Material door updates: lock and damage (#5659)

-ported locks and keys from baystation
-fixed the simple door damage interaction, now you can properly destroy it and etc
This commit is contained in:
Alberyk
2018-12-08 21:40:06 +01:00
committed by Werner
parent b91ad62fe8
commit 59be553606
15 changed files with 288 additions and 45 deletions
+91 -44
View File
@@ -9,17 +9,20 @@
var/material/material
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
var/oreAmount = 7
var/datum/lock/lock
var/initial_lock_value //for mapping purposes. Basically if this value is set, it sets the lock to this value.
var/health = 100
var/maxhealth = 100
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
/obj/structure/simple_door/proc/TemperatureAct(temperature)
hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHardness()
health -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHealth()
/obj/structure/simple_door/New(var/newloc, var/material_name)
/obj/structure/simple_door/New(var/newloc, var/material_name, var/locked)
..()
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
@@ -27,10 +30,19 @@
if(!material)
qdel(src)
return
hardness = max(1,round(material.integrity/10))
icon_state = material.door_icon_base
name = "[material.display_name] door"
color = material.icon_colour
maxhealth = max(1,round(material.integrity/10))
health = maxhealth
if(initial_lock_value)
locked = initial_lock_value
if(locked)
lock = new(src,locked)
if(material.opacity < 0.5)
opacity = 0
else
@@ -42,8 +54,15 @@
/obj/structure/simple_door/Destroy()
STOP_PROCESSING(SSprocessing, src)
update_nearby_tiles()
qdel(lock)
lock = null
return ..()
/obj/structure/simple_door/examine(mob/user)
..(user)
if(lock)
to_chat(user, "<span class='notice'>It appears to have a lock.</span>")
/obj/structure/simple_door/get_material()
return material
@@ -81,19 +100,25 @@
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
SwitchState(user)
else
SwitchState()
SwitchState(user)
else if(istype(user, /obj/mecha))
SwitchState()
/obj/structure/simple_door/proc/SwitchState()
/obj/structure/simple_door/proc/SwitchState(mob/user)
if(state)
Close()
else
Open()
Open(user)
/obj/structure/simple_door/proc/Open(mob/user)
if(lock && lock.isLocked())
if(user)
to_chat(user, "<span class='warning'>\The [src] is locked!</span>")
return
/obj/structure/simple_door/proc/Open()
isSwitchingStates = 1
playsound(loc, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]opening",src)
@@ -124,26 +149,48 @@
icon_state = material.door_icon_base
/obj/structure/simple_door/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
user << "You start digging the [name]."
if(do_after(user,digTool.digspeed*hardness) && src)
user << "You finished digging."
Dismantle()
else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/100
user << "You hit the [name] with your [W.name]!"
CheckHardness()
else if(iswelder(W))
var/obj/item/weapon/weldingtool/WT = W
if(material.ignition_point && WT.remove_fuel(0, user))
TemperatureAct(150)
if(istype(W, /obj/item/weapon/key) && lock)
var/obj/item/weapon/key/K = W
if(!lock.toggle(W))
to_chat(user, "<span class='warning'>\The [K] does not fit in the lock!</span>")
return
if(lock && lock.pick_lock(W,user))
return
if(istype(W,/obj/item/weapon/material/lock_construct))
if(lock)
to_chat(user, "<span class='warning'>\The [src] already has a lock.</span>")
else
var/obj/item/weapon/material/lock_construct/L = W
lock = L.create_lock(src,user)
return
else if(istype(W,/obj/item/weapon))
var/obj/item/weapon/I = W
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(I.damtype == BRUTE || I.damtype == BURN)
if(I.force < 10)
user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [I] with no visible effect.</span>")
else
user.do_attack_animation(src)
animate_shake()
user.visible_message("<span class='danger'>\The [user] forcefully strikes \the [src] with \the [I]!</span>")
playsound(src.loc, material.hitsound, 100, 1)
src.health -= W.force * 1
CheckHealth()
else
attack_hand(user)
return
/obj/structure/simple_door/proc/CheckHardness()
if(hardness <= 0)
/obj/structure/simple_door/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
CheckHealth()
return
/obj/structure/simple_door/proc/CheckHealth()
if(health <= 0)
Dismantle(1)
/obj/structure/simple_door/proc/Dismantle(devastated = 0)
@@ -158,11 +205,11 @@
if(prob(20))
Dismantle(1)
else
hardness--
CheckHardness()
health--
CheckHealth()
if(3)
hardness -= 0.1
CheckHardness()
health -= 0.1
CheckHealth()
return
/obj/structure/simple_door/process()
@@ -171,26 +218,26 @@
for(var/mob/living/L in range(1,src))
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
/obj/structure/simple_door/iron/New(var/newloc,var/material_name)
..(newloc, "iron")
/obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity)
..(newloc, "iron", complexity)
/obj/structure/simple_door/silver/New(var/newloc,var/material_name)
..(newloc, "silver")
/obj/structure/simple_door/silver/New(var/newloc,var/material_name, var/complexity)
..(newloc, "silver", complexity)
/obj/structure/simple_door/gold/New(var/newloc,var/material_name)
..(newloc, "gold")
/obj/structure/simple_door/gold/New(var/newloc,var/material_name, var/complexity)
..(newloc, "gold", complexity)
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name)
..(newloc, "uranium")
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name, var/complexity)
..(newloc, "uranium", complexity)
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name)
..(newloc, "sandstone")
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name, var/complexity)
..(newloc, "sandstone", complexity)
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name)
..(newloc, "phoron")
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name, var/complexity)
..(newloc, "phoron", complexity)
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name)
..(newloc, "diamond")
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name, var/complexity)
..(newloc, "diamond", complexity)
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
..(newloc, "wood")