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Folders props, and adds the laser prism, receptor, and sealed doors. (#5337)
* Re-bases props, and adds the laser prism. * Ver 1 of Puzzle Lock and Doors * Doors * Fix door hiccup I made, modify Prism
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// An indestructible blast door that can only be opened once its puzzle requirements are completed.
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/obj/machinery/door/blast/puzzle
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name = "puzzle door"
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desc = "A large, virtually indestructible door that will not open unless certain requirements are met."
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icon_state_open = "pdoor0"
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icon_state_opening = "pdoorc0"
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icon_state_closed = "pdoor1"
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icon_state_closing = "pdoorc1"
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icon_state = "pdoor1"
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explosion_resistance = 100
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maxhealth = 9999999 //No.
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var/list/locks = list()
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var/lockID = null
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var/checkrange_mult = 1
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/obj/machinery/door/blast/puzzle/proc/check_locks()
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for(var/obj/structure/prop/lock/L in locks)
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if(!L.enabled)
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return 0
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return 1
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/obj/machinery/door/blast/puzzle/bullet_act(var/obj/item/projectile/Proj)
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visible_message("<span class='cult'>\The [src] is completely unaffected by \the [Proj].</span>")
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qdel(Proj) //No piercing. No.
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/obj/machinery/door/blast/puzzle/ex_act(severity)
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visible_message("<span class='cult'>\The [src] is completely unaffected by the blast.</span>")
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return
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/obj/machinery/door/blast/puzzle/initialize()
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. = ..()
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implicit_material = get_material_by_name("dungeonium")
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if(locks.len)
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return
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var/check_range = world.view * checkrange_mult
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for(var/obj/structure/prop/lock/L in orange(src, check_range))
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if(L.lockID == lockID)
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L.linked_objects |= src
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locks |= L
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/obj/machinery/door/blast/puzzle/Destroy()
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if(locks.len)
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for(var/obj/structure/prop/lock/L in locks)
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L.linked_objects -= src
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locks -= L
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..()
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/obj/machinery/door/blast/puzzle/attack_hand(mob/user as mob)
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if(check_locks())
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force_toggle(1, user)
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else
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to_chat(user, "<span class='notice'>\The [src] does not respond to your touch.</span>")
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/obj/machinery/door/blast/puzzle/attackby(obj/item/weapon/C as obj, mob/user as mob)
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if(istype(C, /obj/item/weapon))
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if(C.pry == 1 && (user.a_intent != I_HURT || (stat & BROKEN)))
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if(istype(C,/obj/item/weapon/material/twohanded/fireaxe))
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var/obj/item/weapon/material/twohanded/fireaxe/F = C
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if(!F.wielded)
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to_chat(user, "<span class='warning'>You need to be wielding \the [F] to do that.</span>")
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return
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if(check_locks())
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force_toggle(1, user)
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else
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to_chat(user, "<span class='notice'>[src]'s arcane workings resist your effort.</span>")
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return
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else if(src.density && (user.a_intent == I_HURT))
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var/obj/item/weapon/W = C
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [W] with no visible effect.</span>")
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else if(istype(C, /obj/item/weapon/plastique))
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to_chat(user, "<span class='danger'>On contacting \the [src], a flash of light envelops \the [C] as it is turned to ash. Oh.</span>")
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qdel(C)
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return 0
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/obj/machinery/door/blast/puzzle/attack_generic(var/mob/user, var/damage)
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if(check_locks())
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force_toggle(1, user)
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/obj/machinery/door/blast/puzzle/attack_alien(var/mob/user)
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if(check_locks())
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force_toggle(1, user)
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