/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)