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## About The Pull Request closes #72348 Title ## Why It's Good For The Game My bad ## Changelog Heres the script I used this time if you want to ```cs var baseDir = Environment.CurrentDirectory; var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList(); var known = new Dictionary<string, List<KeyValuePair<string, int>>>(); foreach (var file in allFiles) { var fileLines = File.ReadAllLines(file); for (var i = 0; i < fileLines.Length; i++) { var line = fileLines[i]; if (line.StartsWith("/datum/armor/")) { var armorName = line.Replace("/datum/armor/", "").Trim(); if (!known.ContainsKey(armorName)) known[armorName] = new List<KeyValuePair<string, int>>(); var knownList = known[armorName]; knownList.Add(new KeyValuePair<string, int>(file, i)); } } } Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums."); var duplicates = new Dictionary<string, List<int>>(); foreach (var (_, entries) in known) { var actuals = entries.Skip(1).ToList(); foreach (var actual in actuals) { if (!duplicates.ContainsKey(actual.Key)) duplicates[actual.Key] = new List<int>(); duplicates[actual.Key].Add(actual.Value); } } Console.WriteLine($"There are {duplicates.Count} files to update."); foreach (var (file, idxes) in duplicates) { var fileContents = File.ReadAllLines(file).ToList(); foreach (var idx in idxes.OrderByDescending(i => i)) { string line; do { line = fileContents[idx]; fileContents.RemoveAt(idx); } while (!String.IsNullOrWhiteSpace(line)); } File.WriteAllLines(file, fileContents); } ```
341 lines
9.8 KiB
Plaintext
341 lines
9.8 KiB
Plaintext
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
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//machineryness
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/obj/structure/mineral_door
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name = "iron door"
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density = TRUE
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anchored = TRUE
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opacity = TRUE
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layer = CLOSED_DOOR_LAYER
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material_flags = MATERIAL_EFFECTS
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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max_integrity = 200
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armor_type = /datum/armor/structure_mineral_door
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can_atmos_pass = ATMOS_PASS_DENSITY
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rad_insulation = RAD_MEDIUM_INSULATION
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material_flags = MATERIAL_EFFECTS
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material_modifier = 0.25
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var/door_opened = FALSE //if it's open or not.
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var/isSwitchingStates = FALSE //don't try to change stats if we're already opening
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var/close_delay = -1 //-1 if does not auto close.
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var/openSound = 'sound/effects/stonedoor_openclose.ogg'
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var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
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var/sheetType = /obj/item/stack/sheet/iron //what we're made of
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var/sheetAmount = 10 //how much it takes to construct us.
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/datum/armor/structure_mineral_door
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melee = 10
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energy = 100
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bomb = 10
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fire = 50
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acid = 50
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/obj/structure/mineral_door/Initialize(mapload)
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. = ..()
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var/obj/item/stack/initialized_mineral = new sheetType // Okay this kinda sucks.
