Files
CHOMPStation2/code/game/objects/structures/simple_doors.dm
2024-02-16 10:54:47 +01:00

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/obj/structure/simple_door
name = "door"
description_info = "If you hold left alt whilst left-clicking on a door, you can knock on it 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!"
density = TRUE
anchored = TRUE
can_atmos_pass = ATMOS_PASS_DENSITY
icon = 'icons/obj/doors/material_doors.dmi'
icon_state = "metal"
var/datum/material/material
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
var/oreAmount = 7
var/knock_sound = 'sound/machines/door/knock_glass.ogg'
var/knock_hammer_sound = 'sound/weapons/sonic_jackhammer.ogg'
var/locked = FALSE //has the door been locked?
var/lock_id = null //does the door have an associated key?
var/keysound = 'sound/items/toolbelt_equip.ogg'
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
/obj/structure/simple_door/proc/TemperatureAct(temperature)
hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHardness()
/obj/structure/simple_door/Initialize(mapload, var/material_name)
. = ..()
set_material(material_name)
if(!material)
return INITIALIZE_HINT_QDEL
/obj/structure/simple_door/Destroy()
STOP_PROCESSING(SSobj, src)
update_nearby_tiles()
return ..()
/obj/structure/simple_door/proc/set_material(var/material_name)
if(!material_name)
material_name = MAT_STEEL
material = get_material_by_name(material_name)
if(!material)
return
hardness = max(1,round(material.integrity/10))
icon_state = material.door_icon_base
name = "[material.display_name] door"
color = material.icon_colour
if(material.opacity < 0.5)
set_opacity(0)
else
set_opacity(1)
if(material.products_need_process())
START_PROCESSING(SSobj, src)
update_nearby_tiles(need_rebuild=1)
/obj/structure/simple_door/get_material()
return material
/obj/structure/simple_door/Bumped(atom/user)
..()
if(!state)
return TryToSwitchState(user)
return
/obj/structure/simple_door/attack_ai(mob/user as mob) //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(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/simple_door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/* // CHOMPEDIT: disabling becaue alt-clicking to view a turf is pretty important.
/obj/structure/simple_door/AltClick(mob/user as mob)
. = ..()
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!Adjacent(user))
return
else if(user.a_intent == I_HURT)
src.visible_message("<span class='warning'>[user] hammers on \the [src]!</span>", "<span class='warning'>Someone hammers loudly on \the [src]!</span>")
src.add_fingerprint(user)
playsound(src, knock_hammer_sound, 50, 0, 3)
else if(user.a_intent == I_HELP)
src.visible_message("[user] knocks on \the [src].", "Someone knocks on \the [src].")
src.add_fingerprint(user)
playsound(src, knock_sound, 50, 0, 3)
return
*/
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/simple_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(!material.can_open_material_door(user))
return
if(locked && state == 0)
to_chat(M,"<span class='warning'>It's locked!</span>")
return
if(world.time - user.last_bumped <= 60)
return
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
/obj/structure/simple_door/proc/SwitchState()
if(state)
Close()
else
Open()
/obj/structure/simple_door/proc/Open()
isSwitchingStates = 1
playsound(src, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]opening",src)
sleep(10)
density = FALSE
set_opacity(0)
state = 1
update_icon()
isSwitchingStates = 0
update_nearby_tiles()
/obj/structure/simple_door/proc/Close()
isSwitchingStates = 1
playsound(src, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]closing",src)
sleep(10)
density = TRUE
set_opacity(1)
state = 0
update_icon()
isSwitchingStates = 0
update_nearby_tiles()
/obj/structure/simple_door/update_icon()
if(state)
icon_state = "[material.door_icon_base]open"
else
icon_state = material.door_icon_base
/obj/structure/simple_door/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(W,/obj/item/weapon/simple_key))
var/obj/item/weapon/simple_key/key = W
if(state)
to_chat(user,"<span class='notice'>\The [src] must be closed in order for you to lock it.</span>")
else if(key.key_id != src.lock_id)
to_chat(user,"<span class='warning'>The [key] doesn't fit \the [src]'s lock!</span>")
else if(key.key_id == src.lock_id)
visible_message("<span class='notice'>[user] [key.keyverb] \the [key] and [locked ? "unlocks" : "locks"] \the [src].</span>")
locked = !locked
playsound(src, keysound,100, 1)
return
if(istype(W,/obj/item/weapon/pickaxe) && breakable)
var/obj/item/weapon/pickaxe/digTool = W
