From 76d6402a9d4d7309747866f9a2b82b058457f293 Mon Sep 17 00:00:00 2001 From: LetterJay Date: Sun, 1 Oct 2017 15:46:31 -0500 Subject: [PATCH] Update windoor_assembly.dm --- .../objects/structures/windoor_assembly.dm | 705 +++++++++--------- 1 file changed, 343 insertions(+), 362 deletions(-) diff --git a/code/game/objects/structures/windoor_assembly.dm b/code/game/objects/structures/windoor_assembly.dm index 2dbc8f38a6..c4a0d48dde 100644 --- a/code/game/objects/structures/windoor_assembly.dm +++ b/code/game/objects/structures/windoor_assembly.dm @@ -1,21 +1,3 @@ -<<<<<<< HEAD -/* 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 - icon = 'icons/obj/doors/windoor.dmi' - - name = "windoor Assembly" - icon_state = "l_windoor_assembly01" -======= /* 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) @@ -33,358 +15,357 @@ name = "windoor Assembly" icon_state = "l_windoor_assembly01" desc = "A small glass and wire assembly for windoors." ->>>>>>> 3e4d747... Adds desc to things lacking them. (#31086) anchored = FALSE density = FALSE - dir = NORTH - - var/ini_dir - var/obj/item/electronics/airlock/electronics = null - var/created_name = null - - //Vars to help with the icon's name - var/facing = "l" //Does the windoor open to the left or right? + dir = NORTH + + var/ini_dir + var/obj/item/electronics/airlock/electronics = null + var/created_name = null + + //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/state = "01" //How far the door assembly has progressed - CanAtmosPass = ATMOS_PASS_PROC - -/obj/structure/windoor_assembly/examine(mob/user) - ..() - to_chat(user, "Alt-click to rotate it clockwise.") - -/obj/structure/windoor_assembly/New(loc, set_dir) - ..() - if(set_dir) - dir = set_dir - ini_dir = dir - air_update_turf(1) - -/obj/structure/windoor_assembly/Destroy() + var/state = "01" //How far the door assembly has progressed + CanAtmosPass = ATMOS_PASS_PROC + +/obj/structure/windoor_assembly/examine(mob/user) + ..() + to_chat(user, "Alt-click to rotate it clockwise.") + +/obj/structure/windoor_assembly/New(loc, set_dir) + ..() + if(set_dir) + dir = set_dir + ini_dir = dir + air_update_turf(1) + +/obj/structure/windoor_assembly/Destroy() density = FALSE - air_update_turf(1) - return ..() - -/obj/structure/windoor_assembly/Move() - var/turf/T = loc - ..() - setDir(ini_dir) - move_update_air(T) - -/obj/structure/windoor_assembly/update_icon() - icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]" - + air_update_turf(1) + return ..() + +/obj/structure/windoor_assembly/Move() + var/turf/T = loc + ..() + setDir(ini_dir) + move_update_air(T) + +/obj/structure/windoor_assembly/update_icon() + icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]" + /obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target) - if(istype(mover) && mover.checkpass(PASSGLASS)) - return 1 - if(get_dir(loc, target) == dir) //Make sure looking at appropriate border - return !density - if(istype(mover, /obj/structure/window)) - var/obj/structure/window/W = mover - if(!valid_window_location(loc, W.ini_dir)) - return FALSE - else if(istype(mover, /obj/structure/windoor_assembly)) - var/obj/structure/windoor_assembly/W = mover - if(!valid_window_location(loc, W.ini_dir)) - return FALSE - else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir)) - return FALSE - return 1 - -/obj/structure/windoor_assembly/CanAtmosPass(turf/T) - if(get_dir(loc, T) == dir) - return !density - else - return 1 - -/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target) - 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, mob/user, params) - //I really should have spread this out across more states but thin little windoors are hard to sprite. - add_fingerprint(user) - switch(state) - if("01") - if(istype(W, /obj/item/weldingtool) && !anchored ) - var/obj/item/weldingtool/WT = W - if (WT.remove_fuel(0,user)) - user.visible_message("[user] disassembles the windoor assembly.", "You start to disassemble the windoor assembly...") - playsound(loc, 'sound/items/welder2.ogg', 50, 1) - - if(do_after(user, 40*W.toolspeed, target = src)) - if(!src || !WT.isOn()) return - to_chat(user, "You disassemble the windoor assembly.") - var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5) - RG.add_fingerprint(user) - if(secure) - var/obj/item/stack/rods/R = new (get_turf(src), 4) - R.add_fingerprint(user) - qdel(src) - else - return - - //Wrenching an unsecure assembly anchors it in place. Step 4 complete - if(istype(W, /obj/item/wrench) && !anchored) - for(var/obj/machinery/door/window/WD in loc) - if(WD.dir == dir) - to_chat(user, "There is already a windoor