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https://github.com/ParadiseSS13/Paradise.git
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6c294803a2
* redoes entire pr to prevent linters and stuff
* teehee silly me i forgot to fix this
* some small fixes
* hp changes
* code formatting stuff
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* formatting
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* removes var that doesn't need to exist
* review+linters
* more linters
* OOPS
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* removes an src.
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* Revert "removes an src."
This reverts commit 1716bf7e60.
* review+consistency
* review, some fixes, and consistency
* Apply suggestions from code review
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* review
* Apply suggestions from code review
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* call me jesus because i just converted someone into a NONE
* Apply suggestions from code review
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* formatting stuff
Co-authored-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
* success
* e
* Update door.dm
* Update code/game/machinery/deployable.dm
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
* Update deployable.dm
* Update code/game/machinery/deployable.dm
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
---------
Signed-off-by: SPACEGEESE <136994596+spacegeese@users.noreply.github.com>
Signed-off-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Co-authored-by: spacegeese <136994596+spacegeese@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
323 lines
10 KiB
Plaintext
323 lines
10 KiB
Plaintext
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its machineryness
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/obj/structure/mineral_door
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name = "metal door"
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desc = "An old-fashioned door built from two slabs of steel. Somehow completely airtight, and doesn't require any electricity to work."
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density = TRUE
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anchored = TRUE
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opacity = TRUE
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 50, ACID = 50)
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flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
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rad_insulation_beta = RAD_BETA_BLOCKER
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rad_insulation_gamma = RAD_LIGHT_INSULATION
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var/initial_state
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var/state_open = FALSE
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var/is_operating = FALSE
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var/close_delay = -1 //-1 if does not auto close.
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var/hardness = 1
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var/sheetType = /obj/item/stack/sheet/metal
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var/sheetAmount = 10
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var/open_sound = 'sound/effects/stonedoor_openclose.ogg'
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var/close_sound = 'sound/effects/stonedoor_openclose.ogg'
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var/damageSound = null
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/// How much foam is on the door. Max 5 levels.
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var/foam_level = 0
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/// Is this door barricaded?
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var/barricaded = FALSE
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/obj/structure/mineral_door/examine(mob/user)
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. = ..()
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. += SPAN_NOTICE("It is held inside its frame by <b>screws</b>.")
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. += SPAN_NOTICE("It could be <b>smashed</b> or <b>drilled</b> with a digging tool.")
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/obj/structure/mineral_door/Initialize(mapload)
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. = ..()
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initial_state = icon_state
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recalculate_atmos_connectivity()
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AddComponent(/datum/component/debris, DEBRIS_SPARKS, -20, 10)
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/obj/structure/mineral_door/Destroy()
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density = FALSE
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recalculate_atmos_connectivity()
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return ..()
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/obj/structure/mineral_door/Move()
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var/turf/T = loc
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. = ..()
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move_update_air(T)
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/obj/structure/mineral_door/Bumped(atom/user)
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..()
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if(!state_open)
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return try_to_operate(user)
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/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
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if(is_ai(user)) //so the AI can't open it
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return
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else if(isrobot(user) && Adjacent(user)) //but cyborgs can, but not remotely
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return try_to_operate(user)
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/obj/structure/mineral_door/attack_hand(mob/user)
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return try_to_operate(user)
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/obj/structure/mineral_door/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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operate()
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/obj/structure/mineral_door/CanPass(atom/movable/mover, border_dir)
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if(istype(mover, /obj/effect/beam))
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return !opacity
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return !density
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/obj/structure/mineral_door/CanAtmosPass(direction)
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return !density
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/obj/structure/mineral_door/proc/try_to_operate(atom/user)
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if(is_operating)
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return
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if(foam_level)
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return
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if(barricaded)
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return
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if(isliving(user))
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var/mob/living/M = user
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if(M.client)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!C.handcuffed)
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operate()
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else
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operate()
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else if(ismecha(user))
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operate()
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/obj/structure/mineral_door/proc/operate()
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is_operating = TRUE
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if(!state_open)
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playsound(loc, open_sound, 100, TRUE)
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flick("[initial_state]opening",src)
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else
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var/turf/T = get_turf(src)
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for(var/mob/living/L in T)
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is_operating = FALSE
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return
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playsound(loc, close_sound, 100, TRUE)
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flick("[initial_state]closing",src)
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addtimer(CALLBACK(src, PROC_REF(operate_update)), 1 SECONDS)
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/obj/structure/mineral_door/proc/operate_update()
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density = !density
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set_opacity(!opacity)
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state_open = !state_open
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recalculate_atmos_connectivity()
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update_icon(UPDATE_ICON_STATE)
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is_operating = FALSE
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if(state_open && close_delay != -1)
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addtimer(CALLBACK(src, PROC_REF(operate)), close_delay)
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/obj/structure/mineral_door/update_icon_state()
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if(state_open)
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icon_state = "[initial_state]open"
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else
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icon_state = initial_state
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/obj/structure/mineral_door/screwdriver_act(mob/living/user, obj/item/I)
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if(flags & NODECONSTRUCT)
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to_chat(user, SPAN_WARNING("You can't figure out how to deconstruct [src]!"))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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if(barricaded)
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to_chat(user, SPAN_WARNING("There's boards stopping you from levering [src]!"))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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if(!I.use_tool(src, user, 4 SECONDS * I.toolspeed * hardness, volume = I.tool_volume))
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return TRUE
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deconstruct(TRUE)
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return TRUE
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/obj/structure/mineral_door/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/stack/sheet/wood))
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build_barricade(user, used)
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if(istype(used, /obj/item/pickaxe))
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if(flags & NODECONSTRUCT)
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to_chat(user, SPAN_WARNING("You can't figure out how to deconstruct [src]!"))
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return ITEM_INTERACT_COMPLETE
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var/obj/item/pickaxe/digTool = used
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to_chat(user, SPAN_NOTICE("You start digging \the [src]."))
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if(do_after(user, 4 SECONDS * digTool.toolspeed * hardness, target = src) && src)
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to_chat(user, SPAN_NOTICE("You finished digging."))
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deconstruct(TRUE)
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return ITEM_INTERACT_COMPLETE
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if(user.a_intent != INTENT_HARM)
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attack_hand(user)
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return ITEM_INTERACT_COMPLETE
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return ..()
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/obj/structure/mineral_door/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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var/turf/T = get_turf(src)
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if(sheetType)
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if(disassembled)
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new sheetType(T, sheetAmount)
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else
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new sheetType(T, max(sheetAmount - 2, 1))
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qdel(src)
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/obj/structure/mineral_door/proc/build_barricade(mob/living/user, obj/item/stack/sheet/wood/used)
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if(barricaded)
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to_chat(user, SPAN_WARNING("[src] is already barricaded!"))
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return
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if(used.get_amount() < 2)
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to_chat(user, SPAN_WARNING("You need at least two planks of wood to barricade [src]!"))
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return
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if(!density)
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to_chat(user, SPAN_WARNING("[src] needs to be closed before it can be barricaded!"))
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return
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to_chat(user, SPAN_NOTICE("You begin boarding up [src]..."))
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if(!do_after_once(user, 4 SECONDS, target = src))
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return
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/// Quick checks to make sure nothing has changed during the timer.
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if(!density || barricaded)
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return
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if(!used.use(2))
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to_chat(user, SPAN_WARNING("You've run out of planks!"))
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return
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user.visible_message(
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SPAN_WARNING("[user] boards up [src]!"),
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SPAN_NOTICE("You board up [src]."),
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SPAN_WARNING("You hear planks being nailed into something!")
