/obj/item/wallframe/camera name = "camera assembly" desc = "The basic construction for Nanotrasen-Always-Watching-You cameras." icon = 'icons/obj/monitors.dmi' icon_state = "cameracase" materials = list(MAT_METAL=400, MAT_GLASS=250) result_path = /obj/structure/camera_assembly /obj/structure/camera_assembly name = "camera assembly" desc = "The basic construction for Nanotrasen-Always-Watching-You cameras." icon = 'icons/obj/monitors.dmi' icon_state = "camera1" obj_integrity = 150 max_integrity = 150 // Motion, EMP-Proof, X-Ray var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer) var/list/upgrades = list() var/state = 1 /* 1 = Wrenched in place 2 = Welded in place 3 = Wires attached to it (you can now attach/dettach upgrades) 4 = Screwdriver panel closed and is fully built (you cannot attach upgrades) */ /obj/structure/camera_assembly/New(loc, ndir, building) ..() if(building) setDir(ndir) /obj/structure/camera_assembly/Destroy() for(var/I in upgrades) qdel(I) upgrades.Cut() return ..() /obj/structure/camera_assembly/attackby(obj/item/W, mob/living/user, params) switch(state) if(1) // State 1 if(istype(W, /obj/item/weapon/weldingtool)) if(weld(W, user)) to_chat(user, "You weld the assembly securely into place.") anchored = 1 state = 2 return else if(istype(W, /obj/item/weapon/wrench)) playsound(src.loc, W.usesound, 50, 1) to_chat(user, "You unattach the assembly from its place.") new /obj/item/wallframe/camera(get_turf(src)) qdel(src) return if(2) // State 2 if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/C = W if(C.use(2)) to_chat(user, "You add wires to the assembly.") state = 3 else to_chat(user, "You need two lengths of cable to wire a camera!") return return else if(istype(W, /obj/item/weapon/weldingtool)) if(weld(W, user)) to_chat(user, "You unweld the assembly from its place.") state = 1 anchored = 1 return if(3) // State 3 if(istype(W, /obj/item/weapon/screwdriver)) playsound(src.loc, W.usesound, 50, 1) var/input = stripped_input(user, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13") if(!input) to_chat(user, "No input found, please hang up and try your call again!") return var/list/tempnetwork = splittext(input, ",") if(tempnetwork.len < 1) to_chat(user, "No network found, please hang up and try your call again!") return state = 4 var/obj/machinery/camera/C = new(src.loc) src.loc = C C.assembly = src C.setDir(src.dir) C.network = tempnetwork var/area/A = get_area(src) C.c_tag = "[A.name] ([rand(1, 999)])" else if(istype(W, /obj/item/weapon/wirecutters)) new/obj/item/stack/cable_coil(get_turf(src), 2) playsound(src.loc, W.usesound, 50, 1) to_chat(user, "You cut the wires from the circuits.") state = 2 return // Upgrades! if(is_type_in_list(W, possible_upgrades) && !is_type_in_list(W, upgrades)) // Is a possible upgrade and isn't in the camera already. if(!user.drop_item(W)) return to_chat(user, "You attach \the [W] into the assembly inner circuits.") upgrades += W W.forceMove(src) return // Taking out upgrades else if(istype(W, /obj/item/weapon/crowbar) && upgrades.len) var/obj/U = locate(/obj) in upgrades if(U) to_chat(user, "You unattach an upgrade from the assembly.") playsound(src.loc, W.usesound, 50, 1) U.loc = get_turf(src) upgrades -= U return return ..() /obj/structure/camera_assembly/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user) if(!WT.remove_fuel(0, user)) return 0 to_chat(user, "You start to weld \the [src]...") playsound(src.loc, WT.usesound, 50, 1) if(do_after(user, 20*WT.toolspeed, target = src)) if(WT.isOn()) playsound(loc, 'sound/items/Welder2.ogg', 50, 1) return 1 return 0 /obj/structure/camera_assembly/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) new /obj/item/stack/sheet/metal(loc) qdel(src)