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Aurora.3/code/game/objects/structures/simple_doors.dm

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/obj/structure/simple_door
name = "door"
density = 1
anchored = 1
icon = 'icons/obj/doors/material_doors.dmi'
icon_state = "metal"
build_amt = 10
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
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)
health -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHealth()
/obj/structure/simple_door/New(var/newloc, var/material_name, var/locked)
..()
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
material = SSmaterials.get_material_by_name(material_name)
if(!material)
qdel(src)
return
icon_state = material.door_icon_base
name = "[material.display_name] door"
color = material.icon_colour
maxhealth = max(1,round(material.integrity))
health = maxhealth
if(initial_lock_value)
locked = initial_lock_value
if(locked)
lock = new(src,locked)
if(material.opacity < 0.5)
opacity = 0
else
opacity = 1
if(material.products_need_process())
START_PROCESSING(SSprocessing, src)
update_nearby_tiles(need_rebuild=1)
/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/CollidedWith(atom/user)
..()
if(!state)
return TryToSwitchState(user)
return
/obj/structure/simple_door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(isrobot(user) && Adjacent(user)) //but cyborgs can
return TryToSwitchState(user)
/obj/structure/simple_door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/simple_door/attack_generic(mob/user)
if(istype(user, /mob/living/simple_animal/construct)) // don't know of any other attack_generic smart enough to open doors
TryToSwitchState(user)
return
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/simple_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(!material.can_open_material_door(user))
return
if(world.time - user.last_bumped <= 60)
return
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState(user)
else if(istype(M, /mob/living/simple_animal/construct))
SwitchState(M)
/obj/structure/simple_door/proc/SwitchState(mob/user)
if(state)
Close()
else
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
isSwitchingStates = 1
playsound(loc, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
update_nearby_tiles()
/obj/structure/simple_door/proc/Close()
isSwitchingStates = 1
playsound(loc, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
update_icon()
isSwitchingStates = 0
update_nearby_tiles()
/obj/structure/simple_door/update_icon()
if(state)
icon_state = "[material.door_icon_base]open"
else
icon_state = material.door_icon_base
/obj/structure/simple_door/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/key) && lock)
var/obj/item/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/material/lock_construct))
if(lock)
to_chat(user, "<span class='warning'>\The [src] already has a lock.</span>")
else
var/obj/item/material/lock_construct/L = W
lock = L.create_lock(src,user)
return
else if(istype(W,/obj/item))
var/obj/item/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)
shake_animation()
user.visible_message("<span class='danger'>\The [user] forcefully strikes \the [src] with \the [I]!</span>")
playsound(src.loc, material.hitsound, W.get_clamped_volume(), 1)
src.health -= W.force * 1
CheckHealth()
else
attack_hand(user)
return
/obj/structure/simple_door/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
bullet_ping(Proj)
CheckHealth()
/obj/structure/simple_door/proc/CheckHealth()
if(health <= 0)
dismantle()
/obj/structure/simple_door/ex_act(severity = 1)
switch(severity)
if(1)
dismantle()
if(2)
if(prob(20))
dismantle()
else
health--
CheckHealth()
if(3)
health -= 0.1
CheckHealth()
return
/obj/structure/simple_door/process()
if(!material.radioactivity)
return
for(var/mob/living/L in range(1,src))
L.apply_damage(round(material.radioactivity/3),IRRADIATE, damage_flags = DAM_DISPERSED)
/obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_IRON, complexity)
/obj/structure/simple_door/silver/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_SILVER, complexity)
/obj/structure/simple_door/gold/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_GOLD, complexity)
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_URANIUM, complexity)
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_SANDSTONE, complexity)
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_PHORON, complexity)
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name, var/complexity)
..(newloc, MATERIAL_DIAMOND, complexity)
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
..(newloc, MATERIAL_WOOD)
/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
..(newloc, MATERIAL_RESIN)
/obj/structure/simple_door/cult/New(var/newloc, var/material_name)
..(newloc, MATERIAL_CULT)
color = COLOR_CULT_DOOR // looks better than the standard cult colours