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vgstation13/code/game/objects/structures/windoor_assembly.dm

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/* Windoor (window door) assembly -Nodrak
* Step 1: Create a windoor out of rglass
* Step 2: Add plasteel 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 = "window door assembly"
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "l_windoor_assembly01"
anchored = FALSE
density = FALSE
dir = NORTH
pass_flags_self = PASSDOOR|PASSGLASS
var/obj/item/weapon/circuitboard/airlock/electronics = null
var/windoor_type = /obj/machinery/door/window
var/secure_type = /obj/machinery/door/window/brigdoor
//Vars to help with the icon's name
var/facing = "l" //Does the windoor open to the left or right?
var/secure = FALSE //Whether or not this creates a secure windoor
var/reinforce_material = /obj/item/stack/sheet/plasteel
var/wired = FALSE //How hard was to make a fucking var to check this jesus christ old coders.
var/glass_type = /obj/item/stack/sheet/glass/rglass
var/created_name = null
/obj/structure/windoor_assembly/proc/update_name()
name = "[secure ? "secure ":""][anchored ? "anchored ":""][anchored && wired ? "and ":""][wired ? "wired ":""][initial(name)]"
if(anchored && wired && electronics) //We're almost there bros
name = "near finished [secure ? "secure ":""][initial(name)]"
/obj/structure/windoor_assembly/New()
..()
update_nearby_tiles()
/obj/structure/windoor_assembly/Destroy()
setDensity(FALSE)
update_nearby_tiles()
..()
/obj/structure/windoor_assembly/update_icon()
icon_state = "[facing]_[secure ? "secure_":""]windoor_assembly[wired ? "02":"01"]"
/obj/structure/windoor_assembly/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(istype(mover) && mover.checkpass(pass_flags_self))
return TRUE
if(get_dir(target, mover) == dir) //Make sure looking at appropriate border
if(air_group)
return FALSE
return !density
else
return TRUE
/obj/structure/windoor_assembly/Uncross(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(pass_flags_self))
return TRUE
if(flow_flags & ON_BORDER)
if(target) //Are we doing a manual check to see
if(get_dir(loc, target) == dir)
return !density
else if(mover.dir == dir) //Or are we using move code
if(density)
mover.to_bump(src)
return !density
return TRUE
/obj/structure/windoor_assembly/proc/make_windoor(var/mob/user)
var/spawn_type = secure ? secure_type : windoor_type
var/obj/machinery/door/window/windoor = new spawn_type(loc)
windoor.dir = dir
windoor.base_state = (facing == "l" ? "left" : "right")
windoor.icon_state = windoor.base_state
transfer_fingerprints_to(windoor)
set_windoor_electronics(windoor)
return windoor
/obj/structure/windoor_assembly/proc/set_windoor_electronics(var/obj/machinery/door/window/windoor)
if(electronics)
if(electronics.one_access)
windoor.req_access = null
windoor.req_one_access = electronics.conf_access
else
windoor.req_access = electronics.conf_access
electronics.forceMove(windoor)
windoor.electronics = electronics
electronics.installed = TRUE
windoor.set_electronics()
electronics = null
/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user)
// Now can be renamed like doors
if(istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter the name for the windoor.", src.name, src.created_name),1,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && src.loc != usr)
return
created_name = t
return
if(iswelder(W) && (!anchored && !wired && !electronics))
var/obj/item/tool/weldingtool/WT = W
user.visible_message("[user] dissassembles [src].", "You start to dissassemble [src].")
if(WT.do_weld(user, src, 40, 0))
if(gcDestroyed)
return
to_chat(user, "<span class='notice'>You dissasembled [src]!</span>")
if(glass_type)
new glass_type(loc, 5)
if(secure)
new reinforce_material(loc, 2)
qdel(src)
else
to_chat(user, "<span class='rose'>You need more welding fuel to dissassemble [src].</span>")
return
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
if(reinforce_material && istype(W, reinforce_material) && (anchored && !secure))
var/obj/item/stack/sheet/S = W
if(S.amount < 2)
to_chat(user, "<span class='rose'>You need more [W.name] to do this.</span>")
return
to_chat(user, "<span class='notice'>You start to reinforce [src] with [W.name].</span>")
if(do_after(user, src,40))
if(gcDestroyed)
return
if(S.use(2))
to_chat(user, "<span class='notice'>You reinforced [src].</span>")
secure = TRUE
update_name()
//Wrenching an un/secure assembly un/anchors it in place. Step 4 complete/undone
if(W.is_wrench(user))
W.playtoolsound(src, 100)
user.visible_message("[user] is [anchored ? "un":""]securing [src] [anchored ? "from" : "to"] the floor.", "You start to [anchored ? "un":""]secure [src] to the floor.")
if(do_after(user, src, 40))
if(gcDestroyed)
return
to_chat(user, "<span class='notice'>You've [anchored ? "un":""]secured [src]!</span>")
anchored = !anchored
update_name()
//Adding cable to the assembly. Step 5 complete.
