mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-21 21:10:30 +01:00
5277251959
For a robust crafting system, I need a new materials framework. For a new materials framework, I need to clean up reagents. To clean up reagents, I need to pare down foods from reagent holders. To pare down foods from reagent holders, I need to port edibility components. To port edibility components, I need to port processing components. To port processing components, I need to port tool behaviors. This is all back-end code, no new features or functionality from this.
233 lines
6.3 KiB
Plaintext
233 lines
6.3 KiB
Plaintext
// AI (i.e. game AI, not the AI player) controlled bots
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/obj/machinery/bot
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icon = 'icons/mob/npc/aibots.dmi'
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layer = MOB_LAYER
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light_range = 3
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use_power = POWER_USE_OFF
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light_system = MOVABLE_LIGHT
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var/obj/item/card/id/botcard // the ID card that the bot "holds"
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var/on = 1
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var/health = 0 //do not forget to set health for your bot!
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var/maxhealth = 0
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var/fire_dam_coeff = 1.0
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var/brute_dam_coeff = 1.0
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var/open = 0//Maint panel
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var/locked = 1
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//var/emagged = 0 //Urist: Moving that var to the general /bot tree as it's used by most bots
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/obj/machinery/bot/condition_hints(mob/user, distance, is_adjacent)
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. += list()
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. = ..()
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if (src.health < maxhealth)
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if (src.health > maxhealth/3)
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. += SPAN_WARNING("[src]'s parts look loose.")
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else
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. += SPAN_DANGER("[src]'s parts look very loose!")
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/obj/machinery/bot/Initialize(mapload, d, populate_components, is_internal)
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. = ..()
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add_to_target_grid()
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/obj/machinery/bot/Destroy()
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clear_from_target_grid()
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return ..()
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/obj/machinery/bot/proc/turn_on()
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if(stat)
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return 0
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on = 1
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set_light_on(on)
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/obj/machinery/bot/proc/turn_off()
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on = 0
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set_light_on(on)
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/obj/machinery/bot/proc/explode()
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qdel(src)
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/obj/machinery/bot/proc/healthcheck()
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if (src.health <= 0)
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src.explode()
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/obj/machinery/bot/emag_act(var/remaining_charges, var/user)
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if(locked && !emagged)
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locked = 0
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emagged = 1
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to_chat(user, SPAN_WARNING("You short out [src]'s maintenance hatch lock."))
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log_and_message_admins("emagged [src]'s maintenance hatch lock")
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return 1
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if(!locked && open && emagged == 1)
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emagged = 2
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log_and_message_admins("emagged [src]'s inner circuits")
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return 1
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/obj/machinery/bot/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
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if(!locked)
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open = !open
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to_chat(user, SPAN_NOTICE("Maintenance panel is now [src.open ? "opened" : "closed"]."))
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return TRUE
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else if(attacking_item.tool_behaviour == TOOL_WELDER)
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if(health < maxhealth)
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if(open)
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health = min(maxhealth, health+10)
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user.visible_message(SPAN_WARNING("[user] repairs [src]!"),SPAN_NOTICE("You repair [src]!"))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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else
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to_chat(user, SPAN_NOTICE("Unable to repair with the maintenance panel closed."))
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else
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to_chat(user, SPAN_NOTICE("[src] does not need a repair."))
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return TRUE
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else
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if(hasvar(attacking_item,"force") && hasvar(attacking_item,"damtype"))
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switch(attacking_item.damtype)
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if("fire")
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src.health -= attacking_item.force * fire_dam_coeff
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if("brute")
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src.health -= attacking_item.force * brute_dam_coeff
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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. = ..()
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healthcheck()
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return .
