mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-10 15:45:05 +01:00
e0827de4b5
## About The Pull Request This PR adds a change to a pretty prevalent feature that's been around since #66588 (April 28th, 2022). Although it has been controversial to some extent, I believe that it was a good change in principle for reasons I will later get into. For now, this is what the PR does: * All _station_ unrestricted door helpers (e.g. those in maintenance) have been replaced with a subtype that adds a random 2-3 second delay to opening the door, using a new "unrestricted latch" feature. **This does not occur if the user has regular access to that door.** * The unrestricted side will initiate a do_after and plays a distinct small hissing sound (because I presume you're disengaging some hydraulic lever on that side), after which the door will open as players have come to expect. * While you're engaging the lever, you will be resistant to pressure movements as you are presumably holding onto the lever or something. All other movements (e.g. voluntary, being shoved, etc.) will continue to function as expected. * We will statistically tabulate each time someone attempts to use the unrestricted "lever", and every time one successfully occurs. This is just for analysis to see player trends as we have lacked this over the last 3.5 years. Here's a link to the sound I added: https://freesound.org/people/Usernameis1337/sounds/632755, the version in this PR was converted using OGG Vorbis. https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201 ## Why It's Good For The Game Back in 2022, I was one of the major proponents for adding such a change to the game. This is for a few reasons: * It doesn't really make human sense for a station to have hallways/spaces that you can enter and then just get completely trapped in. The station is a deathtrap because of _who_ is on it, not because it _is_ a death trap. I have always maintained that we should assume that the station is competently made to give the hijinx a much more jarring background. To me, maintenance isn't old sections of a station (although it can have those elements), but vital side pathways in the event of emergencies, like having extra fire stairs in a building. The doors to those fire stairs are always unlocked because they need to ensure that people are able to efflux to save themselves from danger rather than die. * It was easily subvertable anyways. You can easily ask the HoP for maintenance access or AI to let you out of maintenance (although the latter was a bit harder to articulate). I don't find myself agreeing with this as much nowadays but I remember the frustration I felt waiting for minutes for someone to open the door had something occurred for me to have found myself in maintenance. It's simply not fun and doesn't make sense for a station to have this. * I thought that it added a unique element to antagonism. You can't drag someone in maintenance and then have the whole entire subsection of the station be your den. It's important for you to secure your base should you be dragging people in there instead of just always being able to win via dragging. * People tend to forget this point, but it actually did cause a lot _more_ deaths in situations where threats originate outside the station/in maintenance. It was much easier for the killy-stabby mass murderers to ingress into main hallways and get to killing faster. This is why the change felt "equal" in a way. ### Why not remove it outright? I believe that a lot of balance changes over the last 3.5 years (30000 issues ago!) have been weighting for these interactions, and I think removing it all cold-turkey like will cause a huge upturn in deadliness and just not be what players are looking for in the new game loop. To me, this was a vital step in getting more towards 90-minute rounds, and I think we would see a drop in that. I also have those above three reasons that I am still a firm believer in, but I am still interested in seeing what a different system might entail and how that could play out. I added stat gathering so after we get 4-6 weeks of data, we can determine to keep or shelve this feature. I will probably always be on the "blocking" side of removing it outright unless there's some severe data that can convince me (which will probably need it's own test-merged PR, while this is meant to be added into the game right now). ### Why are we changing it? I think not enough people are dying. I played a few rounds yesterday and while a decent chunk of people were dying, I saw a few follies in my original line of thought. Maintenance should be a bit creepier and not auxiliary hallways (in normal circumstances), I already thought we did a really good job of that but I noticed that it wasn't as good as memory served me. I think maintenance should have a little bit more difficulty to navigate (i.e. if you're being chased down by someone and it's taking 2.5 seconds to open, that would be an excellent heart-pounding tension moment) and would overall be more interesting than the status quo. It is a bit sillier to me but some IRL buildings do have to have you hold down the push bar for a few seconds until it disengages, so this is agreeable. I also don't think the unidirectional exit design flow standards are where they were due to drift in application, so this is also a better way to uniformly apply it. ## Changelog 🆑 balance: After noticing it was too easy for animals to crawl through maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced all unrestricted door sensors (like in maintenance) with a pull-down lever that should take around 2-3 seconds to engage. It has been designed to allow the employee to actuate it despite any pressure differentials within an area. balance: The above change does not apply to select doors in the medical section of the station, which will continue to use the "older" Ready-Exit system. sound: In order to ensure that staff in high-traffic areas don't go bonkers due to this new change, sound dampeners have been installed to prevent the hydraulics from being heard for super long distances. However, they skimped out on the quality for the ones in maintenance... /🆑 FYI Mappers/Tweakers: This PR replaces all station map unres mapping helpers with the new subtype. You are welcome to replace certain doors with the old helper (the base type) to get the old behavior as you see fit, just explain why that behavior is desired in that location. Otherwise, it would be appreciated if we have this new behavior >95% of the time.
