//
/*
- Specific department maintenance doors
- Named doors properly according to type
- Gave them default access levels with the access constants
- Improper'd all of the names in the new()
*/
/obj/machinery/door/airlock
name = "Airlock"
description_info = "If you hold left ctrl whilst left-clicking on an airlock, you can ring the doorbell to announce your presence to anyone on the other side! Alternately if you are on HARM intent when doing this, you will bang loudly on the door!
AIs and Cyborgs can also quickly open/close, bolt/unbolt, and electrify/de-electrify doors at a distance by holding left shift, left control, or left alt respectively whilst left-clicking."
icon = 'icons/obj/doors/doorint.dmi'
icon_state = "door_closed"
power_channel = ENVIRON
explosion_resistance = 10
// Doors do their own stuff
bullet_vulnerability = 0
blocks_emissive = EMISSIVE_BLOCK_GENERIC // Not quite as nice as /tg/'s custom masks. We should make those sometime
var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
var/hackProof = 0 // if 1, this door can't be hacked by the AI
var/electrified_until = 0 //World time when the door is no longer electrified. -1 if it is permanently electrified until someone fixes it.
var/main_power_lost_until = 0 //World time when main power is restored.
var/backup_power_lost_until = -1 //World time when backup power is restored.
var/has_beeped = 0 //If 1, will not beep on failed closing attempt. Resets when door closes.
var/spawnPowerRestoreRunning = 0
var/welded = null
var/locked = FALSE
var/lights = 1 // bolt lights show by default
var/aiDisabledIdScanner = 0
var/aiHacking = FALSE
var/obj/machinery/door/airlock/closeOther = null
var/closeOtherId = null
var/lockdownbyai = 0
autoclose = 1
var/assembly_type = /obj/structure/door_assembly
var/mineral = null
var/justzap = 0
var/safe = 1
normalspeed = 1
var/obj/item/airlock_electronics/electronics = null
var/hasShocked = 0 //Prevents multiple shocks from happening
var/secured_wires = 0
var/security_level = 1 //Acts as a multiplier on the time required to hack an airlock with a hacktool
var/datum/wires/airlock/wires = null
var/open_sound_powered = 'sound/machines/door/covert1o.ogg'
var/open_sound_unpowered = 'sound/machines/door/airlockforced.ogg'
var/close_sound_powered = 'sound/machines/door/covert1c.ogg'
var/legacy_open_powered = 'sound/machines/door/old_airlock.ogg'
var/legacy_close_powered = 'sound/machines/door/old_airlockclose.ogg'
var/department_open_powered = null
var/department_close_powered = null
var/denied_sound = 'sound/machines/deniedbeep.ogg'
var/bolt_up_sound = 'sound/machines/door/boltsup.ogg'
var/bolt_down_sound = 'sound/machines/door/boltsdown.ogg'
var/knock_sound = 'sound/machines/2beeplow.ogg'
var/knock_hammer_sound = 'sound/weapons/sonic_jackhammer.ogg'
var/knock_unpowered_sound = 'sound/machines/door/knock_glass.ogg'
var/mob/hold_open
/obj/machinery/door/airlock/attack_generic(var/mob/living/user, var/damage)
if(stat & (BROKEN|NOPOWER))
if(damage >= STRUCTURE_MIN_DAMAGE_THRESHOLD)
if(locked || welded)
visible_message(span_danger("\The [user] begins breaking into \the [src] internals!"))
user.set_AI_busy(TRUE) // If the mob doesn't have an AI attached, this won't do anything.
if(do_after(user, 10 SECONDS, target = src))
locked = FALSE
welded = FALSE
update_icon()
open(TRUE)
if(prob(25))
shock(user, 100)
user.set_AI_busy(FALSE)
else if(density)
visible_message(span_danger("\The [user] forces \the [src] open!"))
open(TRUE)
else
visible_message(span_danger("\The [user] forces \the [src] closed!"))
close(1)
else
visible_message(span_notice("\The [user] strains fruitlessly to force \the [src] [density ? "open" : "closed"]."))
return
..()
/obj/machinery/door/airlock/attack_alien(var/mob/user) //Familiar, right? Doors. -Mechoid
if(!ishuman(user))
return ..()
var/mob/living/carbon/human/X = user
if(istype(X.species, /datum/species/xenos))
if(locked || welded)
visible_message(span_alium("\The [user] begins tearing into \the [src] internals!"))
do_animate("deny")
if(do_after(user, 15 SECONDS, target = src))
visible_message(span_danger("\The [user] tears \the [src] open, sparks flying from its electronics!"))
do_animate("spark")
playsound(src, 'sound/machines/door/airlock_tear_apart.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS)
locked = FALSE
welded = FALSE
update_icon()
open(TRUE)
set_broken() //These aren't emags, these be CLAWS
else if(density)
visible_message(span_alium("\The [user] begins forcing \the [src] open!"))
