Files
Batrachophreno 1c8c0c2221 Bugfix pile (#22823)
Fixes several runtimes from the past few weeks, some additional material
repath regressions, and the fact that if I shoot you with a stream of
ionized deuterium particles, it doesn't riddle you with cancer.

changes:
- bugfix: "Fixes emergency shields runtiming when hit by thrown
objects."
  - bugfix: "Fixes several stale global list runtimes."
- bugfix: "Fixes several health percentage checks that could use unset
initial health values."
  - bugfix: "Fixes additional materials regressions in INDRA code."
  - bugfix: "Fixes invalid fuel injector depletion math."
- bugfix: "Makes accelerated particles apply radiation damage to living
mobs they pass through."
2026-07-12 18:06:28 +00:00

416 lines
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Plaintext

#define STATE_UNWIRED 0
#define STATE_WIRED 1
#define STATE_ELECTRONICS_INSTALLED 2
/obj/structure/door_assembly
name = "airlock assembly"
desc = "An airlock assembly."
icon = 'icons/obj/doors/basic/single/generic/door.dmi'
icon_state = "construction_new"
anchored = FALSE
density = TRUE
w_class = WEIGHT_CLASS_HUGE
build_amt = 4
obj_flags = OBJ_FLAG_ROTATABLE|OBJ_FLAG_MOVES_UNSUPPORTED
pixel_x = -16
pixel_y = -16
var/state = STATE_UNWIRED
var/base_name = "airlock"
var/obj/item/airlock_electronics/electronics
/// The type path of the airlock once completed.
var/airlock_type
/// Glass version of this airlock.
var/glass_type
/// If glass is installed.
var/glass = FALSE
var/created_name
var/width = 1
/obj/structure/door_assembly/assembly_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Use a pen on \the [src] to name it."
if(anchored && !glass)
. += "Windows could be installed with some <b>reinforced glass</b>."
switch(state)
if(STATE_UNWIRED)
if(!anchored)
. += "\the [src] should first be anchored to the floor with some <b>bolts</b>."
else
. += "\the [src] will need to be fitted with some <b>cables</b>."
if(STATE_WIRED)
. += "Compatible <b>electronics</b> still need to be installed. Remember to configure them first!"
if(STATE_ELECTRONICS_INSTALLED)
. += "The remaining panels can be <b>screwed</b> closed to complete the assembly."
/obj/structure/door_assembly/disassembly_hints(mob/user, distance, is_adjacent)
. += ..()
switch(state)
if(STATE_UNWIRED)
if(anchored && glass)
. += "The glass window could be removed with a <b>welder</b>."
else if(anchored)
. += "\the [src] is anchored to the floor with some <b>bolts</b>."
else
. += "\the [src] could be reduced to metal sheets with a <b>welder</b>."
if(STATE_WIRED)
. += "The cables in \the [src] could be <b>cut</b>."
if(STATE_ELECTRONICS_INSTALLED)
. += "The electronics could be <b>pried</b> out."
. += "A <b>chainsaw</b> or equivalent would probably get rid of this thing, but make a real mess."
/obj/structure/door_assembly/feedback_hints(mob/user, distance, is_adjacent)
. = list()
. = ..()
. += "It is currently facing [dir2text(dir)]."
. += "It is possible to squeeze through it as long it is anchored to the floor. Drag and drop a mob onto the assembly to do so."