367 lines
12 KiB
Plaintext
367 lines
12 KiB
Plaintext
|
|
/obj/structure/windoor_assembly
|
|
icon = 'icons/obj/doors/windoor.dmi'
|
|
|
|
name = "windoor Assembly"
|
|
icon_state = "l_windoor_assembly01"
|
|
desc = "A small glass and wire assembly for windoors."
|
|
anchored = FALSE
|
|
density = FALSE
|
|
dir = NORTH
|
|
obj_flags = CAN_BE_HIT | BLOCKS_CONSTRUCTION_DIR | UNIQUE_RENAME | RENAME_NO_DESC
|
|
set_dir_on_move = FALSE
|
|
can_atmos_pass = ATMOS_PASS_PROC
|
|
custom_materials = list(/datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 2.5)
|
|
|
|
/// Reference to the airlock electronics inside for determining window access.
|
|
var/obj/item/electronics/airlock/electronics = null
|
|
/// Player generated name string from renaming.
|
|
var/created_name = null
|
|
|
|
//Vars to help with the icon's name
|
|
///Does the windoor open to the left or right?
|
|
var/facing = "l"
|
|
///Whether or not this creates a secure windoor
|
|
var/secure = FALSE
|
|
/**
|
|
* Windoor (window door) assembly -Nodrak
|
|
* Step 1: Create a windoor out of rglass
|
|
* Step 2: Add r-glass to the assembly to make a secure windoor (Optional)
|
|
* Step 3: Rotate or Flip the assembly to face and open the way you want
|
|
* Step 4: Wrench the assembly in place
|
|
* Step 5: Add cables to the assembly
|
|
* Step 6: Set access for the door.
|
|
* Step 7: Crowbar the door to complete
|
|
*/
|
|
var/state = "01"
|
|
|
|
|
|
/obj/structure/windoor_assembly/Initialize(mapload, set_dir)
|
|
. = ..()
|
|
if(set_dir)
|
|
setDir(set_dir)
|
|
air_update_turf(TRUE, TRUE)
|
|
|
|
var/static/list/loc_connections = list(
|
|
COMSIG_ATOM_EXIT = PROC_REF(on_exit),
|
|
)
|
|
|
|
AddElement(/datum/element/connect_loc, loc_connections)
|
|
AddComponent(/datum/component/simple_rotation, ROTATION_NEEDS_ROOM)
|
|
|
|
/obj/structure/windoor_assembly/Destroy()
|
|
set_density(FALSE)
|
|
air_update_turf(TRUE, FALSE)
|
|
return ..()
|
|
|
|
/obj/structure/windoor_assembly/Move()
|
|
var/turf/T = loc
|
|
. = ..()
|
|
move_update_air(T)
|
|
|
|
/obj/structure/windoor_assembly/update_icon_state()
|
|
icon_state = "[facing]_[secure ? "secure_" : ""]windoor_assembly[state]"
|
|
return ..()
|
|
|
|
/obj/structure/windoor_assembly/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
|
|
if(border_dir == dir)
|
|
return
|
|
|
|
if(istype(mover, /obj/structure/window))
|
|
var/obj/structure/window/moved_window = mover
|
|
return valid_build_direction(loc, moved_window.dir, is_fulltile = moved_window.fulltile)
|
|
|
|
if(istype(mover, /obj/structure/windoor_assembly) || istype(mover, /obj/machinery/door/window))
|
|
return valid_build_direction(loc, mover.dir, is_fulltile = FALSE)
|
|
|
|
/obj/structure/windoor_assembly/can_atmos_pass(turf/T, vertical = FALSE)
|
|
if(get_dir(loc, T) == dir)
|
|
return !density
|
|
else
|
|
return TRUE
|
|
|
|
/obj/structure/windoor_assembly/proc/on_exit(datum/source, atom/movable/leaving, direction)
|
|
SIGNAL_HANDLER
|
|
|
|
if(leaving.movement_type & PHASING)
|
|
return
|
|
|
|
if(leaving == src)
|
|
return // Let's not block ourselves.