if(istype(W, /obj/item/stack/cable_coil) && (anchored && !wired))
var/obj/item/stack/cable_coil/CC = W
if(CC.amount < 2)
to_chat(user, "<span class='rose'>You need more wire for this!</span>")
return
user.visible_message("[user] is wiring [src].", "You start to wire [src].")
if(do_after(user, src, 40))
if(gcDestroyed)
return
if(CC.use(2))
to_chat(user, "<span class='notice'>You wired [src]!</span>")
wired = TRUE
update_name()
//Removing wire from the assembly. Step 5 undone.
if(W.is_wirecutter(user) && (anchored && wired))
W.playtoolsound(src, 100)
user.visible_message("[user] is cutting the wires from [src].", "You start to cut the wires from [src].")
if(do_after(user, src, 40))
if(gcDestroyed)
return
to_chat(user, "<span class='notice'>You cut \the [name] wires!</span>")
new /obj/item/stack/cable_coil(get_turf(user), 2)
wired = FALSE
update_name()
//Adding airlock electronics for access. Step 6 complete.
if(istype(W, /obj/item/weapon/circuitboard/airlock) && anchored)
var/obj/item/weapon/circuitboard/airlock/AE = W
if(AE.icon_state =="door_electronics_smoked")
to_chat(user, "<span class='notice'>\The [AE.name] is too damaged to work.</span>")
return
W.playtoolsound(src, 100)
user.visible_message("[user] installs [AE] into [src].", "You start to install [AE] into [src].")
if(do_after(user, src, 40))
if(gcDestroyed)
return
to_chat(user, "<span class='notice'>You've installed [AE]!</span>")
electronics = AE
electronics.installed = TRUE
update_name()
user.drop_item(AE, src, force_drop = 1)
//Screwdriver to remove airlock electronics. Step 6 undone.
if(W.is_screwdriver(user) && (anchored && electronics))
W.playtoolsound(src, 100)
user.visible_message("[user] removes the [electronics] from [src].", "You start to uninstall [electronics] from [src].")
if(do_after(user, src, 40))
if(gcDestroyed)
return
to_chat(user, "<span class='notice'>You've removed [electronics]!</span>")
var/obj/item/weapon/circuitboard/airlock/ae
ae = electronics
ae.installed = FALSE
electronics = null
ae.forceMove(loc)
update_name()
//Crowbar to complete the assembly, Step 7 complete.
if(iscrowbar(W) && anchored)
if(!wired)
to_chat(usr, "<span class='rose'>\The [name] is missing wires.</span>")
return
if(!electronics)
to_chat(usr, "<span class='rose'>\The [name] is missing electronics.</span>")
return
usr << browse(null, "window=windoor_access")
W.playtoolsound(src, 100)
user.visible_message("[user] is prying [src] into the frame.", "You start prying [src] into the frame.")
if(do_after(user, src, 40))
if(gcDestroyed)
return
var/obj/machinery/door/window/windoor = make_windoor()
if(created_name)
windoor.name = created_name
to_chat(user, "<span class='notice'>You finish the [windoor.name]!</span>")
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 window door assembly"
set category = "Object"
set src in oview(1)
if(anchored)
to_chat(usr, "It is fastened to the floor; therefore, you can't rotate it!")
return FALSE
dir = turn(dir, 270)
update_nearby_tiles()
update_icon()
//Flips the windoor assembly, determines whather the door opens to the left or the right
/obj/structure/windoor_assembly/verb/flip()
set name = "Flip window door assembly"
set category = "Object"
set src in oview(1)
facing = facing == "l" ? "r":"l"
to_chat(usr, "The windoor will now slide to the [facing == "l" ? "left":"right"].")
update_icon()
/obj/structure/windoor_assembly/clockworkify()
GENERIC_CLOCKWORK_CONVERSION(src, /obj/structure/windoor_assembly/clockwork, BRASS_WINDOOR_GLOW)
/obj/structure/windoor_assembly/secure
name = "secure window door assembly"
secure = TRUE
/obj/structure/windoor_assembly/plasma
name = "plasma window door assembly"
icon = 'icons/obj/doors/plasmawindoor.dmi'
windoor_type = /obj/machinery/door/window/plasma
secure_type = /obj/machinery/door/window/plasma/secure
glass_type = /obj/item/stack/sheet/glass/plasmarglass
/obj/structure/windoor_assembly/plasma/secure
name = "secure plasma window door assembly"
icon = 'icons/obj/doors/plasmawindoor.dmi'
secure = TRUE
/obj/structure/windoor_assembly/clockwork
name = "brass window door assembly"
icon_state = "clockworkassembly"
glass_type = /obj/item/stack/sheet/brass
windoor_type = /obj/machinery/door/window/clockwork
secure_type = null
reinforce_material = null //We can't be reinforced.
/obj/structure/windoor_assembly/clockwork/update_icon()
icon_state = "[initial(icon_state)][wired ? "02":"01"]"