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else
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return ..()
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/obj/machinery/bot/bullet_act(var/obj/projectile/Proj)
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if(!(Proj.damage_type == DAMAGE_BRUTE || Proj.damage_type == DAMAGE_BURN))
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return BULLET_ACT_BLOCK
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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health -= Proj.damage
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healthcheck()
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/obj/machinery/bot/ex_act(severity)
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switch(severity)
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if(1.0)
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src.explode()
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return
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if(2.0)
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src.health -= rand(5,10)*fire_dam_coeff
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src.health -= rand(10,20)*brute_dam_coeff
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healthcheck()
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return
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if(3.0)
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if (prob(50))
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src.health -= rand(1,5)*fire_dam_coeff
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src.health -= rand(1,5)*brute_dam_coeff
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healthcheck()
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return
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return
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/obj/machinery/bot/emp_act(severity)
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. = ..()
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var/was_on = on
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stat |= EMPED
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var/obj/effect/overlay/pulse2 = new /obj/effect/overlay(src.loc)
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pulse2.icon = 'icons/effects/effects.dmi'
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pulse2.icon_state = "empdisable"
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pulse2.name = "emp sparks"
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pulse2.anchored = 1
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pulse2.set_dir(pick(GLOB.cardinals))
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QDEL_IN(pulse2, 10)
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if (on)
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turn_off()
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addtimer(CALLBACK(src, PROC_REF(post_emp), was_on), severity * 300)
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/obj/machinery/bot/proc/post_emp(was_on)
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stat &= ~EMPED
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if (was_on)
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turn_on()
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/obj/machinery/bot/attack_ai(mob/user as mob)
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if(!ai_can_interact(user))
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return
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src.attack_hand(user)
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/obj/machinery/bot/attack_hand(var/mob/living/carbon/human/user)
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if(!istype(user))
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return ..()
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if(user.species.can_shred(user))
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src.health -= rand(15,30)*brute_dam_coeff
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src.visible_message(SPAN_DANGER("[user] has slashed [src]!"))
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playsound(src.loc, 'sound/weapons/slice.ogg', 25, 1, -1)
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if(prob(10))
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new /obj/effect/decal/cleanable/blood/oil(src.loc)
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healthcheck()
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/******************************************************************/
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// Navigation procs
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// Used for A-star pathfinding
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// Returns the surrounding cardinal turfs with open links
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// Including through doors openable with the ID
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/turf/proc/CardinalTurfsWithAccess(var/obj/item/card/id/ID)
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var/L[] = new()
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// for(var/turf/simulated/t in oview(src,1))
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for(var/d in GLOB.cardinals)
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var/turf/simulated/T = get_step(src, d)
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if(istype(T) && !T.density)
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if(!LinkBlockedWithAccess(src, T, ID))
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L.Add(T)
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return L
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// Returns true if a link between A and B is blocked
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// Movement through doors allowed if ID has access
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/proc/LinkBlockedWithAccess(turf/A, turf/B, obj/item/card/id/ID)
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if(A == null || B == null) return 1
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var/adir = get_dir(A,B)
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var/rdir = get_dir(B,A)
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if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
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var/iStep = get_step(A,adir&(NORTH|SOUTH))
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if(!LinkBlockedWithAccess(A,iStep, ID) && !LinkBlockedWithAccess(iStep,B,ID))
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return 0
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var/pStep = get_step(A,adir&(EAST|WEST))
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if(!LinkBlockedWithAccess(A,pStep,ID) && !LinkBlockedWithAccess(pStep,B,ID))
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return 0
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return 1
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if(DirBlockedWithAccess(A,adir, ID))
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return 1
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if(DirBlockedWithAccess(B,rdir, ID))
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return 1
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for(var/obj/O in B)
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if(O.density && !istype(O, /obj/machinery/door) && !(O.atom_flags & ATOM_FLAG_CHECKS_BORDER))
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return 1
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return 0
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// Returns true if direction is blocked from loc
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// Checks doors against access with given ID
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/proc/DirBlockedWithAccess(turf/loc,var/dir,var/obj/item/card/id/ID)
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for(var/obj/structure/window/D in loc)
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if(!D.density) continue
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if(D.dir == SOUTHWEST) return 1
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if(D.dir == dir) return 1
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for(var/obj/machinery/door/D in loc)
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if(!D.density) continue
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if(istype(D, /obj/machinery/door/window))
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if( dir & D.dir ) return !D.check_access(ID)
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//if((dir & SOUTH) && (D.dir & (EAST|WEST))) return !D.check_access(ID)
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//if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return !D.check_access(ID)
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else return !D.check_access(ID) // it's a real, air blocking door
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return 0
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