|
|
|
|
if (leaving.pass_flags & pass_flags_self)
|
|
return
|
|
|
|
if (direction == dir && density)
|
|
leaving.Bump(src)
|
|
return COMPONENT_ATOM_BLOCK_EXIT
|
|
|
|
/obj/structure/windoor_assembly/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
|
|
//I really should have spread this out across more states but thin little windoors are hard to sprite.
|
|
add_fingerprint(user)
|
|
switch(state)
|
|
if("01")
|
|
if(W.tool_behaviour == TOOL_WELDER && !anchored)
|
|
if(!W.tool_start_check(user, amount=1))
|
|
return
|
|
|
|
user.visible_message(span_notice("[user] disassembles the windoor assembly."),
|
|
span_notice("You start to disassemble the windoor assembly..."))
|
|
|
|
if(W.use_tool(src, user, 40, volume=50))
|
|
to_chat(user, span_notice("You disassemble the windoor assembly."))
|
|
var/obj/item/stack/sheet/rglass/RG = new (get_turf(src), 5)
|
|
if (!QDELETED(RG))
|
|
RG.add_fingerprint(user)
|
|
if(secure)
|
|
var/obj/item/stack/rods/R = new (get_turf(src), 4)
|
|
if (!QDELETED(R))
|
|
R.add_fingerprint(user)
|
|
qdel(src)
|
|
return
|
|
|
|
//Wrenching an unsecure assembly anchors it in place. Step 4 complete
|
|
if(W.tool_behaviour == TOOL_WRENCH && !anchored)
|
|
for(var/obj/machinery/door/window/WD in loc)
|
|
if(WD.dir == dir)
|
|
to_chat(user, span_warning("There is already a windoor in that location!"))
|
|
return
|
|
user.visible_message(span_notice("[user] secures the windoor assembly to the floor."),
|
|
span_notice("You start to secure the windoor assembly to the floor..."))
|
|
|
|
if(W.use_tool(src, user, 40, volume=100))
|
|
if(anchored)
|
|
return
|
|
for(var/obj/machinery/door/window/WD in loc)
|
|
if(WD.dir == dir)
|
|
to_chat(user, span_warning("There is already a windoor in that location!"))
|
|
return
|
|
to_chat(user, span_notice("You secure the windoor assembly."))
|
|
set_anchored(TRUE)
|
|
if(secure)
|
|
name = "secure anchored windoor assembly"
|
|
else
|
|
name = "anchored windoor assembly"
|
|
|
|
//Unwrenching an unsecure assembly un-anchors it. Step 4 undone
|
|
else if(W.tool_behaviour == TOOL_WRENCH && anchored)
|
|
user.visible_message(span_notice("[user] unsecures the windoor assembly to the floor."),
|
|
span_notice("You start to unsecure the windoor assembly to the floor..."))
|
|
|
|
if(W.use_tool(src, user, 40, volume=100))
|
|
if(!anchored)
|
|
return
|
|
to_chat(user, span_notice("You unsecure the windoor assembly."))
|
|
set_anchored(FALSE)
|
|
if(secure)
|
|
name = "secure windoor assembly"
|
|
else
|
|
name = "windoor assembly"
|
|
|
|
//Adding plasteel makes the assembly a secure windoor assembly. Step 2 (optional) complete.
|
|
else if(istype(W, /obj/item/stack/sheet/plasteel) && !secure)
|
|
var/obj/item/stack/sheet/plasteel/P = W
|
|
if(P.get_amount() < 2)
|
|
to_chat(user, span_warning("You need more plasteel to do this!"))
