Пример #1
0
        // Function from file: blueprints.dm
        public dynamic detect_room(dynamic first = null)
        {
            ByTable                   found     = null;
            ByTable                   pending   = null;
            ByTable                   border    = null;
            Ent_Static                T         = null;
            dynamic                   dir       = null;
            bool                      skip      = false;
            Obj_Structure_Window      W         = null;
            Obj_Machinery_Door_Window D         = null;
            Tile                      NT        = null;
            Ent_Static                A         = null;
            dynamic                   V         = null;
            dynamic                   F         = null;
            dynamic                   direction = null;
            Tile                      U         = null;

            found   = new ByTable();
            pending = new ByTable(new object [] { first });
            border  = new ByTable();

            while (pending.len != 0)
            {
                if (found.len + pending.len > 300)
                {
                    return(GlobalVars.ROOM_ERR_TOOLARGE);
                }
                T = pending[1];
                pending.Remove(T);

                foreach (dynamic _d in Lang13.Enumerate(GlobalVars.cardinal))
                {
                    dir = _d;

                    skip = false;

                    foreach (dynamic _a in Lang13.Enumerate(T, typeof(Obj_Structure_Window)))
                    {
                        W = _a;


                        if (dir == W.dir || new ByTable(new object [] { GlobalVars.NORTHEAST, GlobalVars.SOUTHEAST, GlobalVars.NORTHWEST, GlobalVars.SOUTHWEST }).Contains(W.dir))
                        {
                            skip = true;
                            break;
                        }
                    }

                    if (skip)
                    {
                        continue;
                    }

                    foreach (dynamic _b in Lang13.Enumerate(T, typeof(Obj_Machinery_Door_Window)))
                    {
                        D = _b;


                        if (dir == D.dir)
                        {
                            skip = true;
                            break;
                        }
                    }

                    if (skip)
                    {
                        continue;
                    }
                    NT = Map13.GetStep(T, Convert.ToInt32(dir));

                    if (!(NT is Tile) || found.Contains(NT) || pending.Contains(NT))
                    {
                        continue;
                    }

                    switch ((int)(this.check_tile_is_border(NT, dir)))
                    {
                    case 1:
                        pending.Add(NT);
                        break;

                    case 2:
                        A = NT.loc;

                        if (!Lang13.Bool(found[A.name]))
                        {
                            found[A.name] = NT.loc;
                        }
                        break;

                    case 3:
                        border[NT] += dir;
                        break;

                    case 4:
                        return(GlobalVars.ROOM_ERR_SPACE);

                        break;
                    }
                }
                found.Add(T);
            }

            foreach (dynamic _f in Lang13.Enumerate(border))
            {
                V = _f;

                F = V;

                foreach (dynamic _e in Lang13.Enumerate(GlobalVars.cardinal))
                {
                    direction = _e;


                    if (direction == border[F])
                    {
                        continue;
                    }
                    U = Map13.GetStep(F, Convert.ToInt32(direction));

                    if (border.Contains(U) || found.Contains(U))
                    {
                        continue;
                    }

                    if (this.check_tile_is_border(U, direction) == GlobalVars.BORDER_2NDTILE)
                    {
                        found.Add(U);
                    }
                }
                found.Or(F);
            }
            return(found);
        }
Пример #2
0
        // Function from file: glass.dm
        public bool construct_window(dynamic user = null)
        {
            string  title            = null;
            ByTable directions       = null;
            int     i                = 0;
            Obj_Structure_Window win = null;
            dynamic dir_to_set       = null;
            dynamic direction        = null;
            bool    found            = false;
            Obj_Structure_Window                     WT = null;
            Obj_Structure_Window_Reinforced          W  = null;
            Obj_Structure_Window_Reinforced_Fulltile W2 = null;
            Obj_Structure_WindoorAssembly            WA = null;
            Obj_Machinery_Door_Window                W3 = null;
            Obj_Structure_WindoorAssembly            WD = null;


