//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 = "metal door" density = 1 anchored = 1 opacity = 1 icon = 'icons/obj/doors/mineral_doors.dmi' icon_state = "metal" var/initial_state var/state = 0 //closed, 1 == open var/isSwitchingStates = 0 var/close_delay = -1 //-1 if does not auto close. var/hardness = 1 var/sheetType = /obj/item/stack/sheet/metal var/sheetAmount = 7 var/openSound = 'sound/effects/stonedoor_openclose.ogg' var/closeSound = 'sound/effects/stonedoor_openclose.ogg' var/damageSound = null /obj/structure/mineral_door/New(location) ..() initial_state = icon_state /obj/structure/mineral_door/initialize() ..() air_update_turf(1) /obj/structure/mineral_door/Destroy() density = 0 air_update_turf(1) return ..() /obj/structure/mineral_door/Move() var/turf/T = loc ..() move_update_air(T) /obj/structure/mineral_door/Bumped(atom/user) ..() if(!state) return TryToSwitchState(user) /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(isrobot(user) && Adjacent(user)) //but cyborgs can, but not remotely return TryToSwitchState(user) /obj/structure/mineral_door/attack_hand(mob/user) return TryToSwitchState(user) /obj/structure/mineral_door/attack_animal(mob/user) return TryToSwitchState(user) /obj/structure/mineral_door/attack_ghost(mob/user) if(user.can_advanced_admin_interact()) SwitchState() /obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height = 0) if(istype(mover, /obj/effect/beam)) return !opacity return !density /obj/structure/mineral_door/CanAtmosPass(turf/T) return !density /obj/structure/mineral_door/proc/TryToSwitchState(atom/user) if(isSwitchingStates) return if(isliving(user)) var/mob/living/M = user if(world.time - user.last_bumped <= 60) return //NOTE do we really need that? 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/mineral_door/proc/SwitchState() if(state) Close() else Open() /obj/structure/mineral_door/proc/Open() isSwitchingStates = 1 playsound(loc, openSound, 100, 1) flick("[initial_state]opening",src) sleep(10) density = 0 opacity = 0 state = 1 air_update_turf(1) update_icon() isSwitchingStates = 0 if(close_delay != -1) spawn(close_delay) Close() /obj/structure/mineral_door/proc/Close() if(isSwitchingStates || state != 1) return var/turf/T = get_turf(src) for(var/mob/living/L in T) return isSwitchingStates = 1 playsound(loc, closeSound, 100, 1) flick("[initial_state]closing",src) sleep(10) density = 1 opacity = 1 state = 0 air_update_turf(1) update_icon() isSwitchingStates = 0 /obj/structure/mineral_door/update_icon() if(state) icon_state = "[initial_state]open" else icon_state = initial_state /obj/structure/mineral_door/attackby(obj/item/weapon/W, mob/user, params) if(istype(W, /obj/item/weapon/pickaxe)) var/obj/item/weapon/pickaxe/digTool = W to_chat(user, "You start digging \the [src].") if(do_after(user, digTool.digspeed * hardness, target = src) && src) to_chat(user, "You finished digging.") deconstruct(TRUE) else if(user.a_intent != INTENT_HARM) attack_hand(user) else attacked_by(W, user) /obj/structure/mineral_door/proc/attacked_by(obj/item/I, mob/user) if(I.damtype != STAMINA) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) visible_message("[user] hits \the [src] with \the [I].") if(damageSound) playsound(loc, damageSound, 100, 1) else playsound(loc, I.hitsound, 100, 1) hardness -= I.force / 100 CheckHardness() /obj/structure/mineral_door/proc/CheckHardness() if(hardness <= 0) deconstruct(FALSE) /obj/structure/mineral_door/proc/deconstruct(disassembled = TRUE) var/turf/T = get_turf(src) if(sheetType) if(disassembled) new sheetType(T, sheetAmount) else new sheetType(T, max(sheetAmount - 2, 1)) qdel(src) /obj/structure/mineral_door/ex_act(severity = 1) switch(severity) if(1) deconstruct(FALSE) if(2) if(prob(20)) deconstruct(FALSE) else hardness-- CheckHardness() if(3) hardness -= 0.1 CheckHardness() /obj/structure/mineral_door/iron hardness = 3 /obj/structure/mineral_door/silver name = "silver door" icon_state = "silver" sheetType = /obj/item/stack/sheet/mineral/silver hardness = 3 /obj/structure/mineral_door/gold name = "gold door" icon_state = "gold" sheetType = /obj/item/stack/sheet/mineral/gold /obj/structure/mineral_door/uranium name = "uranium door" icon_state = "uranium" sheetType = /obj/item/stack/sheet/mineral/uranium hardness = 3 light_range = 2 /obj/structure/mineral_door/sandstone name = "sandstone door" icon_state = "sandstone" sheetType = /obj/item/stack/sheet/mineral/sandstone hardness = 0.5 /obj/structure/mineral_door/transparent opacity = 0 /obj/structure/mineral_door/transparent/Close() ..() set_opacity(0) /obj/structure/mineral_door/transparent/plasma name = "plasma door" icon_state = "plasma" sheetType = /obj/item/stack/sheet/mineral/plasma /obj/structure/mineral_door/transparent/plasma/attackby(obj/item/weapon/W, mob/user) if(is_hot(W)) message_admins("Plasma mineral door ignited by [key_name_admin(user)] in ([x], [y], [z] - JMP)", 0, 1) log_game("Plasma mineral door ignited by [key_name(user)] in ([x], [y], [z])") TemperatureAct(100) else return ..() /obj/structure/mineral_door/transparent/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature > 300) TemperatureAct(exposed_temperature) /obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct(temperature) atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 500) deconstruct(FALSE) /obj/structure/mineral_door/transparent/diamond name = "diamond door" icon_state = "diamond" sheetType = /obj/item/stack/sheet/mineral/diamond hardness = 10 /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/wood hardness = 1 burn_state = FLAMMABLE burntime = 30 /obj/structure/mineral_door/resin name = "resin door" icon_state = "resin" hardness = 1.5 close_delay = 100 openSound = 'sound/effects/attackblob.ogg' closeSound = 'sound/effects/attackblob.ogg' damageSound = 'sound/effects/attackblob.ogg' sheetType = null /obj/structure/mineral_door/resin/TryToSwitchState(atom/user) if(isalien(user)) return ..()