"
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return
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user << "<span class='notice'>You start to reinforce the windoor with rods.</span>"
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if(do_after(user,40) && !secure)
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if (R.use(4))
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user << "<span class='notice'>You reinforce the windoor.</span>"
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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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src.name = "windoor assembly"
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//Adding cable to the assembly. Step 5 complete.
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else if(istype(W, /obj/item/stack/cable_coil) && anchored)
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@@ -140,9 +136,9 @@ obj/structure/windoor_assembly/Destroy()
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user << "<span class='notice'>You wire the windoor!</span>"
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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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src.name = "secure wired windoor assembly"
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else
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src.name = "Wired Windoor Assembly"
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src.name = "wired windoor assembly"
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else
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..()
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@@ -160,9 +156,9 @@ obj/structure/windoor_assembly/Destroy()
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new/obj/item/stack/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 Anchored Windoor Assembly"
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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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src.name = "anchored 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) && W:icon_state != "door_electronics_smoked")
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@@ -175,7 +171,7 @@ obj/structure/windoor_assembly/Destroy()
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user.drop_item()
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W.loc = src
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user << "<span class='notice'>You've installed the airlock electronics!</span>"
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src.name = "Near finished Windoor Assembly"
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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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@@ -189,9 +185,9 @@ obj/structure/windoor_assembly/Destroy()
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if(!src || !src.electronics) return
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user << "<span class='notice'>You've removed the airlock electronics!</span>"
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if(src.secure)
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src.name = "Secure Wired Windoor Assembly"
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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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src.name = "wired windoor assembly"
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var/obj/item/weapon/airlock_electronics/ae = electronics
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electronics = null
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ae.loc = src.loc
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@@ -222,6 +218,9 @@ obj/structure/windoor_assembly/Destroy()
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windoor.base_state = "rightsecure"
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windoor.set_dir(src.dir)
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windoor.density = 0
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windoor.name = created_name
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spawn(0)
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windoor.close()
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if(src.electronics.one_access)
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windoor.req_access = null
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@@ -240,6 +239,9 @@ obj/structure/windoor_assembly/Destroy()
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windoor.base_state = "right"
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windoor.set_dir(src.dir)
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windoor.density = 0
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windoor.name = created_name
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spawn(0)
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windoor.close()
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if(src.electronics.one_access)
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windoor.req_access = null
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@@ -257,8 +259,11 @@ obj/structure/windoor_assembly/Destroy()
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..()
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//Update to reflect changes(if applicable)
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update_icon()
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update_state()
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/obj/structure/windoor_assembly/proc/update_state()
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update_icon()
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name += " ([created_name])"
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//Rotates the windoor assembly clockwise
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/obj/structure/windoor_assembly/verb/revrotate()
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