if(do_after(user, 5 SECONDS, target = src))
playsound(src, 'sound/machines/door/airlock_creaking.ogg', 100, 1, volume_channel = VOLUME_CHANNEL_DOORS)
visible_message(span_danger("\The [user] forces \the [src] open!"))
open(TRUE)
else
visible_message(span_danger("\The [user] forces \the [src] closed!"))
close(1)
else
do_animate("deny")
visible_message(span_notice("\The [user] strains fruitlessly to force \the [src] [density ? "open" : "closed"]."))
return
/obj/machinery/door/airlock/get_material()
if(mineral)
return get_material_by_name(mineral)
return get_material_by_name(MAT_STEEL)
/obj/machinery/door/airlock/process()
// Deliberate no call to parent.
if(main_power_lost_until > 0 && world.time >= main_power_lost_until)
regainMainPower()
if(backup_power_lost_until > 0 && world.time >= backup_power_lost_until)
regainBackupPower()
else if(electrified_until > 0 && world.time >= electrified_until)
electrify(0)
if (..() == PROCESS_KILL && !(main_power_lost_until > 0 || backup_power_lost_until > 0 || electrified_until > 0))
. = PROCESS_KILL
/*
About the new airlock wires panel:
* An airlock wire dialog can be accessed by the normal way or by using wirecutters or a multitool on the door while the wire-panel is open. This would show the following wires, which you can either wirecut/mend or send a multitool pulse through. There are 9 wires.
* one wire from the ID scanner. Sending a pulse through this flashes the red light on the door (if the door has power). If you cut this wire, the door will stop recognizing valid IDs. (If the door has 0000 access, it still opens and closes, though)
* two wires for power. Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter). Cutting either one disables the main door power, but unless backup power is also cut, the backup power re-powers the door in 10 seconds. While unpowered, the door may be open, but bolts-raising will not work. Cutting these wires may electrocute the user.
* one wire for door bolts. Sending a pulse through this drops door bolts (whether the door is powered or not) or raises them (if it is). Cutting this wire also drops the door bolts, and mending it does not raise them. If the wire is cut, trying to raise the door bolts will not work.
* two wires for backup power. Sending a pulse through either one causes a breaker to trip, but this does not disable it unless main power is down too (in which case it is disabled for 1 minute or however long it takes main power to come back, whichever is shorter). Cutting either one disables the backup door power (allowing it to be crowbarred open, but disabling bolts-raising), but may electocute the user.
* one wire for opening the door. Sending a pulse through this while the door has power makes it open the door if no access is required.
* one wire for AI control. Sending a pulse through this blocks AI control for a second or so (which is enough to see the AI control light on the panel dialog go off and back on again). Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all.
* one wire for electrifying the door. Sending a pulse through this electrifies the door for 30 seconds. Cutting this wire electrifies the door, so that the next person to touch the door without insulated gloves gets electrocuted. (Currently it is also STAYING electrified until someone mends the wire)
* one wire for controling door safetys. When active, door does not close on someone. When cut, door will ruin someone's shit. When pulsed, door will immedately ruin someone's shit.
* one wire for controlling door speed. When active, dor closes at normal rate. When cut, door does not close manually. When pulsed, door attempts to close every tick.
*/
/obj/machinery/door/airlock/bumpopen(mob/living/user) //Airlocks now zap you when you 'bump' them open when they're electrified. --NeoFite
if(!issilicon(user))
if(isElectrified())
if(!justzap)
if(shock(user, 100))
justzap = 1
spawn (10)
justzap = 0
return
else /*if(justzap)*/
return
else if(user.hallucination > 50 && prob(10) && operating == 0)
to_chat(user, span_danger("You feel a powerful shock course through your body!"))