            if (!Lang13.Bool(user) || !(this != null))
            {
                return(false);
            }

            if (!(user.loc is Tile))
            {
                return(false);
            }

            if (!((Mob)user).IsAdvancedToolUser())
            {
                user.WriteMsg("<span class='warning'>You don't have the dexterity to do this!</span>");
                return(false);
            }
            title  = "Sheet Reinf. Glass";
            title += new Txt(" (").item(this.get_amount()).str(" sheet").s().str(" left)").ToString();

            dynamic _g = Interface13.Input(title, "Would you like full tile glass a one direction glass pane or a windoor?", null, null, new ByTable(new object [] { "One Direction", "Full Window", "Windoor", "Cancel" }), InputType.Any);               // Was a switch-case, sorry for the mess.

            if (_g == "One Direction")
            {
                if (!(this != null))
                {
                    return(true);
                }

                if (this.loc != user)
                {
                    return(true);
                }
                directions = new ByTable(GlobalVars.cardinal);
                i          = 0;

                foreach (dynamic _a in Lang13.Enumerate(user.loc, typeof(Obj_Structure_Window)))
                {
                    win = _a;

                    i++;

                    if (i >= 4)
                    {
                        user.WriteMsg("<span class='danger'>There are too many windows in this location.</span>");
                        return(true);
                    }
                    directions.Remove(win.dir);

                    if (!GlobalVars.cardinal.Contains(win.ini_dir))
                    {
                        user.WriteMsg("<span class='danger'>Can't let you do that.</span>");
                        return(true);
                    }
                }
                dir_to_set = 2;

                foreach (dynamic _c in Lang13.Enumerate(new ByTable(new object [] { user.dir, Num13.Rotate(user.dir, 90), Num13.Rotate(user.dir, 180), Num13.Rotate(user.dir, 270) })))
                {
                    direction = _c;

                    found = false;

                    foreach (dynamic _b in Lang13.Enumerate(user.loc, typeof(Obj_Structure_Window)))
                    {
                        WT = _b;


                        if (WT.dir == direction)
                        {
                            found = true;
                        }
                    }

                    if (!found)
                    {
                        dir_to_set = direction;
                        break;
                    }
                }
                W          = null;
                W          = new Obj_Structure_Window_Reinforced(user.loc, true);
                W.state    = 0;
                W.dir      = Convert.ToInt32(dir_to_set);
                W.ini_dir  = W.dir;
                W.anchored = 0;
                W.add_fingerprint(user);
                this.use(1);
            }
            else if (_g == "Full Window")
            {
                if (!(this != null))
                {
                    return(true);
                }

                if (this.loc != user)
                {
                    return(true);
                }

                if ((this.get_amount() ?? 0) < 2)
                {
                    user.WriteMsg("<span class='warning'>You need more glass to do that!</span>");
                    return(true);
                }

                if (Lang13.Bool(Lang13.FindIn(typeof(Obj_Structure_Window), user.loc)))
                {
                    user.WriteMsg("<span class='warning'>There is a window in the way!</span>");
                    return(true);
                }
                W2          = null;
                W2          = new Obj_Structure_Window_Reinforced_Fulltile(user.loc, true);
                W2.state    = 0;
                W2.anchored = 0;
                W2.add_fingerprint(user);
                this.use(2);
            }
            else if (_g == "Windoor")
            {
                if (!(this != null) || this.loc != user || !(user.loc is Tile))
                {
                    return(true);
                }

                foreach (dynamic _d in Lang13.Enumerate(user.loc, typeof(Obj_Structure_WindoorAssembly)))
                {
                    WA = _d;


                    if (WA.dir == Convert.ToInt32(user.dir))
                    {
                        user.WriteMsg("<span class='warning'>There is already a windoor assembly in that location!</span>");
                        return(true);
                    }
                }

                foreach (dynamic _e in Lang13.Enumerate(user.loc, typeof(Obj_Machinery_Door_Window)))
                {
                    W3 = _e;


