diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index e595cea9333..858436ac8ee 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -855,7 +855,7 @@ About the new airlock wires panel:
return
src.add_fingerprint(user)
- if((istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
+ if(!repairing && (istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
var/obj/item/weapon/weldingtool/W = C
if(W.remove_fuel(0,user))
if(!src.welded)
@@ -869,7 +869,7 @@ About the new airlock wires panel:
else if(istype(C, /obj/item/weapon/screwdriver))
if (src.p_open)
if (stat & BROKEN)
- usr << "The airlock control panel is too damaged to be closed!"
+ usr << "The panel is broken and cannot be closed."
else
src.p_open = 0
else
@@ -884,7 +884,7 @@ About the new airlock wires panel:
else if(istype(C, /obj/item/weapon/pai_cable)) // -- TLE
var/obj/item/weapon/pai_cable/cable = C
cable.plugin(src, user)
- else if(istype(C, /obj/item/weapon/crowbar))
+ else if(!repairing && istype(C, /obj/item/weapon/crowbar))
var/beingcrowbarred = null
if(istype(C, /obj/item/weapon/crowbar) )
beingcrowbarred = 1 //derp, Agouri
@@ -1117,7 +1117,7 @@ About the new airlock wires panel:
update_icon()
/obj/machinery/door/airlock/proc/hasPower()
- return ((src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0) && !(stat & NOPOWER))
+ return ((src.secondsMainPowerLost==0 || src.secondsBackupPowerLost==0) && !(stat & NOPOWER|BROKEN))
/obj/machinery/door/airlock/proc/prison_open()
src.unlock()
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index bc8719060f4..81b9246dd05 100644
--- a/code/game/machinery/doors/door.dm
+++ b/code/game/machinery/doors/door.dm
@@ -2,6 +2,8 @@
#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
+#define DOOR_REPAIR_AMOUNT 50 //amount of health regained per stack amount used
+
/obj/machinery/door
name = "Door"
desc = "It opens and closes."
@@ -27,6 +29,7 @@
var/health
var/min_force = 10 //minimum amount of force needed to damage the door with a melee weapon
var/hitsound = 'sound/weapons/smash.ogg' //sound door makes when hit with a weapon
+ var/obj/item/stack/sheet/metal/repairing
//Multi-tile doors
dir = EAST
@@ -147,7 +150,6 @@
tforce = AM:throwforce
playsound(src.loc, hitsound, 100, 1)
take_damage(tforce)
- //..() //Does this really need to be here twice? The parent proc doesn't even do anything yet. - Nodrak
return
/obj/machinery/door/attack_ai(mob/user as mob)
@@ -170,27 +172,69 @@
user = null
if(!src.requiresID())
user = null
+
if(istype(I, /obj/item/stack/sheet/metal))
if(stat & BROKEN)
- user << "\blue [src.name] is damaged beyond repair and must be reconstructed!"
+ user << "It looks like \the [src] is pretty busted. It's going to need more than just patching up now."
return
if(health >= maxhealth)
- user << "\blue Nothing to fix!"
+ user << "Nothing to fix!"
return
+ if(!density)
+ user << "\The [src] must be closed before you can repair it."
+ return
+
+ //figure out how much metal we need
+ var/amount_needed = (maxhealth - health) / DOOR_REPAIR_AMOUNT
+ amount_needed = (round(amount_needed) == amount_needed)? amount_needed : round(amount_needed) + 1 //Why does BYOND not have a ceiling proc?
+
var/obj/item/stack/sheet/metal/metalstack = I
- var/health_per_sheet = 50
- var/initialhealth = health
- src.health = min(maxhealth, health + 100, health + (metalstack.amount * health_per_sheet))
- user.visible_message("\The [user] patches some dents on \the [src] with \the [metalstack].")
- metalstack.use(round((health - initialhealth)/health_per_sheet))
+ var/transfer
+ if (repairing)
+ transfer = metalstack.transfer_to(repairing, amount_needed - repairing.amount)
+ if (!transfer)
+ user << "You must weld or remove \the [repairing] from \the [src] before you can add anything else."
+ else
+ repairing = metalstack.split(amount_needed)
+ if (repairing)
+ repairing.loc = src
+ transfer = repairing.amount
+
+ if (transfer)
+ user << "You fit [transfer] [metalstack.singular_name]\s to damaged and broken parts on \the [src]."
+
return
- if(src.density && ((operable() && istype(I, /obj/item/weapon/card/emag)) || istype(I, /obj/item/weapon/melee/energy/blade)))
+ if(repairing && istype(I, /obj/item/weapon/weldingtool))
+ if(!density)
+ user << "\The [src] must be closed before you can repair it."
+ return
+
+ var/obj/item/weapon/weldingtool/welder = I
+ if(welder.remove_fuel(0,user))
+ user << "You start to fix dents and weld \the [repairing] into place."
+ playsound(src, 'sound/items/Welder.ogg', 100, 1)
+ if(do_after(user, 5 * repairing.amount) && welder && welder.isOn())
+ user << "You finish repairing the damage to \the [src]."
+ health = between(health, health + repairing.amount*DOOR_REPAIR_AMOUNT, maxhealth)
+ update_icon()
+ del(repairing)
+ return
+
+ if(repairing && istype(I, /obj/item/weapon/crowbar))
+ user << "You remove \the [repairing]."
+ playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
+ repairing.loc = user.loc
+ repairing = null
+ return
+
+ if(src.density && (operable() && istype(I, /obj/item/weapon/card/emag)))
flick("door_spark", src)
sleep(6)
open()
operating = -1
return 1
+
//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
if(src.density && istype(I, /obj/item/weapon) && user.a_intent == "hurt" && !istype(I, /obj/item/weapon/card))
var/obj/item/weapon/W = I
@@ -198,16 +242,18 @@
if(W.force < min_force)
user.visible_message("\red \The [user] hits \the [src] with \the [W] with no visible effect." )
else
- user.visible_message("\red \The [user] forcefully slams \the [src] with \the [W]!" )
+ user.visible_message("\red \The [user] forcefully strikes \the [src] with \the [W]!" )
playsound(src.loc, hitsound, 100, 1)
take_damage(W.force)
return
+
if(src.allowed(user) && operable())
if(src.density)
open()
else
close()
return
+
if(src.density && !(stat & (NOPOWER|BROKEN)))
flick("door_deny", src)
return
diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm
index 68ee7bf335c..483caf07e87 100644
--- a/code/game/objects/items/stacks/stack.dm
+++ b/code/game/objects/items/stacks/stack.dm
@@ -220,8 +220,12 @@
var/transfer = max(min(tamount, src.amount, initial(max_amount)), 0)
+ var/orig_amount = src.amount
if (transfer && src.use(transfer))
- return new src.type(loc, transfer)
+ var/obj/item/stack/newstack = new src.type(loc, transfer)
+ if (prob(transfer/orig_amount * 100))
+ newstack.copy_evidences(src)
+ return newstack
return null
/obj/item/stack/proc/get_amount()