Files
Bubberstation/code/game/objects/structures/mineral_doors.dm
Zephyr 6a0c884410 [no gbp] removes all duplicate armor datums (#72354)
## 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);
}
```
2022-12-30 03:43:36 -05:00

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
//machineryness
/obj/structure/mineral_door
name = "iron door"
density = TRUE
anchored = TRUE
opacity = TRUE
layer = CLOSED_DOOR_LAYER
material_flags = MATERIAL_EFFECTS
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
armor_type = /datum/armor/structure_mineral_door
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
material_modifier = 0.25
var/door_opened = FALSE //if it's open or not.
var/isSwitchingStates = FALSE //don't try to change stats if we're already opening
var/close_delay = -1 //-1 if does not auto close.
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
var/sheetType = /obj/item/stack/sheet/iron //what we're made of
var/sheetAmount = 10 //how much it takes to construct us.
/datum/armor/structure_mineral_door
melee = 10
energy = 100
bomb = 10
fire = 50
acid = 50
/obj/structure/mineral_door/Initialize(mapload)
. = ..()
var/obj/item/stack/initialized_mineral = new sheetType // Okay this kinda sucks.
set_custom_materials(initialized_mineral.mats_per_unit, sheetAmount)
qdel(initialized_mineral)
air_update_turf(TRUE, TRUE)
/obj/structure/mineral_door/Destroy()
if(!door_opened)
air_update_turf(TRUE, FALSE)
. = ..()
/obj/structure/mineral_door/Move()
var/turf/T = loc
. = ..()
if(!door_opened)
move_update_air(T)
/obj/structure/mineral_door/Bumped(atom/movable/AM)
..()
if(!door_opened)
return TryToSwitchState(AM)
/obj/structure/mineral_door/attack_ai(mob/user) //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(iscyborg(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/mineral_door/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
return TryToSwitchState(user)
/obj/structure/mineral_door/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(istype(mover, /obj/effect/beam))
return !opacity
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates || !anchored)
return
if(isliving(user))
var/mob/living/matters = user
if(matters.client)
if(iscarbon(matters))
var/mob/living/carbon/carbon_user = matters
if(!carbon_user.handcuffed)
SwitchState()
else
SwitchState()
else if(ismecha(user))
SwitchState()
/obj/structure/mineral_door/proc/SwitchState()
if(door_opened)
Close()
else
Open()
/obj/structure/mineral_door/proc/Open()
isSwitchingStates = TRUE
playsound(src, openSound, 100, TRUE)
set_opacity(FALSE)
flick("[initial(icon_state)]opening",src)
sleep(1 SECONDS)
set_density(FALSE)
door_opened = TRUE
layer = OPEN_DOOR_LAYER
air_update_turf(TRUE, FALSE)
update_appearance()
isSwitchingStates = FALSE
if(close_delay != -1)
addtimer(CALLBACK(src, PROC_REF(Close)), close_delay)
/obj/structure/mineral_door/proc/Close()
if(isSwitchingStates || !door_opened)
return
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = TRUE
playsound(src, closeSound, 100, TRUE)
flick("[initial(icon_state)]closing",src)
sleep(1 SECONDS)
set_density(TRUE)
set_opacity(TRUE)
door_opened = FALSE
layer = initial(layer)
air_update_turf(TRUE, TRUE)
update_appearance()
isSwitchingStates = FALSE
/obj/structure/mineral_door/update_icon_state()
icon_state = "[initial(icon_state)][door_opened ? "open":""]"
return ..()
/obj/structure/mineral_door/attackby(obj/item/I, mob/living/user)
if(pickaxe_door(user, I))
return
else if(!user.combat_mode)
return attack_hand(user)
else
return ..()
/obj/structure/mineral_door/set_anchored(anchorvalue) //called in default_unfasten_wrench() chain
. = ..()
set_opacity(anchored ? !door_opened : FALSE)
air_update_turf(TRUE, anchorvalue)
/obj/structure/mineral_door/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool, time = 4 SECONDS)
return TOOL_ACT_TOOLTYPE_SUCCESS
/////////////////////// TOOL OVERRIDES ///////////////////////
/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.
if(!istype(user))
return
if(I.tool_behaviour != TOOL_MINING)
return
. = TRUE
to_chat(user, span_notice("You start digging [src]..."))
if(I.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You finish digging."))
deconstruct(TRUE)
/obj/structure/mineral_door/welder_act(mob/living/user, obj/item/I) //override if the door is supposed to be flammable.