|
|
return
|
|
to_chat(user, span_notice("You start to reinforce the windoor with plasteel..."))
|
|
|
|
if(do_after(user,40, target = src))
|
|
if(!src || secure || P.get_amount() < 2)
|
|
return
|
|
|
|
P.use(2)
|
|
to_chat(user, span_notice("You reinforce the windoor."))
|
|
secure = TRUE
|
|
if(anchored)
|
|
name = "secure anchored windoor assembly"
|
|
else
|
|
name = "secure windoor assembly"
|
|
|
|
//Adding cable to the assembly. Step 5 complete.
|
|
else if(istype(W, /obj/item/stack/cable_coil) && anchored)
|
|
user.visible_message(span_notice("[user] wires the windoor assembly."), span_notice("You start to wire the windoor assembly..."))
|
|
|
|
if(do_after(user, 4 SECONDS, target = src))
|
|
if(!src || !anchored || src.state != "01")
|
|
return
|
|
var/obj/item/stack/cable_coil/CC = W
|
|
if(!CC.use(1))
|
|
to_chat(user, span_warning("You need more cable to do this!"))
|
|
return
|
|
to_chat(user, span_notice("You wire the windoor."))
|
|
state = "02"
|
|
if(secure)
|
|
name = "secure wired windoor assembly"
|
|
else
|
|
name = "wired windoor assembly"
|
|
else
|
|
return ..()
|
|
|
|
if("02")
|
|
|
|
//Removing wire from the assembly. Step 5 undone.
|
|
if(W.tool_behaviour == TOOL_WIRECUTTER)
|
|
user.visible_message(span_notice("[user] cuts the wires from the airlock assembly."), span_notice("You start to cut the wires from airlock assembly..."))
|
|
|
|
if(W.use_tool(src, user, 40, volume=100))
|
|
if(state != "02")
|
|
return
|
|
|
|
to_chat(user, span_notice("You cut the windoor wires."))
|
|
new/obj/item/stack/cable_coil(get_turf(user), 1)
|
|
state = "01"
|
|
if(secure)
|
|
name = "secure anchored windoor assembly"
|
|
else
|
|
name = "anchored windoor assembly"
|
|
|
|
//Adding airlock electronics for access. Step 6 complete.
|
|
else if(istype(W, /obj/item/electronics/airlock))
|
|
if(!user.transferItemToLoc(W, src))
|
|
return
|
|
W.play_tool_sound(src, 100)
|
|
user.visible_message(span_notice("[user] installs the electronics into the airlock assembly."),
|
|
span_notice("You start to install electronics into the airlock assembly..."))
|
|
|
|
if(do_after(user, 4 SECONDS, target = src))
|
|
if(!src || electronics)
|
|
W.forceMove(drop_location())
|
|
return
|
|
to_chat(user, span_notice("You install the airlock electronics."))
|
|
name = "near finished windoor assembly"
|
|
electronics = W
|
|
else
|
|
W.forceMove(drop_location())
|
|
|
|
//Screwdriver to remove airlock electronics. Step 6 undone.
|
|
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
|
|
if(!electronics)
|
|
return
|
|
|
|
user.visible_message(span_notice("[user] removes the electronics from the airlock assembly."),
|
|
span_notice("You start to uninstall electronics from the airlock assembly..."))
|
|
|
|
if(W.use_tool(src, user, 40, volume=100) && electronics)
|
|
to_chat(user, span_notice("You remove the airlock electronics."))
|
|
name = "wired windoor assembly"
|
|
var/obj/item/electronics/airlock/ae
|
|
ae = electronics
|
|
electronics = null
|
|
ae.forceMove(drop_location())
|
|
|
|
//Crowbar to complete the assembly, Step 7 complete.
|
|
else if(W.tool_behaviour == TOOL_CROWBAR)
|
|
if(!electronics)
|
|
to_chat(usr, span_warning("The assembly is missing electronics!"))
|
|
return
|
|
user.visible_message(span_notice("[user] pries the windoor into the frame."),
|
|
span_notice("You start prying the windoor into the frame..."))
|
|
|
|
if(W.use_tool(src, user, 40, volume=100) && electronics)
|
|
set_density(TRUE) //Shouldn't matter but just incase
|
|
to_chat(user, span_notice("You finish the windoor."))