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set_custom_materials(initialized_mineral.mats_per_unit, sheetAmount)
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qdel(initialized_mineral)
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air_update_turf(TRUE, TRUE)
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/obj/structure/mineral_door/Destroy()
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if(!door_opened)
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air_update_turf(TRUE, FALSE)
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. = ..()
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/obj/structure/mineral_door/Move()
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var/turf/T = loc
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. = ..()
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if(!door_opened)
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move_update_air(T)
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/obj/structure/mineral_door/Bumped(atom/movable/AM)
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..()
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if(!door_opened)
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return TryToSwitchState(AM)
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/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(iscyborg(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/mineral_door/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/mineral_door/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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return TryToSwitchState(user)
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/obj/structure/mineral_door/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(istype(mover, /obj/effect/beam))
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return !opacity
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/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates || !anchored)
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return
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if(isliving(user))
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var/mob/living/matters = user
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if(matters.client)
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if(iscarbon(matters))
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var/mob/living/carbon/carbon_user = matters
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if(!carbon_user.handcuffed)
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SwitchState()
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else
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SwitchState()
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else if(ismecha(user))
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SwitchState()
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/obj/structure/mineral_door/proc/SwitchState()
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if(door_opened)
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Close()
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else
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Open()
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/obj/structure/mineral_door/proc/Open()
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isSwitchingStates = TRUE
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playsound(src, openSound, 100, TRUE)
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set_opacity(FALSE)
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flick("[initial(icon_state)]opening",src)
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sleep(1 SECONDS)
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set_density(FALSE)
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door_opened = TRUE
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layer = OPEN_DOOR_LAYER
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air_update_turf(TRUE, FALSE)
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update_appearance()
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isSwitchingStates = FALSE
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if(close_delay != -1)
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addtimer(CALLBACK(src, PROC_REF(Close)), close_delay)
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/obj/structure/mineral_door/proc/Close()
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if(isSwitchingStates || !door_opened)
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return
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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return
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isSwitchingStates = TRUE
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playsound(src, closeSound, 100, TRUE)
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flick("[initial(icon_state)]closing",src)
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sleep(1 SECONDS)
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set_density(TRUE)
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set_opacity(TRUE)
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door_opened = FALSE
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layer = initial(layer)
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air_update_turf(TRUE, TRUE)
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update_appearance()
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isSwitchingStates = FALSE
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/obj/structure/mineral_door/update_icon_state()
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icon_state = "[initial(icon_state)][door_opened ? "open":""]"
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return ..()
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/obj/structure/mineral_door/attackby(obj/item/I, mob/living/user)
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if(pickaxe_door(user, I))
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return
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else if(!user.combat_mode)
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return attack_hand(user)
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else
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return ..()
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/obj/structure/mineral_door/set_anchored(anchorvalue) //called in default_unfasten_wrench() chain
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. = ..()
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set_opacity(anchored ? !door_opened : FALSE)
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air_update_turf(TRUE, anchorvalue)
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/obj/structure/mineral_door/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool, time = 4 SECONDS)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/////////////////////// TOOL OVERRIDES ///////////////////////
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/obj/structure/mineral_door/proc/pickaxe_door(mob/living/user, obj/item/I) //override if the door isn't supposed to be a minable mineral.
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if(!istype(user))
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return
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if(I.tool_behaviour != TOOL_MINING)
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return
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. = TRUE
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to_chat(user, span_notice("You start digging [src]..."))
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if(I.use_tool(src, user, 40, volume=50))
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to_chat(user, span_notice("You finish digging."))
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deconstruct(TRUE)
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/obj/structure/mineral_door/welder_act(mob/living/user, obj/item/I) //override if the door is supposed to be flammable.
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..()
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. = TRUE
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if(anchored)
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to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
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return
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user.visible_message(span_notice("[user] starts to weld apart [src]!"), span_notice("You start welding apart [src]."))
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if(!I.use_tool(src, user, 60, 5, 50))
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to_chat(user, span_warning("You failed to weld apart [src]!"))
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return
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user.visible_message(span_notice("[user] welded [src] into pieces!"), span_notice("You welded apart [src]!"))
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deconstruct(TRUE)
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/obj/structure/mineral_door/proc/crowbar_door(mob/living/user, obj/item/I) //if the door is flammable, call this in crowbar_act() so we can still decon it
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. = TRUE
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if(anchored)
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to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
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return
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user.visible_message(span_notice("[user] starts to pry apart [src]!"), span_notice("You start prying apart [src]."))
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if(!I.use_tool(src, user, 60, volume = 50))
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to_chat(user, span_warning("You failed to pry apart [src]!"))
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return
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user.visible_message(span_notice("[user] pried [src] into pieces!"), span_notice("You pried apart [src]!"))
