Files
VOREStation/code/game/machinery/wall_frames.dm
SinTwo 5ae20ceb8b Buildables v1.2 (#1517)
* Removes text2path, adds constructability to a few things, adds a locker_painter.dm, and several fixes.

* Fixes Maps due to working on ancient versions.

* Path error.

* Adds a missing ..()
2016-05-03 22:18:12 +01:00

190 lines
6.4 KiB
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/obj/item/frame
name = "frame parts"
desc = "Used for building frames."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "frame_bitem"
flags = CONDUCT
var/build_machine_type = /obj/structure/frame
var/refund_amt = 5
var/refund_type = /obj/item/stack/material/steel
var/reverse = 0 //if resulting object faces opposite its dir (like light fixtures)
var/frame_type = null
/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
new refund_type( get_turf(src.loc), refund_amt)
qdel(src)
return
..()
/obj/item/frame/attack_self(mob/user as mob)
..()
if(!build_machine_type)
return
if(!frame_type)
var/response = input(usr, "What kind of frame would you like to make?", "Frame type request", null) in list("Computer", "Machine", "Holopad", "Conveyor",
"Photocopier", "Fax", "Microwave",
"Recharger", "Washing Machine", "Grinder",
"Medical Console", "Medical Pod", "DNA Analyzer",
"Mass Driver",
"Cancel")
if(response == "Cancel")
return
frame_type = lowertext(response)
switch(response)
if("Holopad")
new /obj/item/stack/material/steel( usr.loc, 1 ) //holopads are smaller, they only need 4 sheets
if("Fax")
new /obj/item/stack/material/steel( usr.loc, 2 ) //faxes are smaller, they only need 3 sheets
if("Microwave")
new /obj/item/stack/material/steel( usr.loc, 1 ) //microwaves are smaller, they only need 4 sheets
if("Recharger")
new /obj/item/stack/material/steel( usr.loc, 2 ) //rechargers are smaller, they only need 3 sheets
if("Washing Machine")
frame_type = "washing"
if("Grinder")
new /obj/item/stack/material/steel( usr.loc, 2 ) //grinders are smaller, they only need 3 sheets
if("Medical Console")
frame_type = "console"
if("Medical Pod")
frame_type = "medpod"
if("DNA Analyzer")
frame_type = "dna_analyzer"
if("Mass Driver")
frame_type = "massdriver"
var/ndir
ndir = usr.dir
if (!(ndir in cardinal))
return
var/obj/machinery/M = new build_machine_type(get_turf(src.loc), ndir, 1, frame_type)
M.fingerprints = src.fingerprints
M.fingerprintshidden = src.fingerprintshidden
M.fingerprintslast = src.fingerprintslast
qdel(src)
/obj/item/frame/proc/try_build(turf/on_wall, mob/user as mob)
if(!frame_type)
var/response = input(usr, "What kind of frame would you like to make?", "Frame type request", null) in list("Fire Alarm", "Air Alarm", "Display", "Newscaster",
"ATM", "Guest Pass Console", "Intercom", "Keycard Authenticator",
"Wall Charger", "Supply Request Console",
"Cancel")
if(response == "Cancel")
return
frame_type = lowertext(response)
switch(response)
if("Fire Alarm")
frame_type = "firealarm"
new /obj/item/stack/material/steel( usr.loc, 3 ) //fire alarms are smaller, they only need 2 sheets
if("Air Alarm")
frame_type = "airalarm"
new /obj/item/stack/material/steel( usr.loc, 3 ) //air alarms are smaller, they only need 2 sheets
if("Intercom")
new /obj/item/stack/material/steel( usr.loc, 3 ) //intercoms are smaller, they only need 2 sheets
if("Newscaster")
new /obj/item/stack/material/steel( usr.loc, 2 ) //newscasters are smaller, they only need 3 sheets
if("Guest Pass Console")
frame_type = "guestpass"
new /obj/item/stack/material/steel( usr.loc, 3 ) //guestpass consoles are smaller, they only need 2 sheets
if("Keycard Authenticator")
frame_type = "keycard"
new /obj/item/stack/material/steel( usr.loc, 4 ) //keycard authenticators are smaller, they only need 1 sheets
if("Wall Charger")
frame_type = "wrecharger"
new /obj/item/stack/material/steel( usr.loc, 2 ) //wall rechargers are smaller, they only need 3 sheets
if("Supply Request Console")
frame_type = "request"
if(!build_machine_type)
return
if (get_dist(on_wall,usr)>1)
return
var/ndir
if(reverse)
ndir = get_dir(usr,on_wall)
else
ndir = get_dir(on_wall,usr)
if (!(ndir in cardinal))
return
var/turf/loc = get_turf(usr)
var/area/A = loc.loc
if (!istype(loc, /turf/simulated/floor))
usr << "<span class='danger'>\The frame cannot be placed on this spot.</span>"
return
if (A.requires_power == 0 || A.name == "Space")
usr << "<span class='danger'>\The [src] Alarm cannot be placed in this area.</span>"
return
if(gotwallitem(loc, ndir))
usr << "<span class='danger'>There's already an item on this wall!</span>"
return
var/obj/machinery/M = new build_machine_type(loc, ndir, 1, frame_type)
M.fingerprints = src.fingerprints
M.fingerprintshidden = src.fingerprintshidden
M.fingerprintslast = src.fingerprintslast
qdel(src)
/obj/item/frame/light
name = "light fixture frame"
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-item"
build_machine_type = /obj/machinery/light_construct
reverse = 1
frame_type = 1
/obj/item/frame/light/small
name = "small light fixture frame"
icon_state = "bulb-construct-item"
refund_amt = 1
build_machine_type = /obj/machinery/light_construct/small
frame_type = 1
/obj/item/frame/extinguisher_cabinet
name = "extinguisher cabinet frame"
desc = "Used for building fire extinguisher cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "extinguisher_empty"
refund_amt = 4
build_machine_type = /obj/structure/extinguisher_cabinet
frame_type = 1
/obj/item/frame/noticeboard
name = "noticeboard frame"
desc = "Used for building noticeboards."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
refund_amt = 4
refund_type = /obj/item/stack/material/wood
build_machine_type = /obj/structure/noticeboard
frame_type = 1
/obj/item/frame/mirror
name = "mirror frame"
desc = "Used for building mirrors."
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror_frame"
refund_amt = 1
build_machine_type = /obj/structure/mirror
frame_type = 1
/obj/item/frame/fireaxe_cabinet
name = "fire axe cabinet frame"
desc = "Used for building fire axe cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "fireaxe0101"
refund_amt = 4
build_machine_type = /obj/structure/closet/fireaxecabinet
frame_type = 1