                    if (W3.dir == Convert.ToInt32(user.dir))
                    {
                        user.WriteMsg("<span class='warning'>There is already a windoor in that location!</span>");
                        return(true);
                    }
                }

                if ((this.get_amount() ?? 0) < 5)
                {
                    user.WriteMsg("<span class='warning'>You need more glass to do that!</span>");
                    return(true);
                }
                WD          = new Obj_Structure_WindoorAssembly(user.loc);
                WD.state    = "01";
                WD.anchored = 0;
                WD.add_fingerprint(user);
                this.use(5);

                dynamic _f = user.dir;                 // Was a switch-case, sorry for the mess.
                if (_f == 2)
                {
                    WD.dir     = ((int)(GlobalVars.SOUTH));
                    WD.ini_dir = GlobalVars.SOUTH;
                }
                else if (_f == 4)
                {
                    WD.dir     = ((int)(GlobalVars.EAST));
                    WD.ini_dir = GlobalVars.EAST;
                }
                else if (_f == 8)
                {
                    WD.dir     = ((int)(GlobalVars.WEST));
                    WD.ini_dir = GlobalVars.WEST;
                }
                else
                {
                    WD.dir     = ((int)(GlobalVars.NORTH));
                    WD.ini_dir = GlobalVars.NORTH;
                }
            }
            else
            {
                return(true);
            }
            return(false);
        }
Пример #3
0
        // Function from file: blueprints.dm
        public int check_tile_is_border(Tile T2 = null, dynamic dir = null)
        {
            Obj_Structure_Window      W = null;
            Obj_Machinery_Door_Window D = null;


            if (T2 is Tile_Space)
            {
                return(GlobalVars.BORDER_SPACE);
            }

            if (this.get_area_type(T2.loc) != GlobalVars.AREA_SPACE)
            {
                return(GlobalVars.BORDER_BETWEEN);
            }

            if (T2 is Tile_Simulated_Wall)
            {
                return(GlobalVars.BORDER_2NDTILE);
            }

            if (!(T2 is Tile_Simulated))
            {
                return(GlobalVars.BORDER_BETWEEN);
            }

            foreach (dynamic _a in Lang13.Enumerate(T2, typeof(Obj_Structure_Window)))
            {
                W = _a;


                if (Num13.Rotate(dir, 180) == W.dir)
                {
                    return(GlobalVars.BORDER_BETWEEN);
                }

                if (new ByTable(new object [] { GlobalVars.NORTHEAST, GlobalVars.SOUTHEAST, GlobalVars.NORTHWEST, GlobalVars.SOUTHWEST }).Contains(W.dir))
                {
                    return(GlobalVars.BORDER_2NDTILE);
                }
            }

            foreach (dynamic _b in Lang13.Enumerate(T2, typeof(Obj_Machinery_Door_Window)))
            {
                D = _b;


                if (Num13.Rotate(dir, 180) == D.dir)
                {
                    return(GlobalVars.BORDER_BETWEEN);
                }
            }

            if (Lang13.Bool(Lang13.FindIn(typeof(Obj_Machinery_Door), T2)))
            {
                return(GlobalVars.BORDER_2NDTILE);
            }

            if (Lang13.Bool(Lang13.FindIn(typeof(Obj_Structure_Falsewall), T2)))
            {
                return(GlobalVars.BORDER_2NDTILE);
            }
            return(GlobalVars.BORDER_NONE ?1:0);
        }
Пример #4
0
        // Function from file: windoor_assembly.dm
        public override dynamic attackby(dynamic A = null, dynamic user = null, string _params = null, bool?silent = null, bool?replace_spent = null)
        {
            dynamic WT = null;
            Obj_Item_Stack_Sheet_Rglass RG  = null;
            Obj_Item_Stack_Rods         R   = null;
            Obj_Machinery_Door_Window   WD  = null;
            Obj_Machinery_Door_Window   WD2 = null;
            dynamic P  = null;
            dynamic CC = null;
            dynamic ae = null;
            string  t  = null;
            Obj_Machinery_Door_Window_Brigdoor windoor  = null;
            Obj_Machinery_Door_Window          windoor2 = null;