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deconstruct(TRUE)
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/////////////////////// END TOOL OVERRIDES ///////////////////////
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/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
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var/turf/T = get_turf(src)
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if(disassembled)
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new sheetType(T, sheetAmount)
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else
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new sheetType(T, max(sheetAmount - 2, 1))
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qdel(src)
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/obj/structure/mineral_door/iron
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name = "iron door"
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max_integrity = 300
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sheetAmount = 20
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/obj/structure/mineral_door/silver
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name = "silver door"
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icon_state = "silver"
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sheetType = /obj/item/stack/sheet/mineral/silver
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max_integrity = 300
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/mineral_door/gold
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name = "gold door"
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icon_state = "gold"
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sheetType = /obj/item/stack/sheet/mineral/gold
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rad_insulation = RAD_HEAVY_INSULATION
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/obj/structure/mineral_door/uranium
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name = "uranium door"
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icon_state = "uranium"
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sheetType = /obj/item/stack/sheet/mineral/uranium
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max_integrity = 300
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light_range = 2
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/obj/structure/mineral_door/sandstone
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name = "sandstone door"
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icon_state = "sandstone"
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sheetType = /obj/item/stack/sheet/mineral/sandstone
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max_integrity = 100
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/obj/structure/mineral_door/transparent
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opacity = FALSE
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/transparent/Close()
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..()
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set_opacity(FALSE)
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/obj/structure/mineral_door/transparent/plasma
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name = "plasma door"
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icon_state = "plasma"
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sheetType = /obj/item/stack/sheet/mineral/plasma
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/obj/structure/mineral_door/transparent/diamond
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name = "diamond door"
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icon_state = "diamond"
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sheetType = /obj/item/stack/sheet/mineral/diamond
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max_integrity = 1000
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rad_insulation = RAD_EXTREME_INSULATION
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/obj/structure/mineral_door/wood
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name = "wood door"
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icon_state = "wood"
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openSound = 'sound/effects/doorcreaky.ogg'
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closeSound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/mineral/wood
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resistance_flags = FLAMMABLE
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max_integrity = 200
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rad_insulation = RAD_VERY_LIGHT_INSULATION
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/obj/structure/mineral_door/wood/pickaxe_door(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/wood/welder_act(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/wood/crowbar_act(mob/living/user, obj/item/I)
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return crowbar_door(user, I)
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/obj/structure/mineral_door/wood/attackby(obj/item/I, mob/living/user)
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if(I.get_temperature())
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fire_act(I.get_temperature())
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return
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return ..()
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/obj/structure/mineral_door/paperframe
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name = "paper frame door"
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icon_state = "paperframe"
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openSound = 'sound/effects/doorcreaky.ogg'
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closeSound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/paperframes
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sheetAmount = 3
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resistance_flags = FLAMMABLE
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max_integrity = 20
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/obj/structure/mineral_door/paperframe/Initialize(mapload)
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. = ..()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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/obj/structure/mineral_door/paperframe/examine(mob/user)
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. = ..()
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if(atom_integrity < max_integrity)
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. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
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/obj/structure/mineral_door/paperframe/pickaxe_door(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/paperframe/welder_act(mob/living/user, obj/item/I)
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return
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/obj/structure/mineral_door/paperframe/crowbar_act(mob/living/user, obj/item/I)
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return crowbar_door(user, I)
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/obj/structure/mineral_door/paperframe/attackby(obj/item/I, mob/living/user)
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if(I.get_temperature()) //BURN IT ALL DOWN JIM
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fire_act(I.get_temperature())
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return
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if((!user.combat_mode) && istype(I, /obj/item/paper) && (atom_integrity < max_integrity))
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user.visible_message(span_notice("[user] starts to patch the holes in [src]."), span_notice("You start patching some of the holes in [src]!"))
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if(do_after(user, 2 SECONDS, src))
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atom_integrity = min(atom_integrity+4,max_integrity)
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qdel(I)
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user.visible_message(span_notice("[user] patches some of the holes in [src]."), span_notice("You patch some of the holes in [src]!"))
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return TRUE
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return ..()
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/obj/structure/mineral_door/paperframe/Destroy()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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