user.playsound_local(get_turf(user), get_sfx("sparks"), vol = 75)
user.halloss += 10
user.AdjustStunned(10)
return
..(user)
/obj/machinery/door/airlock/proc/isElectrified()
if(electrified_until != 0)
return TRUE
return FALSE
/obj/machinery/door/airlock/proc/canAIControl()
return ((aiControlDisabled!=1) && (!isAllPowerLoss()));
/obj/machinery/door/airlock/proc/canAIHack()
return ((aiControlDisabled==1) && (!hackProof) && (!isAllPowerLoss()));
/obj/machinery/door/airlock/proc/arePowerSystemsOn()
if (stat & (NOPOWER|BROKEN))
return FALSE
return (main_power_lost_until==0 || backup_power_lost_until==0)
/obj/machinery/door/airlock/requiresID()
return !(wires.is_cut(WIRE_IDSCAN) || aiDisabledIdScanner)
/obj/machinery/door/airlock/proc/isAllPowerLoss()
if(stat & (NOPOWER|BROKEN))
return TRUE
if(mainPowerCablesCut() && backupPowerCablesCut())
return TRUE
return FALSE
/obj/machinery/door/airlock/proc/mainPowerCablesCut()
return wires.is_cut(WIRE_MAIN_POWER1) || wires.is_cut(WIRE_MAIN_POWER2)
/obj/machinery/door/airlock/proc/backupPowerCablesCut()
return wires.is_cut(WIRE_BACKUP_POWER1) || wires.is_cut(WIRE_BACKUP_POWER2)
/obj/machinery/door/airlock/proc/loseMainPower()
main_power_lost_until = mainPowerCablesCut() ? -1 : world.time + (1 MINUTE)
// If backup power is permanently disabled then activate in 10 seconds if possible, otherwise it's already enabled or a timer is already running
if(backup_power_lost_until == -1 && !backupPowerCablesCut())
backup_power_lost_until = world.time + (10 SECONDS)
if(main_power_lost_until > 0 || backup_power_lost_until > 0)
START_MACHINE_PROCESSING(src)
// Disable electricity if required
if(electrified_until && isAllPowerLoss())
electrify(0)
update_icon()
/obj/machinery/door/airlock/proc/loseBackupPower()
backup_power_lost_until = backupPowerCablesCut() ? -1 : world.time + (1 MINUTE)
if(backup_power_lost_until > 0)
START_MACHINE_PROCESSING(src)
// Disable electricity if required
if(electrified_until && isAllPowerLoss())
electrify(0)
update_icon()
/obj/machinery/door/airlock/proc/regainMainPower()
if(!mainPowerCablesCut())
main_power_lost_until = 0
// If backup power is currently active then disable, otherwise let it count down and disable itself later
if(!backup_power_lost_until)
backup_power_lost_until = -1
update_icon()
/obj/machinery/door/airlock/proc/regainBackupPower()
if(!backupPowerCablesCut())
// Restore backup power only if main power is offline, otherwise permanently disable
backup_power_lost_until = main_power_lost_until == 0 ? -1 : 0
update_icon()
/obj/machinery/door/airlock/proc/electrify(var/duration, var/feedback = 0)
var/message = ""
if(wires.is_cut(WIRE_ELECTRIFY) && arePowerSystemsOn())
message = text("The electrification wire is cut - Door permanently electrified.")
electrified_until = -1
else if(duration && !arePowerSystemsOn())
message = text("The door is unpowered - Cannot electrify the door.")
electrified_until = 0
else if(!duration && electrified_until != 0)
message = "The door is now un-electrified."
electrified_until = 0
else if(duration) //electrify door for the given duration seconds
if(usr)
shockedby += text("\[[time_stamp()]\] - [usr](ckey:[usr.ckey])")
add_attack_logs(usr,src,"Electrified a door")
else
shockedby += text("\[[time_stamp()]\] - EMP)")
message = "The door is now electrified [duration == -1 ? "permanently" : "for [duration] second\s"]."
electrified_until = duration == -1 ? -1 : world.time + (duration SECONDS)
if(electrified_until > 0)
START_MACHINE_PROCESSING(src)
if(feedback && message)
to_chat(usr,message)
/obj/machinery/door/airlock/proc/set_idscan(var/activate, var/feedback = 0)
var/message = ""
if(wires.is_cut(WIRE_IDSCAN))
message = "The IdScan wire is cut - IdScan feature permanently disabled."
else if(activate && aiDisabledIdScanner)
aiDisabledIdScanner = 0
message = "IdScan feature has been enabled."
else if(!activate && !aiDisabledIdScanner)
aiDisabledIdScanner = 1
message = "IdScan feature has been disabled."
if(feedback && message)
to_chat(usr,message)
/obj/machinery/door/airlock/proc/set_safeties(var/activate, var/feedback = 0)
var/message = ""
// Safeties! We don't need no stinking safeties!
if (wires.is_cut(WIRE_SAFETY))
message = text("The safety wire is cut - Cannot enable safeties.")
else if (!activate && safe)
safe = 0
else if (activate && !safe)
safe = 1
if(feedback && message)
to_chat(usr,message)
// shock user with probability prb (if all connections & power are working)
// returns 1 if shocked, 0 otherwise
// The preceding comment was borrowed from the grille's shock script
/obj/machinery/door/airlock/shock(mob/user, prb)
if(!arePowerSystemsOn())
return FALSE
if(hasShocked)
return FALSE //Already shocked someone recently?