..()
. = TRUE
if(anchored)
to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
return
user.visible_message(span_notice("[user] starts to weld apart [src]!"), span_notice("You start welding apart [src]."))
if(!I.use_tool(src, user, 60, 5, 50))
to_chat(user, span_warning("You failed to weld apart [src]!"))
return
user.visible_message(span_notice("[user] welded [src] into pieces!"), span_notice("You welded apart [src]!"))
deconstruct(TRUE)
/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
. = TRUE
if(anchored)
to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
return
user.visible_message(span_notice("[user] starts to pry apart [src]!"), span_notice("You start prying apart [src]."))
if(!I.use_tool(src, user, 60, volume = 50))
to_chat(user, span_warning("You failed to pry apart [src]!"))
return
user.visible_message(span_notice("[user] pried [src] into pieces!"), span_notice("You pried apart [src]!"))
deconstruct(TRUE)
/////////////////////// END TOOL OVERRIDES ///////////////////////
/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
var/turf/T = get_turf(src)
if(disassembled)
new sheetType(T, sheetAmount)
else
new sheetType(T, max(sheetAmount - 2, 1))
qdel(src)
/obj/structure/mineral_door/iron
name = "iron door"
max_integrity = 300
sheetAmount = 20
/obj/structure/mineral_door/silver
name = "silver door"
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
max_integrity = 300
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/uranium
name = "uranium door"
icon_state = "uranium"
sheetType = /obj/item/stack/sheet/mineral/uranium
max_integrity = 300
light_range = 2
/obj/structure/mineral_door/sandstone
name = "sandstone door"
icon_state = "sandstone"
sheetType = /obj/item/stack/sheet/mineral/sandstone
max_integrity = 100
/obj/structure/mineral_door/transparent
opacity = FALSE
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/transparent/Close()
..()
set_opacity(FALSE)
/obj/structure/mineral_door/transparent/plasma
name = "plasma door"
icon_state = "plasma"
sheetType = /obj/item/stack/sheet/mineral/plasma
/obj/structure/mineral_door/transparent/diamond
name = "diamond door"
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
max_integrity = 1000
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/mineral_door/wood
name = "wood door"
icon_state = "wood"
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
max_integrity = 200
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/wood/pickaxe_door(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/wood/welder_act(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/wood/crowbar_act(mob/living/user, obj/item/I)
return crowbar_door(user, I)
/obj/structure/mineral_door/wood/attackby(obj/item/I, mob/living/user)
if(I.get_temperature())
fire_act(I.get_temperature())
return
return ..()
/obj/structure/mineral_door/paperframe
name = "paper frame door"
icon_state = "paperframe"
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/paperframes
sheetAmount = 3
resistance_flags = FLAMMABLE
max_integrity = 20
/obj/structure/mineral_door/paperframe/Initialize(mapload)
. = ..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/mineral_door/paperframe/examine(mob/user)
. = ..()
if(atom_integrity < max_integrity)
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
/obj/structure/mineral_door/paperframe/pickaxe_door(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/paperframe/welder_act(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/paperframe/crowbar_act(mob/living/user, obj/item/I)
return crowbar_door(user, I)
/obj/structure/mineral_door/paperframe/attackby(obj/item/I, mob/living/user)
if(I.get_temperature()) //BURN IT ALL DOWN JIM
fire_act(I.get_temperature())
return
if((!user.combat_mode) && istype(I, /obj/item/paper) && (atom_integrity < max_integrity))
user.visible_message(span_notice("[user] starts to patch the holes in [src]."), span_notice("You start patching some of the holes in [src]!"))
if(do_after(user, 2 SECONDS, src))
atom_integrity = min(atom_integrity+4,max_integrity)
qdel(I)
user.visible_message(span_notice("[user] patches some of the holes in [src]."), span_notice("You patch some of the holes in [src]!"))
return TRUE
return ..()
/obj/structure/mineral_door/paperframe/Destroy()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()