in that location!") - return - playsound(loc, W.usesound, 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*W.toolspeed, target = src)) - if(!src || anchored) - return - for(var/obj/machinery/door/window/WD in loc) - if(WD.dir == dir) - to_chat(user, "There is already a windoor in that location!") - return - to_chat(user, "You secure the windoor assembly.") + if(istype(mover) && mover.checkpass(PASSGLASS)) + return 1 + if(get_dir(loc, target) == dir) //Make sure looking at appropriate border + return !density + if(istype(mover, /obj/structure/window)) + var/obj/structure/window/W = mover + if(!valid_window_location(loc, W.ini_dir)) + return FALSE + else if(istype(mover, /obj/structure/windoor_assembly)) + var/obj/structure/windoor_assembly/W = mover + if(!valid_window_location(loc, W.ini_dir)) + return FALSE + else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir)) + return FALSE + return 1 + +/obj/structure/windoor_assembly/CanAtmosPass(turf/T) + if(get_dir(loc, T) == dir) + return !density + else + return 1 + +/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target) + 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, mob/user, params) + //I really should have spread this out across more states but thin little windoors are hard to sprite. + add_fingerprint(user) + switch(state) + if("01") + if(istype(W, /obj/item/weldingtool) && !anchored ) + var/obj/item/weldingtool/WT = W + if (WT.remove_fuel(0,user)) + user.visible_message("[user] disassembles the windoor assembly.", "You start to disassemble the windoor assembly...") + playsound(loc, 'sound/items/welder2.ogg', 50, 1) + + if(do_after(user, 40*W.toolspeed, target = src)) + if(!src || !WT.isOn()) return + to_chat(user, "You disassemble the windoor assembly.") + var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5) + RG.add_fingerprint(user) + if(secure) + var/obj/item/stack/rods/R = new (get_turf(src), 4) + R.add_fingerprint(user) + qdel(src) + else + return + + //Wrenching an unsecure assembly anchors it in place. Step 4 complete + if(istype(W, /obj/item/wrench) && !anchored) + for(var/obj/machinery/door/window/WD in loc) + if(WD.dir == dir) + to_chat(user, "There is already a windoor in that location!") + return + playsound(loc, W.usesound, 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*W.toolspeed, target = src)) + if(!src || anchored) + return + for(var/obj/machinery/door/window/WD in loc) + if(WD.dir == dir) + to_chat(user, "There is already a windoor in that location!") + return + to_chat(user, "You secure the windoor assembly.") anchored = TRUE - if(secure) - name = "secure anchored windoor assembly" - else - name = "anchored windoor assembly" - - //Unwrenching an unsecure assembly un-anchors it. Step 4 undone - else if(istype(W, /obj/item/wrench) && anchored) - playsound(loc, W.usesound, 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*W.toolspeed, target = src)) - if(!src || !anchored) - return - to_chat(user, "You unsecure the windoor assembly.") + if(secure) + name = "secure anchored windoor assembly" + else + name = "anchored windoor assembly" + + //Unwrenching an unsecure assembly un-anchors it. Step 4 undone + else if(istype(W, /obj/item/wrench) && anchored) + playsound(loc, W.usesound, 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*W.toolspeed, target = src)) + if(!src || !anchored) + return + to_chat(user, "You unsecure the windoor assembly.") anchored = FALSE - if(secure) - name = "secure windoor assembly" - else - name = "windoor assembly" - - //Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete. - else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure) - var/obj/item/stack/sheet/plasteel/P = W - if(P.get_amount() < 2) - to_chat(user, "You need more plasteel to do this!") - return - to_chat(user, "You start to reinforce the windoor with plasteel...") - - if(do_after(user,40, target = src)) - if(!src || secure || P.get_amount() < 2) - return - - P.use(2) - to_chat(user, "You reinforce the windoor.") + if(secure) + name = "secure windoor assembly" + else + name = "windoor assembly" + + //Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete. + else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure) + var/obj/item/stack/sheet/plasteel/P = W + if(P.get_amount() < 2) + to_chat(user, "You need more plasteel to do this!") + return + to_chat(user, "You start to reinforce the windoor with plasteel...") + + if(do_after(user,40, target = src)) + if(!src || secure || P.get_amount() < 2) + return + + P.use(2) + to_chat(user, "You reinforce the windoor.") secure = TRUE - if(anchored) - name = "secure anchored windoor assembly" - else - 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...") - - if(do_after(user, 40, target = src)) - if(!src || !anchored || src.state != "01") - return - var/obj/item/stack/cable_coil/CC = W - if(!CC.use(1)) - to_chat(user, "You need more cable to do this!") - return - to_chat(user, "You wire the windoor.") - state = "02" - if(secure) - name = "secure wired windoor assembly" - else - name = "wired windoor assembly" - else - return ..