if(..())
hasShocked = 1
VARSET_IN(src, hasShocked, FALSE, 1 SECOND)
return TRUE
else
return FALSE
/obj/machinery/door/airlock/update_icon()
cut_overlays()
if(density)
if(locked && lights && arePowerSystemsOn())
icon_state = "door_locked"
else
icon_state = "door_closed"
if(p_open || welded)
if(p_open)
add_overlay("panel_open")
if (!(stat & NOPOWER))
if(stat & BROKEN)
add_overlay("sparks_broken")
else if (health < maxhealth * 3/4)
add_overlay("sparks_damaged")
if(welded)
add_overlay("welded")
else if (health < maxhealth * 3/4 && !(stat & NOPOWER))
add_overlay("sparks_damaged")
else
icon_state = "door_open"
if((stat & BROKEN) && !(stat & NOPOWER))
add_overlay("sparks_open")
return
/obj/machinery/door/airlock/do_animate(animation)
switch(animation)
if("opening")
cut_overlay()
if(p_open)
flick("o_door_opening", src) //can not use flick due to BYOND bug updating overlays right before flicking
update_icon()
else
flick("door_opening", src)//[stat ? "_stat":]
update_icon()
if("closing")
cut_overlay()
if(p_open)
flick("o_door_closing", src)
update_icon()
else
flick("door_closing", src)
update_icon()
if("spark")
if(density)
flick("door_spark", src)
if("deny")
if(density && arePowerSystemsOn())
flick("door_deny", src)
playsound(src, denied_sound, 50, 0, 3)
return
/obj/machinery/door/airlock/attack_ai(mob/user)
tgui_interact(user)
/obj/machinery/door/airlock/attack_ghost(mob/user)
tgui_interact(user)
/obj/machinery/door/airlock/tgui_interact(mob/user, datum/tgui/ui, datum/tgui/parent_ui, datum/tgui_state/custom_state)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "AiAirlock", name)
ui.open()
if(custom_state)
ui.set_state(custom_state)
return TRUE
/obj/machinery/door/airlock/tgui_data(mob/user)
var/list/data = list()
var/list/power = list()
power["main"] = main_power_lost_until > 0 ? 0 : 2
power["main_timeleft"] = round(main_power_lost_until > 0 ? max(main_power_lost_until - world.time, 0) / 10 : main_power_lost_until, 1)
power["backup"] = backup_power_lost_until > 0 ? 0 : 2
power["backup_timeleft"] = round(backup_power_lost_until > 0 ? max(backup_power_lost_until - world.time, 0) / 10 : backup_power_lost_until, 1)
data["power"] = power
data["shock"] = (electrified_until == 0) ? 2 : 0
data["shock_timeleft"] = round(electrified_until > 0 ? max(electrified_until - world.time, 0) / 10 : electrified_until, 1)
data["id_scanner"] = !aiDisabledIdScanner
data["locked"] = locked // bolted
data["lights"] = lights // bolt lights
data["safe"] = safe // safeties
data["speed"] = normalspeed // safe speed
data["welded"] = welded // welded
data["opened"] = !density // opened
var/list/wire = list()
wire["main_1"] = !wires.is_cut(WIRE_MAIN_POWER1)
wire["main_2"] = !wires.is_cut(WIRE_MAIN_POWER2)
wire["backup_1"] = !wires.is_cut(WIRE_BACKUP_POWER1)
wire["backup_2"] = !wires.is_cut(WIRE_BACKUP_POWER2)
wire["shock"] = !wires.is_cut(WIRE_ELECTRIFY)
wire["id_scanner"] = !wires.is_cut(WIRE_IDSCAN)
wire["bolts"] = !wires.is_cut(WIRE_DOOR_BOLTS)
wire["lights"] = !wires.is_cut(WIRE_BOLT_LIGHT)
wire["safe"] = !wires.is_cut(WIRE_SAFETY)
wire["timing"] = !wires.is_cut(WIRE_SPEED)
data["wires"] = wire
return data
/obj/machinery/door/airlock/proc/hack(mob/user as mob)
if(aiHacking)
return
aiHacking = TRUE
spawn(20)
//TODO: Make this take a minute
to_chat(user, "Airlock AI control has been blocked. Beginning fault-detection.")
sleep(50)
if(canAIControl())
to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.")
aiHacking = FALSE
return
else if(!canAIHack(user))
to_chat(user, "We've lost our connection! Unable to hack airlock.")
aiHacking = FALSE
return
to_chat(user, "Fault confirmed: airlock control wire disabled or cut.")
sleep(20)
to_chat(user, "Attempting to hack into airlock. This may take some time.")
sleep(200)
if(canAIControl())
to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.")
aiHacking = FALSE
return
else if(!canAIHack(user))
to_chat(user, "We've lost our connection! Unable to hack airlock.")
aiHacking = FALSE
return
to_chat(user, "Upload access confirmed. Loading control program into airlock software.")
sleep(170)
if(canAIControl())
to_chat(user, "Alert cancelled. Airlock control has been restored without our assistance.")
aiHacking = FALSE
return
else if(!canAIHack(user))
to_chat(user, "We've lost our connection! Unable to hack airlock.")
aiHacking = FALSE
return
to_chat(user, "Transfer complete. Forcing airlock to execute program.")
sleep(50)
//disable blocked control
aiControlDisabled = 2
to_chat(user, "Receiving control information from airlock.")