            this.add_fingerprint(user);

            switch ((string)(this.state))
            {
            case "01":

                if (A is Obj_Item_Weapon_Weldingtool && !Lang13.Bool(this.anchored))
                {
                    WT = A;

                    if (((Obj_Item_Weapon_Weldingtool)WT).remove_fuel(0, user))
                    {
                        ((Ent_Static)user).visible_message("" + user + " disassembles the windoor assembly.", "<span class='notice'>You start to disassemble the windoor assembly...</span>");
                        GlobalFuncs.playsound(this.loc, "sound/items/welder2.ogg", 50, 1);

                        if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                        {
                            if (!(this != null) || !((Obj_Item_Weapon_Weldingtool)WT).isOn())
                            {
                                return(null);
                            }
                            user.WriteMsg("<span class='notice'>You disassemble the windoor assembly.</span>");
                            RG = new Obj_Item_Stack_Sheet_Rglass(GlobalFuncs.get_turf(this), 5);
                            RG.add_fingerprint(user);

                            if (this.secure)
                            {
                                R = new Obj_Item_Stack_Rods(GlobalFuncs.get_turf(this), 4);
                                R.add_fingerprint(user);
                            }
                            GlobalFuncs.qdel(this);
                        }
                    }
                    else
                    {
                        return(null);
                    }
                }

                if (A is Obj_Item_Weapon_Wrench && !Lang13.Bool(this.anchored))
                {
                    foreach (dynamic _a in Lang13.Enumerate(this.loc, typeof(Obj_Machinery_Door_Window)))
                    {
                        WD = _a;


                        if (WD.dir == this.dir)
                        {
                            user.WriteMsg("<span class='warning'>There is already a windoor in that location!</span>");
                            return(null);
                        }
                    }
                    GlobalFuncs.playsound(this.loc, "sound/items/ratchet.ogg", 100, 1);
                    ((Ent_Static)user).visible_message("" + user + " secures the windoor assembly to the floor.", "<span class='notice'>You start to secure the windoor assembly to the floor...</span>");

                    if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                    {
                        if (!(this != null) || Lang13.Bool(this.anchored))
                        {
                            return(null);
                        }

                        foreach (dynamic _b in Lang13.Enumerate(this.loc, typeof(Obj_Machinery_Door_Window)))
                        {
                            WD2 = _b;


                            if (WD2.dir == this.dir)
                            {
                                user.WriteMsg("<span class='warning'>There is already a windoor in that location!</span>");
                                return(null);
                            }
                        }
                        user.WriteMsg("<span class='notice'>You secure the windoor assembly.</span>");
                        this.anchored = 1;

                        if (this.secure)
                        {
                            this.name = "secure anchored windoor assembly";
                        }
                        else
                        {
                            this.name = "anchored windoor assembly";
                        }
                    }
                }
                else if (A is Obj_Item_Weapon_Wrench && Lang13.Bool(this.anchored))
                {
                    GlobalFuncs.playsound(this.loc, "sound/items/ratchet.ogg", 100, 1);
                    ((Ent_Static)user).visible_message("" + user + " unsecures the windoor assembly to the floor.", "<span class='notice'>You start to unsecure the windoor assembly to the floor...</span>");

                    if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                    {
                        if (!(this != null) || !Lang13.Bool(this.anchored))
                        {
                            return(null);
                        }
                        user.WriteMsg("<span class='notice'>You unsecure the windoor assembly.</span>");
                        this.anchored = 0;

