* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
148 lines
4.5 KiB
Plaintext
148 lines
4.5 KiB
Plaintext
/obj/item/wallframe/camera
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name = "camera assembly"
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desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "cameracase"
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materials = list(MAT_METAL=400, MAT_GLASS=250)
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result_path = /obj/structure/camera_assembly
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/obj/structure/camera_assembly
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name = "camera assembly"
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desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "camera1"
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obj_integrity = 150
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max_integrity = 150
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// Motion, EMP-Proof, X-Ray
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var/list/obj/item/possible_upgrades = list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer)
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var/list/upgrades = list()
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var/state = 1
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/*
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1 = Wrenched in place
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2 = Welded in place
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3 = Wires attached to it (you can now attach/dettach upgrades)
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4 = Screwdriver panel closed and is fully built (you cannot attach upgrades)
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*/
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/obj/structure/camera_assembly/New(loc, ndir, building)
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..()
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if(building)
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setDir(ndir)
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/obj/structure/camera_assembly/Destroy()
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for(var/I in upgrades)
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qdel(I)
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upgrades.Cut()
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return ..()
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/obj/structure/camera_assembly/attackby(obj/item/W, mob/living/user, params)
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switch(state)
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if(1)
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// State 1
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if(istype(W, /obj/item/weapon/weldingtool))
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if(weld(W, user))
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to_chat(user, "<span class='notice'>You weld the assembly securely into place.</span>")
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anchored = 1
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state = 2
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return
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else if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You unattach the assembly from its place.</span>")
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new /obj/item/wallframe/camera(get_turf(src))
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qdel(src)
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return
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if(2)
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// State 2
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = W
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if(C.use(2))
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to_chat(user, "<span class='notice'>You add wires to the assembly.</span>")
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state = 3
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else
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to_chat(user, "<span class='warning'>You need two lengths of cable to wire a camera!</span>")
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return
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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if(weld(W, user))
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to_chat(user, "<span class='notice'>You unweld the assembly from its place.</span>")
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state = 1
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anchored = 1
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return
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if(3)
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// State 3
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if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, W.usesound, 50, 1)
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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")
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if(!input)
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to_chat(user, "<span class='warning'>No input found, please hang up and try your call again!</span>")
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return
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var/list/tempnetwork = splittext(input, ",")
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if(tempnetwork.len < 1)
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to_chat(user, "<span class='warning'>No network found, please hang up and try your call again!</span>")
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return
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state = 4
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var/obj/machinery/camera/C = new(src.loc)
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src.loc = C
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C.assembly = src
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C.setDir(src.dir)
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C.network = tempnetwork
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var/area/A = get_area(src)
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C.c_tag = "[A.name] ([rand(1, 999)])"
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else if(istype(W, /obj/item/weapon/wirecutters))
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new/obj/item/stack/cable_coil(get_turf(src), 2)
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playsound(src.loc, W.usesound, 50, 1)
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to_chat(user, "<span class='notice'>You cut the wires from the circuits.</span>")
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state = 2
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return
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// Upgrades!
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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.
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if(!user.drop_item(W))
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return
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to_chat(user, "<span class='notice'>You attach \the [W] into the assembly inner circuits.</span>")
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upgrades += W
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W.forceMove(src)
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return
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// Taking out upgrades
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else if(istype(W, /obj/item/weapon/crowbar) && upgrades.len)
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var/obj/U = locate(/obj) in upgrades
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if(U)
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to_chat(user, "<span class='notice'>You unattach an upgrade from the assembly.</span>")
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playsound(src.loc, W.usesound, 50, 1)
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U.loc = get_turf(src)
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upgrades -= U
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return
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return ..()
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/obj/structure/camera_assembly/proc/weld(obj/item/weapon/weldingtool/WT, mob/living/user)
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if(!WT.remove_fuel(0, user))
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return 0
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to_chat(user, "<span class='notice'>You start to weld \the [src]...</span>")
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playsound(src.loc, WT.usesound, 50, 1)
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if(do_after(user, 20*WT.toolspeed, target = src))
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if(WT.isOn())
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playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
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return 1
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return 0
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/obj/structure/camera_assembly/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal(loc)
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qdel(src)
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