sleep(10)
//bring up airlock dialog
aiHacking = 0
if (user)
attack_ai(user)
/obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target)
if (isElectrified())
if (istype(mover, /obj/item))
var/obj/item/i = mover
if (i.matter && (MAT_STEEL in i.matter) && i.matter[MAT_STEEL] > 0)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
. = ..()
/obj/machinery/door/airlock/attack_hand(mob/user)
if(!issilicon(user))
if(isElectrified())
if(shock(user, 100))
return
if(!Adjacent(hold_open))
hold_open = null
if(hold_open && !density)
if(hold_open == user)
hold_open = null
else
to_chat(user, span_warning("[hold_open] is holding \the [src] open!"))
if(ishuman(user))
var/mob/living/carbon/human/X = user
if(istype(X.species, /datum/species/xenos))
attack_alien(user)
return
if(p_open)
wires.Interact(user)
return
. = ..()
/obj/machinery/door/airlock/CtrlClick(mob/user) //Hold door open
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(user.is_incorporeal())
return
if(!Adjacent(user))
return
if(user.a_intent == I_HURT)
visible_message(span_warning("[user] hammers on \the [src]!"), span_warning("Someone hammers loudly on \the [src]!"))
add_fingerprint(user)
if(icon_state == "door_closed" && arePowerSystemsOn())
flick("door_deny", src)
playsound(src, knock_hammer_sound, 50, 0, 3)
return
if(user.a_intent == I_GRAB) //Hold door open
hold_open = user
visible_message(span_info("[user] begins holding \the [src] open."), span_info("Someone has started holding \the [src] open."))
attack_hand(user)
return
if(arePowerSystemsOn())
if(isElectrified())
visible_message(span_warning("[user] presses the door bell on \the [src], making it violently spark!"), span_warning("\The [src] sparks!"))
add_fingerprint(user)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
else
visible_message(span_info("[user] presses the door bell on \the [src]."), span_info("\The [src]'s bell rings."))
add_fingerprint(user)
if(icon_state == "door_closed")
flick("door_deny", src)
playsound(src, knock_sound, 50, 0, 3)
return
visible_message(span_info("[user] knocks on \the [src]."), span_info("Someone knocks on \the [src]."))
add_fingerprint(user)
playsound(src, knock_unpowered_sound, 50, 0, 3)
/obj/machinery/door/airlock/tgui_act(action, params, datum/tgui/ui)
if(..())
return TRUE
if(!user_allowed(ui.user))
return TRUE
switch(action)
if("disrupt-main")
if(!main_power_lost_until)
loseMainPower()
update_icon()
else
to_chat(ui.user, span_warning("Main power is already offline."))
. = TRUE
if("disrupt-backup")
if(!backup_power_lost_until)
loseBackupPower()
update_icon()
else
to_chat(ui.user, span_warning("Backup power is already offline."))
. = TRUE
if("shock-restore")
electrify(0, 1)
. = TRUE
if("shock-temp")
electrify(30, 1)
. = TRUE
if("shock-perm")
electrify(-1, 1)
. = TRUE
if("idscan-toggle")
set_idscan(aiDisabledIdScanner, 1)
. = TRUE
// if("emergency-toggle")
// toggle_emergency(ui.user)
// . = TRUE
if("bolt-toggle")
toggle_bolt(ui.user)
. = TRUE
if("light-toggle")
if(wires.is_cut(WIRE_BOLT_LIGHT))
to_chat(ui.user, "The bolt lights wire is cut - The door bolt lights are permanently disabled.")
return
lights = !lights
update_icon()
. = TRUE
if("safe-toggle")
set_safeties(!safe, 1)
. = TRUE
if("speed-toggle")
if(wires.is_cut(WIRE_SPEED))
to_chat(ui.user, "The timing wire is cut - Cannot alter timing.")
return
normalspeed = !normalspeed
. = TRUE
if("open-close")
user_toggle_open(ui.user)
. = TRUE
update_icon()
return TRUE
/obj/machinery/door/airlock/proc/user_allowed(mob/user)
var/allowed = (issilicon(user) && canAIControl(user))
if(!allowed && isobserver(user))
var/mob/observer/dead/D = user
if(D.can_admin_interact())
allowed = TRUE
return allowed
/obj/machinery/door/airlock/proc/toggle_bolt(mob/user)
if(!user_allowed(user))
return
if(wires.is_cut(WIRE_DOOR_BOLTS))
to_chat(user, span_warning("The door bolt drop wire is cut - you can't toggle the door bolts."))
return
if(locked)
if(!arePowerSystemsOn())
to_chat(user, span_warning("The door has no power - you can't raise the door bolts."))
else
unlock()
to_chat(user, span_notice("The door bolts have been raised."))
// log_combat(user, src, "unbolted")
else
lock()
to_chat(user, span_warning("The door bolts have been dropped."))
// log_combat(user, src, "bolted")
/obj/machinery/door/airlock/proc/user_toggle_open(mob/user)
if(!user_allowed(user))
return
if(welded)
to_chat(user, span_warning("The airlock has been welded shut!"))
else if(locked)
to_chat(user, span_warning("The door bolts are down!"))
else if(!density)
if(hold_open)
if(hold_open == user)
hold_open = null
close()
else
to_chat(user, span_warning("[hold_open] is holding \the [src] open!"))
return
close()
else
open()
/obj/machinery/door/airlock/proc/can_remove_electronics()
return p_open && (operating < 0 || (!operating && welded && !arePowerSystemsOn() && density && (!locked || (stat & BROKEN))))
/obj/machinery/door/airlock/attackby(obj/item/C, mob/user)
if(!issilicon(user))
if(isElectrified() && shock(user, 75))
return
if(istype(C, /obj/item/taperoll))
return
add_fingerprint(user)
if(!reinforcing && C.has_tool_quality(TOOL_WELDER) && !(operating > 0) && density && (health >= maxhealth || user.a_intent != I_HELP))
var/obj/item/weldingtool/W = C.get_welder()
if(W.remove_fuel(0,user))
if(!welded)
welded = TRUE
else
welded = null
playsound(src, C.usesound, 75, 1)
update_icon()
return
if(C.has_tool_quality(TOOL_SCREWDRIVER))
if(!p_open)
p_open = TRUE
playsound(src, C.usesound, 50, 1)
update_icon()
return attack_hand(user)
if(stat & BROKEN)
to_chat(user, span_warning("The panel is broken and cannot be closed."))
return
p_open = FALSE
playsound(src, C.usesound, 50, 1)
update_icon()
return
if(C.has_tool_quality(TOOL_WIRECUTTER))
return attack_hand(user)
if(istype(C, /obj/item/multitool))
return attack_hand(user)
if(istype(C, /obj/item/assembly/signaler))
return attack_hand(user)
if(istype(C, /obj/item/pai_cable)) // -- TLE
var/obj/item/pai_cable/cable = C
cable.plugin(src, user)
return
if(!reinforcing && C.has_tool_quality(TOOL_CROWBAR) && user.a_intent != I_HURT) // So harm intent can smash airlocks
if(can_remove_electronics())
playsound(src, C.usesound, 75, 1)
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
if(do_after(user, 4 SECONDS * C.toolspeed, target = src))
to_chat(user, span_notice("You removed the airlock electronics!"))
var/obj/structure/door_assembly/da = new assembly_type(get_turf(src))
if (istype(da, /obj/structure/door_assembly/multi_tile))
da.set_dir(dir)
da.anchored = TRUE
if(mineral)
da.glass = mineral
//else if(glass)
else if(glass && !da.glass)
da.glass = 1
da.state = 1
da.created_name = name
da.update_state()
if(operating == -1 || (stat & BROKEN))
new /obj/item/circuitboard/broken(get_turf(src))
operating = 0
else
if (!electronics) create_electronics()
electronics.forceMove(get_turf(src))
electronics = null
qdel(src)
return
if(arePowerSystemsOn())
to_chat(user, span_notice("The airlock's motors resist your efforts to force it."))
return
if(locked)
to_chat(user, span_notice("The airlock's bolts prevent it from being forced."))
return
// Force doors open/closed
if(density)
open(TRUE)
else
close(1)
return
// Check if we're using a crowbar or armblade, and if the airlock's unpowered for whatever reason (off, broken, etc).
if(istype(C, /obj/item))
var/obj/item/W = C
if(W.pry && !arePowerSystemsOn())
if(locked)
to_chat(user, span_notice("The airlock's bolts prevent it from being forced."))
return
if(!welded && !operating)
if(istype(C, /obj/item/material/twohanded/fireaxe)) // If this is a fireaxe, make sure it's held in two hands.
var/obj/item/material/twohanded/fireaxe/F = C
if(!F.wielded)
to_chat(user, span_warning("You need to be wielding \the [F] to do that."))
return
// At this point, it's an armblade or a fireaxe that passed the wielded test, let's try to open it.
if(density)
open(TRUE)
else
close(1)
return
. = ..()
/obj/machinery/door/airlock/set_broken()
p_open = TRUE
stat |= BROKEN
if (secured_wires)
lock()
for (var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message("[name]'s control panel bursts open, sparks spewing out!")
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
update_icon()
return
/obj/machinery/door/airlock/open(var/forced=0)
if(!can_open(forced))
return FALSE
use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
if(hold_open)
visible_message("[hold_open] holds \the [src] open.")
//if the door is unpowered then it doesn't make sense to hear the woosh of a pneumatic actuator
for(var/mob/M as anything in GLOB.player_list)
if(!M || !M.client)
continue
var/old_sounds = M.read_preference(/datum/preference/toggle/old_door_sounds)
var/department_door_sounds = M.read_preference(/datum/preference/toggle/department_door_sounds)
var/sound
var/volume
if(old_sounds) // Do we have old sounds enabled? Play these even if we have department door sounds enabled.
if(arePowerSystemsOn())
sound = legacy_open_powered
volume = 50
else
sound = open_sound_unpowered
volume = 75
else if(!old_sounds && department_door_sounds && department_open_powered) // Else, we have old sounds disabled, the door has per-department door sounds, and we have chosen to play department door sounds, use these.
if(arePowerSystemsOn())
sound = department_open_powered
volume = 50
else
sound = open_sound_unpowered
volume = 75
else // Else, play these.
if(arePowerSystemsOn())
sound = open_sound_powered
volume = 50
else
sound = open_sound_unpowered
volume = 75
var/turf/T = get_turf(M)
var/distance = get_dist(T, get_turf(src))
if(distance <= world.view * 2)
if(T && T.z == get_z(src))
M.playsound_local(get_turf(src), sound, volume, 1, null, 0, TRUE, sound(sound), volume_channel = VOLUME_CHANNEL_DOORS)
SSmotiontracker.ping(src,100)
if(closeOther != null && istype(closeOther, /obj/machinery/door/airlock/) && !closeOther.density)
closeOther.close()
. = ..()
/obj/machinery/door/airlock/can_open(var/forced=0)
if(!forced)
if(!arePowerSystemsOn() || wires.is_cut(WIRE_OPEN_DOOR))
return FALSE
if(locked || welded)
return FALSE
. = ..()
/obj/machinery/door/airlock/can_close(var/forced=0)
if(locked || welded)
return FALSE
if(!forced)
//despite the name, this wire is for general door control.
if(hold_open)
if(Adjacent(hold_open) && !hold_open.incapacitated())
return FALSE
else
hold_open = null
if(!arePowerSystemsOn() || wires.is_cut(WIRE_OPEN_DOOR))
return 0
. = ..()
/atom/movable/proc/blocks_airlock()
return density
/obj/machinery/door/blocks_airlock()
return FALSE
/obj/machinery/mech_sensor/blocks_airlock()
return FALSE
/mob/living/blocks_airlock()
return !is_incorporeal()
/atom/movable/proc/airlock_crush(var/crush_damage)
return FALSE
/obj/machinery/portable_atmospherics/canister/airlock_crush(var/crush_damage)
. = ..()
health -= crush_damage
healthcheck()
/obj/effect/energy_field/airlock_crush(var/crush_damage)
adjust_strength(crush_damage)
/obj/structure/closet/airlock_crush(var/crush_damage)
..()
damage(crush_damage)
for(var/atom/movable/AM in src)
AM.airlock_crush()
return TRUE
/mob/living/airlock_crush(var/crush_damage)
if(is_incorporeal())
return FALSE
. = ..()
var/turf/T = get_turf(src)
adjustBruteLoss(crush_damage)
SetStunned(5)
SetWeakened(5)
if(T)
T.add_blood(src)
return TRUE
/mob/living/carbon/airlock_crush(var/crush_damage)
. = ..()
if(. && can_feel_pain()) // Only scream if actually crushed!
emote("scream")
/mob/living/silicon/robot/airlock_crush(var/crush_damage)
adjustBruteLoss(crush_damage)
return FALSE
/obj/machinery/door/airlock/close(var/forced= FALSE, var/ignore_safties = FALSE, var/crush_damage = DOOR_CRUSH_DAMAGE)
if(!can_close(forced))
return FALSE
hold_open = null //if it passes the can close check, always make sure to clear hold open
if(safe && !ignore_safties)
for(var/turf/turf in locs)
for(var/atom/movable/AM in turf)
if(AM.blocks_airlock())
if(!has_beeped)
playsound(src, 'sound/machines/buzz-two.ogg', 50, 0)
has_beeped = 1
autoclose_in(6)
return
for(var/turf/turf in locs)
for(var/atom/movable/AM in turf)
if(AM.airlock_crush(crush_damage))
take_damage(crush_damage)
use_power(360) //360 W seems much more appropriate for an actuator moving an industrial door capable of crushing people
has_beeped = 0
for(var/mob/M as anything in GLOB.player_list)
if(!M || !M.client)
continue
var/old_sounds = M.read_preference(/datum/preference/toggle/old_door_sounds)
var/department_door_sounds = M.read_preference(/datum/preference/toggle/department_door_sounds)
var/sound
var/volume
if(old_sounds)
if(arePowerSystemsOn())
sound = legacy_close_powered
volume = 50
else
sound = open_sound_unpowered
volume = 75
else if(!old_sounds && department_door_sounds && department_close_powered) // Else, we have old sounds disabled, the door has per-department door sounds, and we have chosen to play department door sounds, use these.