                        if (this.secure)
                        {
                            this.name = "secure windoor assembly";
                        }
                        else
                        {
                            this.name = "windoor assembly";
                        }
                    }
                }
                else if (A is Obj_Item_Stack_Sheet_Plasteel && !this.secure)
                {
                    P = A;

                    if (Convert.ToDouble(P.amount) < 2)
                    {
                        user.WriteMsg("<span class='warning'>You need more plasteel to do this!</span>");
                        return(null);
                    }
                    user.WriteMsg("<span class='notice'>You start to reinforce the windoor with plasteel...</span>");

                    if (GlobalFuncs.do_after(user, 40, null, this))
                    {
                        if (!(this != null) || this.secure)
                        {
                            return(null);
                        }
                        P.use(2);
                        user.WriteMsg("<span class='notice'>You reinforce the windoor.</span>");
                        this.secure = true;

                        if (Lang13.Bool(this.anchored))
                        {
                            this.name = "secure anchored windoor assembly";
                        }
                        else
                        {
                            this.name = "secure windoor assembly";
                        }
                    }
                }
                else if (A is Obj_Item_Stack_CableCoil && Lang13.Bool(this.anchored))
                {
                    ((Ent_Static)user).visible_message("" + user + " wires the windoor assembly.", "<span class='notice'>You start to wire the windoor assembly...</span>");

                    if (GlobalFuncs.do_after(user, 40, null, this))
                    {
                        if (!(this != null) || !Lang13.Bool(this.anchored) || this.state != "01")
                        {
                            return(null);
                        }
                        CC = A;

                        if (!Lang13.Bool(CC.use(1)))
                        {
                            user.WriteMsg("<span class='warning'>You need more cable to do this!</span>");
                            return(null);
                        }
                        user.WriteMsg("<span class='notice'>You wire the windoor.</span>");
                        this.state = "02";

                        if (this.secure)
                        {
                            this.name = "secure wired windoor assembly";
                        }
                        else
                        {
                            this.name = "wired windoor assembly";
                        }
                    }
                }
                else
                {
                    base.attackby((object)(A), (object)(user), _params, silent, replace_spent);
                }
                break;

            case "02":

                if (A is Obj_Item_Weapon_Wirecutters)
                {
                    GlobalFuncs.playsound(this.loc, "sound/items/Wirecutter.ogg", 100, 1);
                    ((Ent_Static)user).visible_message("" + user + " cuts the wires from the airlock assembly.", "<span class='notice'>You start to cut the wires from airlock assembly...</span>");

                    if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                    {
                        if (!(this != null) || this.state != "02")
                        {
                            return(null);
                        }
                        user.WriteMsg("<span class='notice'>You cut the windoor wires.</span>");
                        new Obj_Item_Stack_CableCoil(GlobalFuncs.get_turf(user), 1);
                        this.state = "01";

                        if (this.secure)
                        {
                            this.name = "secure anchored windoor assembly";
                        }
                        else
                        {
                            this.name = "anchored windoor assembly";
                        }
                    }
                }
                else if (A is Obj_Item_Weapon_Electronics_Airlock)
                {
                    if (!Lang13.Bool(user.drop_item()))
                    {
                        return(null);
                    }
                    GlobalFuncs.playsound(this.loc, "sound/items/Screwdriver.ogg", 100, 1);
                    ((Ent_Static)user).visible_message("" + user + " installs the electronics into the airlock assembly.", "<span class='notice'>You start to install electronics into the airlock assembly...</span>");
                    A.loc = this;

                    if (GlobalFuncs.do_after(user, 40, null, this))
                    {
                        if (!(this != null) || Lang13.Bool(this.electronics))
                        {
                            A.loc = this.loc;
                            return(null);
                        }
                        user.WriteMsg("<span class='notice'>You install the airlock electronics.</span>");
                        this.name        = "near finished windoor assembly";
                        this.electronics = A;
                    }
                    else
                    {
                        A.loc = this.loc;
                    }
                }
                else if (A is Obj_Item_Weapon_Screwdriver)
                {
                    if (!Lang13.Bool(this.electronics))
                    {
                        return(null);
                    }
                    GlobalFuncs.playsound(this.loc, "sound/items/Screwdriver.ogg", 100, 1);
                    ((Ent_Static)user).visible_message("" + user + " removes the electronics from the airlock assembly.", "<span class='notice'>You start to uninstall electronics from the airlock assembly...</span>");