() - - if("02") - - //Removing wire from the assembly. Step 5 undone. - if(istype(W, /obj/item/wirecutters)) - playsound(loc, W.usesound, 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*W.toolspeed, target = src)) - if(!src || state != "02") - return - - to_chat(user, "You cut the windoor wires.") - new/obj/item/stack/cable_coil(get_turf(user), 1) - state = "01" - if(secure) - name = "secure anchored windoor assembly" - else - name = "anchored windoor assembly" - - //Adding airlock electronics for access. Step 6 complete. - else if(istype(W, /obj/item/electronics/airlock)) - if(!user.drop_item()) - return - playsound(loc, W.usesound, 100, 1) - user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly...") - W.loc = src - - if(do_after(user, 40, target = src)) - if(!src || electronics) - W.loc = src.loc - return - to_chat(user, "You install the airlock electronics.") - name = "near finished windoor assembly" - electronics = W - else - W.loc = loc - - //Screwdriver to remove airlock electronics. Step 6 undone. - else if(istype(W, /obj/item/screwdriver)) - if(!electronics) - return - - playsound(loc, W.usesound, 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*W.toolspeed, target = src)) - if(!src || !electronics) - return - to_chat(user, "You remove the airlock electronics.") - name = "wired windoor assembly" - var/obj/item/electronics/airlock/ae - ae = electronics - electronics = null - ae.loc = loc - - else if(istype(W, /obj/item/pen)) - var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN) - if(!t) - return - if(!in_range(src, usr) && loc != usr) - return - created_name = t - return - - - - //Crowbar to complete the assembly, Step 7 complete. - else if(istype(W, /obj/item/crowbar)) - if(!electronics) - to_chat(usr, "The assembly is missing electronics!") - return - usr << browse(null, "window=windoor_access") - playsound(loc, W.usesound, 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*W.toolspeed, target = src)) - - if(loc && electronics) - + if(anchored) + name = "secure anchored windoor assembly" + else + 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...") + + if(do_after(user, 40, target = src)) + if(!src || !anchored || src.state != "01") + return + var/obj/item/stack/cable_coil/CC = W + if(!CC.use(1)) + to_chat(user, "You need more cable to do this!") + return + to_chat(user, "You wire the windoor.") + state = "02" + if(secure) + name = "secure wired windoor assembly" + else + name = "wired windoor assembly" + else + return ..() + + if("02") + + //Removing wire from the assembly. Step 5 undone. + if(istype(W, /obj/item/wirecutters)) + playsound(loc, W.usesound, 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*W.toolspeed, target = src)) + if(!src || state != "02") + return + + to_chat(user, "You cut the windoor wires.") + new/obj/item/stack/cable_coil(get_turf(user), 1) + state = "01" + if(secure) + name = "secure anchored windoor assembly" + else + name = "anchored windoor assembly" + + //Adding airlock electronics for access. Step 6 complete. + else if(istype(W, /obj/item/electronics/airlock)) + if(!user.drop_item()) + return + playsound(loc, W.usesound, 100, 1) + user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly...") + W.loc = src + + if(do_after(user, 40, target = src)) + if(!src || electronics) + W.loc = src.loc + return + to_chat(user, "You install the airlock electronics.") + name = "near finished windoor assembly" + electronics = W + else + W.loc = loc + + //Screwdriver to remove airlock electronics. Step 6 undone. + else if(istype(W, /obj/item/screwdriver)) + if(!electronics) + return + + playsound(loc, W.usesound, 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*W.toolspeed, target = src)) + if(!src || !electronics) + return + to_chat(user, "You remove the airlock electronics.") + name = "wired windoor assembly" + var/obj/item/electronics/airlock/ae + ae = electronics + electronics = null + ae.loc = loc + + else if(istype(W, /obj/item/pen)) + var/t = stripped_input(user, "Enter the name for the door.", name, created_name,MAX_NAME_LEN) + if(!t) + return + if(!in_range(src, usr) && loc != usr) + return + created_name = t + return + + + + //Crowbar to complete the assembly, Step 7 complete. + else if(istype(W, /obj/item/crowbar)) + if(!electronics) + to_chat(usr, "The assembly is missing electronics!") + return + usr << browse(null, "window=windoor_access") + playsound(loc, W.usesound, 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*W.toolspeed, target = src)) + + if(loc && electronics) + density = TRUE //Shouldn't matter but just incase - to_chat(user, "You finish the windoor.") - - if(secure) - var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(loc) - if(facing == "l") - windoor.icon_state = "leftsecureopen" - windoor.base_state = "leftsecure" - else - windoor.icon_state = "rightsecureopen" - windoor.base_state = "rightsecure" - windoor.setDir(dir) + to_chat(user, "You finish the windoor.") + + if(secure) + var/obj/machinery/door/window/brigdoor/windoor = new /obj/machinery/door/window/brigdoor(loc) + if(facing == "l") + windoor.icon_state = "leftsecureopen" + windoor.base_state = "leftsecure" + else + windoor.icon_state = "rightsecureopen" + windoor.base_state = "rightsecure" + windoor.setDir(dir) windoor.density = FALSE - - if(electronics.one_access) - windoor.req_one_access = electronics.accesses - else - windoor.req_access = electronics.accesses - windoor.electronics = electronics - electronics.loc = windoor - if(created_name) - windoor.name = created_name - qdel(src) - windoor.close() - - - else - var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc) - if(facing == "l") - windoor.icon_state = "leftopen" - windoor.base_state = "left" - else - windoor.icon_state = "rightopen" - windoor.base_state = "right" - windoor.setDir(dir) + + if(electronics.one_access) + windoor.req_one_access = electronics.accesses + else + windoor.req_access = electronics.accesses + windoor.electronics = electronics + electronics.loc = windoor + if(created_name) + windoor.name = created_name + qdel(src) + windoor.close() + + + else + var/obj/machinery/door/window/windoor = new /obj/machinery/door/window(loc) + if(facing == "l") + windoor.icon_state = "leftopen" + windoor.base_state = "left" + else + windoor.icon_state = "rightopen" + windoor.base_state = "right" + windoor.setDir(dir) windoor.density = FALSE - - windoor.req_access = electronics.accesses - windoor.electronics = electronics - electronics.loc = windoor - if(created_name) - windoor.name = created_name - qdel(src) - windoor.close() - - - else - return ..() - - //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(usr.stat || !usr.canmove || usr.restrained()) - return - if(anchored) - to_chat(usr, "[src] cannot be rotated while it is fastened to the floor!") - return FALSE - - var/target_dir = turn(dir, 270) - - if(!valid_window_location(loc, target_dir)) - to_chat(usr, "[src] cannot be rotated in that direction!") - return FALSE - - setDir(target_dir) - - ini_dir = dir - update_icon() - return TRUE - -/obj/structure/windoor_assembly/AltClick(mob/user) - ..() - if(user.incapacitated()) - to_chat(user, "You can't do that right now!") - return - if(!in_range(src, user)) - return - else - revrotate() - -//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(usr.stat || !usr.canmove || usr.restrained()) - return - - if(facing == "l") - to_chat(usr, "The windoor will now slide to the right.") - facing = "r" - else - facing = "l" - to_chat(usr, "The windoor will now slide to the left.") - - update_icon() - return + + windoor.req_access = electronics.accesses + windoor.electronics = electronics + electronics.loc = windoor + if(created_name) + windoor.name = created_name + qdel(src) + windoor.close() + + + else + return ..() + + //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(usr.stat || !usr.canmove || usr.restrained()) + return + if(anchored) + to_chat(usr, "[src] cannot be rotated while it is fastened to the floor!") + return FALSE + + var/target_dir = turn(dir, 270) + + if(!valid_window_location(loc, target_dir)) + to_chat(usr, "[src] cannot be rotated in that direction!") + return FALSE + + setDir(target_dir) + + ini_dir = dir + update_icon() + return TRUE + +/obj/structure/windoor_assembly/AltClick(mob/user) + ..() + if(user.incapacitated()) + to_chat(user, "You can't do that right now!") + return + if(!in_range(src, user)) + return + else + revrotate() + +//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(usr.stat || !usr.canmove || usr.restrained()) + return + + if(facing == "l") + to_chat(usr, "The windoor will now slide to the right.") + facing = "r" + else + facing = "l" + to_chat(usr, "The windoor will now slide to the left.") + + update_icon() + return