|
|
finish_door()
|
|
|
|
else
|
|
return ..()
|
|
|
|
//Update to reflect changes(if applicable)
|
|
update_appearance()
|
|
|
|
/obj/structure/windoor_assembly/examine(mob/user)
|
|
. = ..()
|
|
if(!anchored)
|
|
. += span_notice("\The [src] can be [span_boldnotice("wrenched")] down.")
|
|
. += span_notice("\The [src] could also be [span_boldnotice("cut apart")] with a [span_boldnotice("welder")].")
|
|
return
|
|
switch(state)
|
|
if("01")
|
|
. += span_notice("\The [src] needs [span_boldnotice("wiring")], or could be [span_boldnotice("un-wrenched")] from the floor.")
|
|
if("02")
|
|
if(!electronics)
|
|
. += span_notice("\The [src] needs [span_boldnotice("airlock electronics")] to continue installation, or [span_boldnotice("wirecutters")] to take apart.")
|
|
else
|
|
. += span_notice("\The [src] is ready to be [span_boldnotice("levered")] into place with a [span_boldnotice("crowbar")].")
|
|
|
|
/obj/structure/windoor_assembly/proc/finish_door()
|
|
var/obj/machinery/door/window/windoor
|
|
if(secure)
|
|
windoor = new /obj/machinery/door/window/brigdoor(loc)
|
|
if(facing == "l")
|
|
windoor.icon_state = "leftsecureopen"
|
|
windoor.base_state = "leftsecure"
|
|
else
|
|
windoor.icon_state = "rightsecureopen"
|
|
windoor.base_state = "rightsecure"
|
|
|
|
else
|
|
windoor = new /obj/machinery/door/window(loc)
|
|
if(facing == "l")
|
|
windoor.icon_state = "leftopen"
|
|
windoor.base_state = "left"
|
|
else
|
|
windoor.icon_state = "rightopen"
|
|
windoor.base_state = "right"
|
|
|
|
windoor.setDir(dir)
|
|
windoor.set_density(FALSE)
|
|
if(created_name)
|
|
windoor.name = created_name
|
|
else if(electronics.passed_name)
|
|
windoor.name = sanitize(electronics.passed_name)
|
|
if(electronics.one_access)
|
|
windoor.req_one_access = electronics.accesses
|
|
else
|
|
windoor.req_access = electronics.accesses
|
|
if(electronics.unres_sides)
|
|
windoor.unres_sides = electronics.unres_sides
|
|
switch(dir)
|
|
if(NORTH,SOUTH)
|
|
windoor.unres_sides &= ~EAST
|
|
windoor.unres_sides &= ~WEST
|
|
if(EAST,WEST)
|
|
windoor.unres_sides &= ~NORTH
|
|
windoor.unres_sides &= ~SOUTH
|
|
windoor.unres_latch = TRUE
|
|
electronics.forceMove(windoor)
|
|
windoor.electronics = electronics
|
|
windoor.autoclose = TRUE
|
|
windoor.close()
|
|
windoor.update_appearance()
|
|
|
|
qdel(src)
|
|
|
|
|
|
//Flips the windoor assembly, determines whather the door opens to the left or the right
|
|
/obj/structure/windoor_assembly/verb/flip()
|
|
set name = "Flip Windoor Assembly"
|
|
set category = "Object"
|
|
set src in oview(1)
|
|
if(usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
|
|
return
|
|
|
|
if(isliving(usr))
|
|
var/mob/living/L = usr
|
|
if(!(L.mobility_flags & MOBILITY_USE))
|
|
return
|
|
|
|
if(facing == "l")
|
|
to_chat(usr, span_notice("The windoor will now slide to the right."))
|
|
facing = "r"
|
|
else
|
|
facing = "l"
|
|
to_chat(usr, span_notice("The windoor will now slide to the left."))
|
|
|
|
update_appearance()
|
|
return
|
|
|
|
/obj/structure/windoor_assembly/nameformat(input, user)
|
|
created_name = input
|
|
return input
|
|
|
|
/obj/structure/windoor_assembly/rename_reset()
|
|
created_name = initial(created_name)
|