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SkyratBot 1c342cb317 [MIRROR] Variable Door Delay + Timer Based Animations (#28740)
* Variable Door Delay + Timer Based Animations (#84631)

## About The Pull Request

### Variable Door Delay

Door opening/closing delay times are currently static, but many doors do
not have animations that FIT the actual timings.

It would be better if subtypes cound declare how long each animation
takes, and how long it takes for opening to say, become passable and
such.

Let's do that.

### Timer Based Animations

Currently all doors use flick() to do their animations. This is fine
right NOW, but fucks with walleniong because we have to split most
things into segments to make layering work.

So rather then flick let's use client timers and update_icon_state to
achive our effects, alongside a proc that lets us do other effects (like
sound) on playing an animation

## Why It's Good For The Game

Door behavior and visuals better match up, wallening compatability
upstreaming.

## Changelog
🆑
add: Most door animations now better line up with when they are/are not
passable.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Variable Door Delay + Timer Based Animations

* Update airlock_override.dm

* modular fix

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-11 19:38:12 +05:30

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1.8 KiB
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/obj/machinery/door/puzzle/keycard/library
name = "wooden door"
desc = "A dusty, scratched door with a thick lock attached."
icon = 'icons/obj/doors/puzzledoor/wood.dmi'
puzzle_id = "library"
open_message = "The door opens with a loud creak."
/obj/machinery/door/puzzle/keycard/library/animation_length(animation)
switch(animation)
if(DOOR_OPENING_ANIMATION)
return 1.2 SECONDS
/obj/machinery/door/puzzle/keycard/library/animation_segment_delay(animation)
switch(animation)
if(DOOR_OPENING_PASSABLE)
return 1.0 SECONDS
if(DOOR_OPENING_FINISHED)
return 1.2 SECONDS
/obj/item/keycard/library
name = "golden key"
desc = "A dull, golden key."
icon_state = "golden_key"
puzzle_id = "library"
/obj/item/paper/crumpled/bloody/fluff/stations/lavaland/library/warning
name = "ancient note"
default_raw_text = "<b>Here lies the vast collection of He Who Knows Ten Thousand Things. Damned be those who seek its knowledge for power.</b>"
/obj/item/paper/crumpled/fluff/stations/lavaland/library/diary
name = "diary entry 13"
default_raw_text = "It has been a week since the library was buried, and I haven't seen the owl since. I am so hungry that I can barely muster the energy to think, let alone write. The knowledge seekers seem unaffected."
/obj/item/paper/crumpled/fluff/stations/lavaland/library/diary2
name = "diary entry 18"
default_raw_text = "I've lost track of time. I lack the strength to even pick up books off the shelves. To think, after all this time spent searching for the library, I will die before I can so much as graze the depths of its knowledge."
/obj/item/feather
name = "feather"
desc = "A dark, wilting feather. It seems as old as time."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "feather"
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY