Files
Paradise/code/game/objects/structures/mineral_doors.dm
2025-07-27 20:52:39 +00:00

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//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 = TRUE
anchored = TRUE
opacity = TRUE
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 50, ACID = 50)
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation_beta = RAD_BETA_BLOCKER
rad_insulation_gamma = RAD_LIGHT_INSULATION
var/initial_state
var/state_open = FALSE
var/is_operating = FALSE
var/close_delay = -1 //-1 if does not auto close.
var/hardness = 1
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/open_sound = 'sound/effects/stonedoor_openclose.ogg'
var/close_sound = 'sound/effects/stonedoor_openclose.ogg'
var/damageSound = null
/// How much foam is on the door. Max 5 levels.
var/foam_level = 0
/obj/structure/mineral_door/Initialize(mapload)
. = ..()
initial_state = icon_state
recalculate_atmos_connectivity()
AddComponent(/datum/component/debris, DEBRIS_SPARKS, -20, 10)
/obj/structure/mineral_door/Destroy()
density = FALSE
recalculate_atmos_connectivity()
return ..()
/obj/structure/mineral_door/Move()
var/turf/T = loc
. = ..()
move_update_air(T)
/obj/structure/mineral_door/Bumped(atom/user)
..()
if(!state_open)
return try_to_operate(user)
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
if(is_ai(user)) //so the AI can't open it
return
else if(isrobot(user) && Adjacent(user)) //but cyborgs can, but not remotely
return try_to_operate(user)
/obj/structure/mineral_door/attack_hand(mob/user)
return try_to_operate(user)
/obj/structure/mineral_door/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
operate()
/obj/structure/mineral_door/CanPass(atom/movable/mover, border_dir)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/mineral_door/CanAtmosPass(direction)
return !density
/obj/structure/mineral_door/proc/try_to_operate(atom/user)
if(is_operating)
return
if(foam_level)
return
if(isliving(user))
var/mob/living/M = user
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
operate()
else
operate()
else if(ismecha(user))
operate()
/obj/structure/mineral_door/proc/operate()
is_operating = TRUE
if(!state_open)
playsound(loc, open_sound, 100, TRUE)
flick("[initial_state]opening",src)
else
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
is_operating = FALSE
return
playsound(loc, close_sound, 100, TRUE)
flick("[initial_state]closing",src)
addtimer(CALLBACK(src, PROC_REF(operate_update)), 1 SECONDS)
/obj/structure/mineral_door/proc/operate_update()
density = !density
opacity = !opacity
state_open = !state_open
recalculate_atmos_connectivity()
update_icon(UPDATE_ICON_STATE)
is_operating = FALSE
if(state_open && close_delay != -1)
addtimer(CALLBACK(src, PROC_REF(operate)), close_delay)
/obj/structure/mineral_door/update_icon_state()
if(state_open)
icon_state = "[initial_state]open"
else
icon_state = initial_state
/obj/structure/mineral_door/attackby__legacy__attackchain(obj/item/W, mob/user, params)
if(istype(W, /obj/item/pickaxe))
var/obj/item/pickaxe/digTool = W
to_chat(user, "<span class='notice'>You start digging \the [src].</span>")
if(do_after(user, 40 * digTool.toolspeed * hardness, target = src) && src)
to_chat(user, "<span class='notice'>You finished digging.</span>")
deconstruct(TRUE)
else if(user.a_intent != INTENT_HARM)
attack_hand(user)
else
return ..()
/obj/structure/mineral_door/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/iron
max_integrity = 300
/obj/structure/mineral_door/silver
name = "silver door"
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
max_integrity = 300
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
rad_insulation_gamma = RAD_MEDIUM_INSULATION
/obj/structure/mineral_door/uranium
name = "uranium door"
icon_state = "uranium"
sheetType = /obj/item/stack/sheet/mineral/uranium
max_integrity = 300
light_range = 2
/obj/structure/mineral_door/sandstone
name = "sandstone door"
icon_state = "sandstone"
sheetType = /obj/item/stack/sheet/mineral/sandstone
max_integrity = 100
/obj/structure/mineral_door/transparent
opacity = FALSE
rad_insulation_beta = RAD_MEDIUM_INSULATION
/obj/structure/mineral_door/transparent/operate_update()
density = !density
state_open = !state_open
recalculate_atmos_connectivity()
update_icon(UPDATE_ICON_STATE)
is_operating = FALSE
/obj/structure/mineral_door/transparent/plasma
name = "plasma door"
icon_state = "plasma"
sheetType = /obj/item/stack/sheet/mineral/plasma
cares_about_temperature = TRUE
/obj/structure/mineral_door/transparent/plasma/attackby__legacy__attackchain(obj/item/W, mob/user)
if(W.get_heat())
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)
log_game("Plasma mineral door ignited by [key_name(user)] in ([x], [y], [z])")
investigate_log("was <font color='red'><b>ignited</b></font> by [key_name(user)]",INVESTIGATE_ATMOS)
TemperatureAct(100)
else
return ..()
/obj/structure/mineral_door/transparent/plasma/temperature_expose(exposed_temperature, exposed_volume)
..()
if(exposed_temperature > 300)
TemperatureAct(exposed_temperature)
/obj/structure/mineral_door/transparent/plasma/proc/TemperatureAct(temperature)
atmos_spawn_air(LINDA_SPAWN_HEAT | LINDA_SPAWN_TOXINS, 500)
deconstruct(FALSE)
/obj/structure/mineral_door/transparent/diamond
name = "diamond door"
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
max_integrity = 1000
/obj/structure/mineral_door/wood
name = "wood door"
icon_state = "wood"
open_sound = 'sound/effects/doorcreaky.ogg'
close_sound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/wood
resistance_flags = FLAMMABLE
rad_insulation_beta = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/wood/Initialize(mapload)
. = ..()
AddComponent(/datum/component/debris, DEBRIS_WOOD, -20, 10)
#define MAX_FOAM_LEVEL 5
// Adds foam to the airlock, which will block it from being opened
/obj/structure/mineral_door/proc/foam_up()
if(!foam_level)
new /obj/structure/barricade/foam(get_turf(src))
foam_level++
return
if(foam_level == MAX_FOAM_LEVEL)
return
for(var/obj/structure/barricade/foam/blockage in loc.contents)
blockage.foam_level = min(++blockage.foam_level, 5)
// The last level will increase the integrity by 50 instead of 25
if(foam_level == 4)
blockage.obj_integrity += 50
blockage.max_integrity += 50
else
blockage.obj_integrity += 25
blockage.max_integrity += 25
foam_level++
blockage.icon_state = "foamed_[foam_level]"
blockage.update_icon(UPDATE_ICON_STATE)
#undef MAX_FOAM_LEVEL