/obj/structure/door_assembly/Initialize(mapload)
. = ..()
update_state()
/obj/structure/door_assembly/Destroy()
electronics = null
created_name = null
return ..()
/obj/structure/door_assembly/door_assembly_generic
base_name = "airlock"
airlock_type = /obj/structure/machinery/door/airlock
glass_type = /obj/structure/machinery/door/airlock/glass
/obj/structure/door_assembly/door_assembly_mai
base_name = "maintenance airlock"
airlock_type = /obj/structure/machinery/door/airlock/maintenance
/obj/structure/door_assembly/door_assembly_ext
base_name = "external airlock"
icon = 'icons/obj/doors/basic/single/external/door.dmi'
airlock_type = /obj/structure/machinery/door/airlock/external
/obj/structure/door_assembly/door_assembly_hatch
base_name = "airtight hatch"
icon = 'icons/obj/doors/basic/single/external/door.dmi'
airlock_type = /obj/structure/machinery/door/airlock/hatch
/obj/structure/door_assembly/door_assembly_mhatch
base_name = "maintenance hatch"
icon = 'icons/obj/doors/basic/single/hatch/door.dmi'
airlock_type = /obj/structure/machinery/door/airlock/maintenance_hatch
/obj/structure/door_assembly/door_assembly_highsecurity
base_name = "high security airlock"
icon = 'icons/obj/doors/basic/single/secure/door.dmi'
airlock_type = /obj/structure/machinery/door/airlock/highsecurity
/obj/structure/door_assembly/multi_tile
icon = 'icons/obj/doors/basic/double/generic/door.dmi'
dir = EAST
pixel_x = -32
pixel_y = -32
width = 2
airlock_type = /obj/structure/machinery/door/airlock/multi_tile
glass_type = /obj/structure/machinery/door/airlock/multi_tile/glass
/obj/structure/door_assembly/multi_tile/Initialize()
. = ..()
update_state()
/obj/structure/door_assembly/proc/SetBounds() // dont update with move or init, makes dragging impossible. do it just before airlock spawns
if(width > 1)
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/structure/door_assembly/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.tool_behaviour == TOOL_PEN)
var/door_name = sanitizeSafe(input(user, "Enter the name for the door.", src.name, src.created_name), MAX_NAME_LEN)
if(!door_name)
return
if(!Adjacent(user))
return
created_name = door_name
else if(attacking_item.tool_behaviour == TOOL_WELDER)
if(!glass && anchored)
to_chat(user, SPAN_WARNING("\The [src] isn't ready to be welded yet. It doesn't have any installed glass to remove, and it has to be unsecured to deconstruct it."))
return
var/obj/item/weldingtool/WT = attacking_item
if(WT.use(0, user))
playsound(src.loc, 'sound/items/welder_pry.ogg', 50, 1)
if(glass)
user.visible_message("<b>[user]</b> starts welding the glass panel out of the airlock assembly.", SPAN_NOTICE("You start welding the glass panel out of the airlock assembly."))
if(attacking_item.use_tool(src, user, 40, volume = 50))
if(!src || !WT.isOn())
return
to_chat(user, SPAN_NOTICE("You weld the glass panel out."))
new /obj/item/stack/material/glass/reinforced(src.loc)
glass = FALSE
else if(!anchored)
user.visible_message("<b>[user]</b> starts disassembling the airlock assembly.", SPAN_NOTICE("You start disassembling the airlock assembly."))
if(attacking_item.use_tool(src, user, 40, volume = 50))
if(!src || !WT.isOn())
return
to_chat(user, SPAN_NOTICE("You disassemble the airlock assembly."))
dismantle()
else
to_chat(user, SPAN_WARNING("You need more welding fuel."))
return
else if(attacking_item.tool_behaviour == TOOL_WRENCH)
if(state != STATE_UNWIRED)
to_chat(user, SPAN_WARNING("You have to remove the wiring before you can use the wrench on \the [src]."))
return
if(anchored)
user.visible_message("<b>[user]</b> begins unsecuring the airlock assembly from the floor.", \
SPAN_NOTICE("You start unsecuring the airlock assembly from the floor."))
else
user.visible_message("<b>[user]</b> begins securing the airlock assembly to the floor.", \
SPAN_NOTICE("You start securing the airlock assembly to the floor."))
if(attacking_item.use_tool(src, user, 40, volume = 50))
if(!src)
return
to_chat(user, SPAN_NOTICE("You [anchored? "un" : ""]secure \the [src]."))
anchored = !anchored
else if(attacking_item.tool_behaviour == TOOL_CABLECOIL)
if(state > STATE_UNWIRED)
to_chat(user, SPAN_WARNING("\The [src] has already been wired."))
return
if(!anchored)
to_chat(user, SPAN_WARNING("\The [src] must be anchored before it can be wired."))
return
var/obj/item/stack/cable_coil/C = attacking_item
if (C.get_amount() < 3)
to_chat(user, SPAN_WARNING("You need three lengths of coil to wire the airlock assembly."))
return
user.visible_message("<b>[user]</b> starts wiring the airlock assembly.", SPAN_NOTICE("You start wiring the airlock assembly."))
if(attacking_item.use_tool(src, user, 40, volume = 50) && state == STATE_UNWIRED && anchored)
if(C.use(3))
state = STATE_WIRED
to_chat(user, SPAN_NOTICE("You wire the airlock."))
else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER)
if(state == STATE_UNWIRED)
to_chat(user, SPAN_WARNING("\The [src] doesn't have any wires to remove."))
return
else if(state > STATE_WIRED)
to_chat(user, SPAN_WARNING("\The [src]'s wires cannot be reached, take out the electronics first."))
return
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user.visible_message("<b>[user]</b> starts cutting the wires from the airlock assembly.", SPAN_NOTICE("You start cutting the wires from airlock assembly."))