if(arePowerSystemsOn())
sound = department_close_powered
volume = 50
else
sound = open_sound_unpowered
volume = 75
else
if(arePowerSystemsOn())
sound = close_sound_powered
volume = 50
else
sound = open_sound_unpowered
volume = 75
var/turf/T = get_turf(M)
var/distance = get_dist(T, get_turf(src))
if(distance <= world.view * 2)
if(T && T.z == get_z(src))
M.playsound_local(get_turf(src), sound, volume, 1, null, 0, TRUE, sound(sound), volume_channel = VOLUME_CHANNEL_DOORS)
SSmotiontracker.ping(src,100)
for(var/turf/turf in locs)
var/obj/structure/window/killthis = (locate(/obj/structure/window) in turf)
if(killthis)
killthis.ex_act(2)//Smashin windows
. = ..()
/obj/machinery/door/airlock/proc/lock(var/forced=0)
if(locked)
return FALSE
if (operating && !forced) return FALSE
locked = TRUE
SEND_SIGNAL(src, COMSIG_AIRLOCK_SET_BOLT, locked)
playsound(src, bolt_down_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS)
for(var/mob/M in range(1,src))
M.show_message("You hear a click from the bottom of the door.", 2)
update_icon()
return TRUE
/obj/machinery/door/airlock/proc/unlock(var/forced=0)
if(!locked)
return
if (!forced)
if(operating || !arePowerSystemsOn() || wires.is_cut(WIRE_DOOR_BOLTS)) return
locked = FALSE
SEND_SIGNAL(src, COMSIG_AIRLOCK_SET_BOLT, locked)
playsound(src, bolt_up_sound, 30, 0, 3, volume_channel = VOLUME_CHANNEL_DOORS)
for(var/mob/M in range(1,src))
M.show_message("You hear a click from the bottom of the door.", 2)
update_icon()
return TRUE
/obj/machinery/door/airlock/allowed(mob/M)
if(locked)
return FALSE
. = ..()
/obj/machinery/door/airlock/Initialize(mapload, var/obj/structure/door_assembly/assembly=null)
//if assembly is given, create the new door from the assembly
if (assembly && istype(assembly))
assembly_type = assembly.type
electronics = assembly.electronics
electronics.loc = src
//update the door's access to match the electronics'
secured_wires = electronics.secure
if(electronics.one_access)
LAZYCLEARLIST(req_access)
req_one_access = electronics.conf_access
else
LAZYCLEARLIST(req_one_access)
req_access = electronics.conf_access
//get the name from the assembly
if(assembly.created_name)
name = assembly.created_name
else
name = "[istext(assembly.glass) ? "[assembly.glass] airlock" : assembly.base_name]"
//get the dir from the assembly
set_dir(assembly.dir)
//wires
var/turf/T = get_turf(src)
if(T && (T.z in using_map.admin_levels))
secured_wires = 1
if (secured_wires)
wires = new/datum/wires/airlock/secure(src)
else
wires = new/datum/wires/airlock(src)
. = ..()
if(closeOtherId != null)
for (var/obj/machinery/door/airlock/A in GLOB.machines)
if(A.closeOtherId == closeOtherId && A != src)
closeOther = A
break
name = "\improper [name]"
if(frequency)
set_frequency(frequency)
update_icon()
/obj/machinery/door/airlock/Destroy()
qdel(wires)
wires = null
. = ..()
// Most doors will never be deconstructed over the course of a round,
// so as an optimization defer the creation of electronics until
// the airlock is deconstructed
/obj/machinery/door/airlock/proc/create_electronics()
//create new electronics
if (secured_wires)
electronics = new/obj/item/airlock_electronics/secure(get_turf(src))
else
electronics = new/obj/item/airlock_electronics(get_turf(src))
//update the electronics to match the door's access
if(LAZYLEN(req_access))
electronics.conf_access = req_access
else if (LAZYLEN(req_one_access))
electronics.conf_access = req_one_access
electronics.one_access = 1
/obj/machinery/door/airlock/emp_act(var/severity)
if(prob(40/severity))
var/duration = world.time + ((30 / severity) SECONDS)
if(duration > electrified_until)
electrify(duration)
..()
/obj/machinery/door/airlock/power_change() //putting this is obj/machinery/door itself makes non-airlock doors turn invisible for some reason
..()
if(stat & NOPOWER)
// If we lost power, disable electrification
// Keeping door lights on, runs on internal battery or something.
electrified_until = 0
update_icon()
/obj/machinery/door/airlock/proc/prison_open()
if(arePowerSystemsOn())
unlock()
open()
lock()
return
/* CHOMPEdit - moved this block to modular_chomp\code\game\objects\items\weapons\rcd.dm
/obj/machinery/door/airlock/rcd_values(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
// Old RCD code made it cost 10 units to decon an airlock.
// Now the new one costs ten "sheets".
return list(
RCD_VALUE_MODE = RCD_DECONSTRUCT,
RCD_VALUE_DELAY = 5 SECONDS,
RCD_VALUE_COST = RCD_SHEETS_PER_MATTER_UNIT * 10
)
return FALSE
/obj/machinery/door/airlock/rcd_act(mob/living/user, obj/item/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, span_notice("You deconstruct \the [src]."))
qdel(src)
return TRUE
return FALSE
*/