visible_message("<span class='danger'>[user] starts digging [src]!</span>")
if(do_after(user,digTool.digspeed*hardness) && src)
visible_message("<span class='danger'>[user] finished digging [src]!</span>")
Dismantle()
else if(istype(W,/obj/item/weapon) && breakable) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/10
visible_message("<span class='danger'>[user] hits [src] with [W]!</span>")
if(material == get_material_by_name("resin"))
playsound(src, 'sound/effects/attackblob.ogg', 100, 1)
else if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD) || get_material_by_name(MAT_HARDWOOD)))
playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
else
playsound(src, 'sound/weapons/smash.ogg', 50, 1)
CheckHardness()
else if(W.has_tool_quality(TOOL_WELDER) && breakable)
var/obj/item/weapon/weldingtool/WT = W.get_welder()
if(material.ignition_point && WT.remove_fuel(0, user))
TemperatureAct(150)
else
attack_hand(user)
return
/obj/structure/simple_door/bullet_act(var/obj/item/projectile/Proj)
take_damage(Proj.damage/10)
CheckHardness()
/obj/structure/simple_door/take_damage(var/damage)
hardness -= damage/10
CheckHardness()
/obj/structure/simple_door/attack_generic(var/mob/user, var/damage, var/attack_verb)
visible_message("<span class='danger'>[user] [attack_verb] the [src]!</span>")
if(material == get_material_by_name("resin"))
playsound(src, 'sound/effects/attackblob.ogg', 100, 1)
else if(material == (get_material_by_name(MAT_WOOD) || get_material_by_name(MAT_SIFWOOD) || get_material_by_name(MAT_HARDWOOD)))
playsound(src, 'sound/effects/woodcutting.ogg', 100, 1)
else
playsound(src, 'sound/weapons/smash.ogg', 50, 1)
user.do_attack_animation(src)
hardness -= damage/10
CheckHardness()
/obj/structure/simple_door/proc/CheckHardness()
if(hardness <= 0)
Dismantle(1)
/obj/structure/simple_door/proc/Dismantle(devastated = 0)
material.place_dismantled_product(get_turf(src))
visible_message("<span class='danger'>The [src] is destroyed!</span>")
qdel(src)
/obj/structure/simple_door/ex_act(severity = 1)
switch(severity)
if(1)
Dismantle(1)
if(2)
if(prob(20))
Dismantle(1)
else
hardness--
CheckHardness()
if(3)
hardness -= 0.1
CheckHardness()
return
/obj/structure/simple_door/process()
if(!material.radioactivity)
return
SSradiation.radiate(src, round(material.radioactivity/3))
/obj/structure/simple_door/iron/Initialize(mapload,var/material_name)
..(mapload, material_name || "iron")
/obj/structure/simple_door/silver/Initialize(mapload,var/material_name)
..(mapload, material_name || "silver")
/obj/structure/simple_door/gold/Initialize(mapload,var/material_name)
..(mapload, material_name || "gold")
/obj/structure/simple_door/uranium/Initialize(mapload,var/material_name)
..(mapload, material_name || "uranium")
/obj/structure/simple_door/sandstone/Initialize(mapload,var/material_name)
..(mapload, material_name || "sandstone")
/obj/structure/simple_door/phoron/Initialize(mapload,var/material_name)
..(mapload, material_name || "phoron")
/obj/structure/simple_door/diamond/Initialize(mapload,var/material_name)
..(mapload, material_name || "diamond")
/obj/structure/simple_door/wood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_WOOD)
knock_sound = 'sound/machines/door/knock_wood.wav'
/obj/structure/simple_door/hardwood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_HARDWOOD)
/obj/structure/simple_door/sifwood/Initialize(mapload,var/material_name)
..(mapload, material_name || MAT_SIFWOOD)
/obj/structure/simple_door/resin/Initialize(mapload,var/material_name)
..(mapload, material_name || "resin")
/obj/structure/simple_door/cult/Initialize(mapload,var/material_name)
..(mapload, material_name || "cult")
/obj/structure/simple_door/cult/TryToSwitchState(atom/user)
if(isliving(user))
var/mob/living/L = user
if(!iscultist(L) && !istype(L, /mob/living/simple_mob/construct))
return
..()
// CHOMPedit start: Allows removing resin doors.
/obj/structure/simple_door/resin/attack_hand(mob/user as mob)
usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if (HULK in usr.mutations)
visible_message("<span class='warning'>[usr] destroys the [name]!</span>")
hardness = 0
else
// Carbons can get straight through these.
if(istype(usr,/mob/living/carbon))
if(user.a_intent == I_HURT)
var/mob/living/carbon/M = usr
if(locate(/obj/item/organ/internal/xenos/hivenode) in M.internal_organs)
visible_message ("<span class='warning'>[usr] strokes the [name] and it melts away!</span>", 1)
hardness = 0
CheckHardness()
return
else
visible_message("<span class='warning'>[usr] tears at the [name]!</span>")
hardness -= 2
CheckHardness()
return
CheckHardness()
TryToSwitchState(user)
return
// CHOMPedit end.