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kiwistation/code/game/machinery/PDApainter.dm
T
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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/obj/machinery/pdapainter
name = "\improper PDA painter"
desc = "A PDA painting machine. To use, simply insert your PDA and choose the desired preset paint scheme."
icon = 'icons/obj/pda.dmi'
icon_state = "pdapainter"
density = 1
anchored = 1
var/obj/item/device/pda/storedpda = null
var/list/colorlist = list()
var/health = 100
/obj/machinery/pdapainter/update_icon()
cut_overlays()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
return
if(storedpda)
add_overlay("[initial(icon_state)]-closed")
if(powered())
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)]-off"
return
/obj/machinery/pdapainter/New()
..()
var/blocked = list(/obj/item/device/pda/ai/pai, /obj/item/device/pda/ai, /obj/item/device/pda/heads,
/obj/item/device/pda/clear, /obj/item/device/pda/syndicate)
for(var/P in typesof(/obj/item/device/pda)-blocked)
var/obj/item/device/pda/D = new P
//D.name = "PDA Style [colorlist.len+1]" //Gotta set the name, otherwise it all comes up as "PDA"
D.name = D.icon_state //PDAs don't have unique names, but using the sprite names works.
src.colorlist += D
/obj/machinery/pdapainter/attackby(obj/item/O, mob/user, params)
if(default_unfasten_wrench(user, O))
power_change()
return
else if(istype(O, /obj/item/device/pda))
if(storedpda)
user << "<span class='warning'>There is already a PDA inside!</span>"
return
else
var/obj/item/device/pda/P = user.get_active_hand()
if(istype(P))
if(!user.drop_item())
return
storedpda = P
P.loc = src
P.add_fingerprint(user)
update_icon()
else if(istype(O, /obj/item/weapon/weldingtool) && user.a_intent != "harm")
var/obj/item/weapon/weldingtool/WT = O
if(stat & BROKEN)
if(WT.remove_fuel(0,user))
user.visible_message("[user] is repairing [src].", \
"<span class='notice'>You begin repairing [src]...</span>", \
"<span class='italics'>You hear welding.</span>")
playsound(loc, 'sound/items/Welder.ogg', 40, 1)
if(do_after(user,40/WT.toolspeed, 1, target = src))
if(!WT.isOn() || !(stat & BROKEN))
return
user << "<span class='notice'>You repair [src].</span>"
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
stat &= ~BROKEN
health = initial(health)
update_icon()
else
user << "<span class='notice'>[src] does not need repairs.</span>"
else
return ..()
/obj/machinery/pdapainter/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
if(!(stat & BROKEN))
health -= damage
if(health <= 0)
stat |= BROKEN
update_icon()
/obj/machinery/pdapainter/attack_hand(mob/user)
if(!..())
add_fingerprint(user)
if(storedpda)
var/obj/item/device/pda/P
P = input(user, "Select your color!", "PDA Painting") as null|anything in colorlist
if(!P)
return
if(!in_range(src, user))
return
if(!storedpda)//is the pda still there?
return
storedpda.icon_state = P.icon_state
storedpda.desc = P.desc
ejectpda()
else
user << "<span class='notice'>\The [src] is empty.</span>"
/obj/machinery/pdapainter/verb/ejectpda()
set name = "Eject PDA"
set category = "Object"
set src in oview(1)
if(usr.stat || usr.restrained() || !usr.canmove)
return
if(storedpda)
storedpda.loc = get_turf(src.loc)
storedpda = null
update_icon()
else
usr << "<span class='notice'>The [src] is empty.</span>"
/obj/machinery/pdapainter/power_change()
..()
update_icon()