                    if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                    {
                        if (!(this != null) || !Lang13.Bool(this.electronics))
                        {
                            return(null);
                        }
                        user.WriteMsg("<span class='notice'>You remove the airlock electronics.</span>");
                        this.name        = "wired windoor assembly";
                        ae               = null;
                        ae               = this.electronics;
                        this.electronics = null;
                        ae.loc           = this.loc;
                    }
                }
                else if (A is Obj_Item_Weapon_Pen)
                {
                    t = GlobalFuncs.stripped_input(user, "Enter the name for the door.", this.name, this.created_name, 26);

                    if (!Lang13.Bool(t))
                    {
                        return(null);
                    }

                    if (!(Map13.GetDistance(this, Task13.User) <= 1) && this.loc != Task13.User)
                    {
                        return(null);
                    }
                    this.created_name = t;
                    return(null);
                }
                else if (A is Obj_Item_Weapon_Crowbar)
                {
                    if (!Lang13.Bool(this.electronics))
                    {
                        Task13.User.WriteMsg("<span class='warning'>The assembly is missing electronics!</span>");
                        return(null);
                    }
                    Interface13.Browse(Task13.User, null, "window=windoor_access");
                    GlobalFuncs.playsound(this.loc, "sound/items/Crowbar.ogg", 100, 1);
                    ((Ent_Static)user).visible_message("" + user + " pries the windoor into the frame.", "<span class='notice'>You start prying the windoor into the frame...</span>");

                    if (GlobalFuncs.do_after(user, 40 / A.toolspeed, null, this))
                    {
                        if (this.loc != null && Lang13.Bool(this.electronics))
                        {
                            this.density = true;
                            user.WriteMsg("<span class='notice'>You finish the windoor.</span>");

                            if (this.secure)
                            {
                                windoor = new Obj_Machinery_Door_Window_Brigdoor(this.loc);

                                if (this.facing == "l")
                                {
                                    windoor.icon_state = "leftsecureopen";
                                    windoor.base_state = "leftsecure";
                                }
                                else
                                {
                                    windoor.icon_state = "rightsecureopen";
                                    windoor.base_state = "rightsecure";
                                }
                                windoor.dir     = this.dir;
                                windoor.density = false;

                                if (this.electronics.one_access)
                                {
                                    windoor.req_one_access = this.electronics.accesses;
                                }
                                else
                                {
                                    windoor.req_access = this.electronics.accesses;
                                }
                                windoor.electronics  = this.electronics;
                                this.electronics.loc = windoor;

                                if (Lang13.Bool(this.created_name))
                                {
                                    windoor.name = this.created_name;
                                }
                                GlobalFuncs.qdel(this);
                                windoor.close();
                            }
                            else
                            {
                                windoor2 = new Obj_Machinery_Door_Window(this.loc);

                                if (this.facing == "l")
                                {
                                    windoor2.icon_state = "leftopen";
                                    windoor2.base_state = "left";
                                }
                                else
                                {
                                    windoor2.icon_state = "rightopen";
                                    windoor2.base_state = "right";
                                }
                                windoor2.dir         = this.dir;
                                windoor2.density     = false;
                                windoor2.req_access  = this.electronics.accesses;
                                windoor2.electronics = this.electronics;
                                this.electronics.loc = windoor2;

                                if (Lang13.Bool(this.created_name))
                                {
                                    windoor2.name = this.created_name;
                                }
                                GlobalFuncs.qdel(this);
                                windoor2.close();
                            }
                        }
                    }
                }
                else
                {
                    base.attackby((object)(A), (object)(user), _params, silent, replace_spent);
                }
                break;
            }
            this.update_icon();
            return(null);
        }