if(attacking_item.use_tool(src, user, 40, volume = 50))
if(!src)
return
to_chat(user, SPAN_NOTICE("You cut the airlock wires."))
new /obj/item/stack/cable_coil(src.loc, 1)
state = STATE_UNWIRED
else if(istype(attacking_item, /obj/item/airlock_electronics))
if(state == STATE_UNWIRED)
to_chat(user, SPAN_WARNING("\The [src] must be wired before you can install electronics into it."))
return
else if(state > STATE_WIRED)
to_chat(user, SPAN_WARNING("\The [src] already has electronics installed."))
return
var/obj/item/airlock_electronics/EL = attacking_item
if(!EL.is_installed)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
user.visible_message("<b>[user]</b> starts installing \the [EL] into the airlock assembly.", SPAN_NOTICE("You start installing \the [EL] into the airlock assembly."))
EL.is_installed = TRUE
if(attacking_item.use_tool(src, user, 40, volume = 50) && state == STATE_WIRED)
EL.is_installed = FALSE
if(!src)
return
user.drop_from_inventory(EL, src)
to_chat(user, SPAN_NOTICE("You finish installing \the [EL]."))
state = STATE_ELECTRONICS_INSTALLED
electronics = EL
else
EL.is_installed = FALSE
else if(attacking_item.tool_behaviour == TOOL_CROWBAR)
if(state != STATE_ELECTRONICS_INSTALLED)
to_chat(user, SPAN_WARNING("\The [src] has no electronics to remove."))
return
//This should never happen, but just in case I guess
if(!electronics)
to_chat(user, SPAN_WARNING("There was nothing to remove."))
LOG_DEBUG("[src] had the ELECTRONICS_INSTALLED state, but didn't actually have electronics installed")
state = STATE_WIRED
return
user.visible_message("<b>[user]</b> starts removing the electronics from \the [src].", SPAN_NOTICE("You start removing the electronics from \the [src]."))
if(attacking_item.use_tool(src, user, 40, volume = 50))
if(!src)
return
to_chat(user, SPAN_NOTICE("You remove \the [electronics]."))
state = STATE_WIRED
electronics.forceMove(src.loc)
electronics = null
else if(istype(attacking_item, /obj/item/stack/material) && glass_type)
if(glass)
to_chat(user, SPAN_WARNING("\The [src] already has glass installed."))
return
var/obj/item/stack/material/S = attacking_item
var/singleton/material/glass_material = S.get_material()
if(S.get_amount() >= 2)
if(glass_material?.type != MATERIAL_GLASS_REINFORCED)
to_chat(user, SPAN_WARNING("You can only use reinforced glass to install a window into an airlock assembly."))
return
if(glass_material.type == MATERIAL_GLASS_REINFORCED)
user.visible_message("<b>[user]</b> starts installing \the [S] into the airlock assembly.", SPAN_WARNING("You start installing \the [S] into the airlock assembly."))
if(attacking_item.use_tool(src, user, 40, volume = 50) && !glass)
if(S.use(2))
to_chat(user, SPAN_NOTICE("You install reinforced glass windows into the airlock assembly."))
glass = TRUE
else if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
if(state != STATE_ELECTRONICS_INSTALLED)
to_chat(user, SPAN_WARNING("\The [src] doesn't have any electronics installed."))
return
user.visible_message("<b>[user]</b> starts finishing \the [src].", SPAN_NOTICE("You start finishing \the [src]."))
if(attacking_item.use_tool(src, user, 40, volume = 50))
if(!src)
return
to_chat(user, SPAN_NOTICE("You finish the airlock!"))
SetBounds()
if(glass && glass_type)
new glass_type(loc, dir, FALSE, src)
else
new airlock_type(loc, dir, FALSE, src)
qdel(src)
else if(istype(attacking_item, /obj/item/material/twohanded/chainsaw))
var/obj/item/material/twohanded/chainsaw/ChainSawVar = attacking_item
if(!ChainSawVar.wielded)
to_chat(user, SPAN_WARNING("Cutting the airlock requires the strength of two hands."))
else if(ChainSawVar.cutting)
to_chat(user, SPAN_WARNING("You are already cutting an airlock open."))
else if(!ChainSawVar.powered)
to_chat(user, SPAN_WARNING("\The [attacking_item] needs to be on in order to tear \the [src] apart."))
