Updates/polishes luxury cabin capsule (#18276)

* Updates/polishes luxury cabin capsule

* whoops the switch should be adding that element to the DOOR, not itself!

* Adds 4 apples + 4 tomatoes to fridge
This commit is contained in:
Jenny
2025-08-21 06:27:38 -05:00
committed by GitHub
parent 4b41724847
commit 6fdb945db2
2 changed files with 318 additions and 62 deletions
+41
View File
@@ -7,6 +7,15 @@ GLOBAL_LIST_EMPTY(unique_deployable)
requires_power = FALSE
has_gravity = TRUE
/area/survivalpod/dorms
name = "\improper Emergency Shelter Dorm"
icon_state = "away1"
flags = RAD_SHIELDED | BLUE_SHIELDED | AREA_FLAG_IS_NOT_PERSISTENT | AREA_FORBID_EVENTS | AREA_FORBID_SINGULO | AREA_SOUNDPROOF | AREA_ALLOW_LARGE_SIZE | AREA_BLOCK_SUIT_SENSORS | AREA_BLOCK_TRACKING
/area/survivalpod/dorms/bathroom
name = "\improper Emergency Shelter Bathroom"
icon_state = "away2"
//Survival Capsule
/obj/item/survivalcapsule
name = "surfluid shelter capsule"
@@ -180,8 +189,40 @@ GLOBAL_LIST_EMPTY(unique_deployable)
if(door)
if(door.locked)
door.unlock()
door.RemoveElement(/datum/element/light_blocking)
else
door.lock()
// Block light when bolted, since the door is effectively functioning like polarized glass
door.AddElement(/datum/element/light_blocking)
// Capsule-specific light switch
// Turns off only one light in a given direction from its source turf.
/obj/machinery/light_switch/survival_pod
name = "shelter light switch"
var/obj/machinery/light/target_light
// Deliberately override base light switch behavior because we don't want to toggle ALL lights in the area - just one!
/obj/machinery/light_switch/survival_pod/attack_hand(obj/item/W, mob/user as mob)
on = !on
playsound(src, 'sound/machines/button.ogg', 100, 1, 0)
if(!target_light)
var/turf/dT = get_step(src, dir)
target_light = locate() in dT
if(target_light)
target_light.on = on
target_light.update()
// I'm so sorry but for some ungodly reason calling update() simply isn't
// enough to make the light actually set its lighting.
// So I guess we're doing this manually! :')
if(target_light.on)
target_light.set_light(target_light.brightness_range, target_light.brightness_power, target_light.brightness_color)
target_light.overlay_color = target_light.brightness_color
else
target_light.set_light(0)
update_icon()
GLOB.lights_switched_on_roundstat++
//Windows
/obj/structure/window/reinforced/survival_pod