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)
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var/obj/structure/barricade/wooden/crude/boards = new(loc)
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boards.add_fingerprint(user)
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barricaded = TRUE
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/obj/structure/mineral_door/silver
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name = "silver door"
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desc = "An old-fashioned door built from two slabs of silver. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "silver"
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sheetType = /obj/item/stack/sheet/mineral/silver
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/obj/structure/mineral_door/gold
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name = "gold door"
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desc = "An old-fashioned door built from two slabs of gold. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "gold"
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sheetType = /obj/item/stack/sheet/mineral/gold
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rad_insulation_gamma = RAD_MEDIUM_INSULATION
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max_integrity = 200
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/obj/structure/mineral_door/uranium
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name = "uranium door"
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desc = "An old-fashioned door built from two slabs of uranium. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "uranium"
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sheetType = /obj/item/stack/sheet/mineral/uranium
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light_range = 2
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/obj/structure/mineral_door/sandstone
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name = "sandstone door"
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desc = "An old-fashioned door built from two slabs of sandstone. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "sandstone"
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sheetType = /obj/item/stack/sheet/mineral/sandstone
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max_integrity = 100
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/obj/structure/mineral_door/transparent
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opacity = FALSE
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rad_insulation_beta = RAD_MEDIUM_INSULATION
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/obj/structure/mineral_door/transparent/operate_update()
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density = !density
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state_open = !state_open
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recalculate_atmos_connectivity()
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update_icon(UPDATE_ICON_STATE)
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is_operating = FALSE
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/obj/structure/mineral_door/transparent/plasma
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name = "plasma door"
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desc = "An old-fashioned door built from two slabs of plasma. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "plasma"
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sheetType = /obj/item/stack/sheet/mineral/plasma
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cares_about_temperature = TRUE
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max_integrity = 200
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/obj/structure/mineral_door/transparent/plasma/item_interaction(mob/living/user, obj/item/W, list/modifiers)
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if(W.get_heat())
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message_admins("Plasma mineral door ignited by [key_name_admin(user)] in ([x], [y], [z] - <a href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)", 0, 1)
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log_game("Plasma mineral door ignited by [key_name(user)] in ([x], [y], [z])")
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investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]",INVESTIGATE_ATMOS)
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TemperatureAct(100)
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return ITEM_INTERACT_COMPLETE
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else
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return ..()
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/obj/structure/mineral_door/transparent/plasma/temperature_expose(exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct(temperature)
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atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, 500)
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deconstruct(FALSE)
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/obj/structure/mineral_door/transparent/diamond
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name = "diamond door"
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desc = "An old-fashioned door built from two slabs of diamond. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "diamond"
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sheetType = /obj/item/stack/sheet/mineral/diamond
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max_integrity = 1000
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/obj/structure/mineral_door/wood
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name = "wood door"
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desc = "An old-fashioned door built from two slabs of wood. Somehow completely airtight, and doesn't require any electricity to work."
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icon_state = "wood"
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open_sound = 'sound/effects/doorcreaky.ogg'
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close_sound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/wood
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resistance_flags = FLAMMABLE
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rad_insulation_beta = RAD_VERY_LIGHT_INSULATION
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max_integrity = 200
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/obj/structure/mineral_door/wood/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10)
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#define MAX_FOAM_LEVEL 5
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// Adds foam to the airlock, which will block it from being opened
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/obj/structure/mineral_door/proc/foam_up()
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if(!foam_level)
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new /obj/structure/barricade/foam(get_turf(src))
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foam_level++
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return
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if(foam_level == MAX_FOAM_LEVEL)
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return
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for(var/obj/structure/barricade/foam/blockage in loc.contents)
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blockage.foam_level = min(++blockage.foam_level, 5)
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// The last level will increase the integrity by 50 instead of 25
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if(foam_level == 4)
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blockage.obj_integrity += 50
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blockage.max_integrity += 50
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else
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blockage.obj_integrity += 25
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blockage.max_integrity += 25
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foam_level++
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blockage.icon_state = "foamed_[foam_level]"
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blockage.update_icon(UPDATE_ICON_STATE)
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#undef MAX_FOAM_LEVEL
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