else
ChainSawVar.cutting = TRUE
user.visible_message(\
SPAN_DANGER("[user] starts cutting \the [src] apart with \the [attacking_item]!"), \
SPAN_NOTICE("You start cutting \the [src] apart..."), \
SPAN_WARNING("You hear a loud buzzing sound and metal grinding on metal...") \
)
if(do_after(user, ChainSawVar.opendelay SECONDS, user, extra_checks = CALLBACK(src, PROC_REF(CanChainsaw), attacking_item)))
user.visible_message(\
SPAN_DANGER("[user] finishes cutting \the [src] apart with the [attacking_item]."), \
SPAN_NOTICE("You finish cutting \the [src] apart."), \
SPAN_WARNING("You hear a metal clank and some sparks.") \
)
new /obj/item/stack/material/steel(src.loc, 2)
ChainSawVar.cutting = FALSE
qdel(src)
else
ChainSawVar.cutting = FALSE
else
..()
update_state()
/obj/structure/door_assembly/mouse_drop_receive(atom/dropped, mob/user, params)
// Logic allowing people to squeeze through airlock assemblies.
if(use_check(user) || !Adjacent(user))
return ..()
to_chat(user, SPAN_NOTICE("You try to squeeze through \the [src]..."))
var/speed_multiplier = 1
switch(user.mob_size)
if(MOB_LARGE)
to_chat(user, SPAN_WARNING("However, you are too large to fit through it!"))
return ..()
if(MOB_MEDIUM)
speed_multiplier = 1.0
if(MOB_SMALL)
speed_multiplier = 0.66
if(MOB_TINY)
speed_multiplier = 0.33
if(MOB_MINISCULE)
speed_multiplier = 0.25
else
speed_multiplier = 1.0
if(!src.anchored)
to_chat(user, SPAN_WARNING("\The [src] isn't secured to the floor yet, you can't squeeze through it."))
return ..()
// Check if user is standing directly infront of the airlock facing the open assembly, not diagonal or besides the assembly.
if((src.dir == NORTH || src.dir == SOUTH) && !((src.loc.y == user.loc.y + 1 || src.loc.y == user.loc.y -1) && user.loc.x == src.loc.x))
return ..()
else if((src.dir == EAST || src.dir == WEST) && !((src.loc.x == user.loc.x + 1 || src.loc.x == user.loc.x - 1) && user.loc.y == src.loc.y))
return ..()
// Get position on the opposite side of the airlock from the user.
var/dx = src.loc.x - user.loc.x
var/dy = src.loc.y - user.loc.y
// normalize to a single-tile step
dx = dx > 0 ? 1 : (dx < 0 ? -1 : 0)
dy = dy > 0 ? 1 : (dy < 0 ? -1 : 0)
var/turf/T = locate(src.loc.x + dx, src.loc.y + dy, src.z)
// Check if the location is empty to step upon.
if(!T || !turf_clear(T))
to_chat(user, SPAN_WARNING("However, there is no room to step out on the other side!"))
return ..()
var/turf/old_loc = locate(user.loc.x, user.loc.y, user.loc.z)
src.add_fingerprint(user)
user.resting = TRUE
if(do_after(user, (3 * speed_multiplier) SECONDS, src, DO_UNIQUE, (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY))) // Squeeze in
user.forceMove(src.loc) // Ignore density check
sleep((2 * speed_multiplier) SECOND) // Crawl delay
if(src.loc != user.loc) // Check if user was moved out of the assembly during the process, if so, abort
user.resting = FALSE
return ..()
if(prob(10 * speed_multiplier)) // Climb out
visible_message(SPAN_WARNING("[user] gets tangled in the \the [src] for a moment while squeezing through it..."))
if(!do_after(user, (5 * speed_multiplier) SECONDS, src, DO_UNIQUE, (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY)))
user.forceMove(old_loc)
user.resting = FALSE
return ..()
user.Move(T) // Get out behind assembly
visible_message(SPAN_NOTICE("[user] squeezes through the \the [src]!"))
user.resting = FALSE
..()
/obj/structure/door_assembly/proc/CanChainsaw(var/obj/item/material/twohanded/chainsaw/ChainSawVar)
return (ChainSawVar.powered)
/obj/structure/door_assembly/proc/update_state()
name = ""
switch (state)
if(STATE_UNWIRED)
name = anchored ? "secured " : "unsecured "
icon_state = anchored ? "construction_anchored" : "construction_new"
if(STATE_WIRED)
name = "wired "
icon_state = "construction_wired"
if(STATE_ELECTRONICS_INSTALLED)
name = "near-finished "
icon_state = "construction_electronics"
name += "[glass == TRUE ? "window " : ""][glass ? "glass airlock" : base_name] assembly"
if(created_name)
name += " ([created_name])"
#undef STATE_UNWIRED
#undef STATE_WIRED
#undef STATE_ELECTRONICS_INSTALLED