mirror of
https://github.com/ParadiseSS13/Paradise.git
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294 lines
7.0 KiB
Plaintext
294 lines
7.0 KiB
Plaintext
//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
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//machineryness
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/obj/structure/mineral_door
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name = "mineral door"
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density = 1
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anchored = 1
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opacity = 1
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icon = 'icons/obj/doors/mineral_doors.dmi'
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icon_state = "metal"
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var/mineralType = "metal"
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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var/hardness = 1
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var/oreAmount = 7
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/obj/structure/mineral_door/New(location)
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..()
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icon_state = mineralType
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name = "[mineralType] door"
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/obj/structure/mineral_door/initialize()
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..()
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air_update_turf(1)
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/obj/structure/mineral_door/Destroy()
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density = 0
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air_update_turf(1)
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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)
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return TryToSwitchState(user)
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return
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/obj/structure/mineral_door/attack_ai(mob/user as mob) //those aren't machinery, they're just big fucking slabs of a mineral
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if(isAI(user)) //so the AI can't open it
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return
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else if(isrobot(user)) //but cyborgs can
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if(get_dist(user,src) <= 1) //not remotely though
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return TryToSwitchState(user)
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/obj/structure/mineral_door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/mineral_door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group) return 0
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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()
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return !density
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/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
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if(isSwitchingStates) return
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if(ismob(user))
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var/mob/M = user
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if(world.time - user.last_bumped <= 60) return //NOTE do we really need that?
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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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SwitchState()
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else
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SwitchState()
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else if(istype(user, /obj/mecha))
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SwitchState()
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/obj/structure/mineral_door/proc/SwitchState()
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if(state)
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Close()
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else
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Open()
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/obj/structure/mineral_door/proc/Open()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("[mineralType]opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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air_update_turf(1)
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/obj/structure/mineral_door/proc/Close()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
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flick("[mineralType]closing",src)
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sleep(10)
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density = 1
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opacity = 1
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state = 0
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update_icon()
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isSwitchingStates = 0
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air_update_turf(1)
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/obj/structure/mineral_door/update_icon()
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if(state)
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icon_state = "[mineralType]open"
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else
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icon_state = mineralType
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/obj/structure/mineral_door/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
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if(istype(W,/obj/item/weapon/pickaxe))
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var/obj/item/weapon/pickaxe/digTool = W
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to_chat(user, "You start digging the [name].")
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if(do_after(user,digTool.digspeed*hardness, target = src) && src)
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to_chat(user, "You finished digging.")
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Dismantle()
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else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
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hardness -= W.force/100
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to_chat(user, "You hit the [name] with your [W.name]!")
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CheckHardness()
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else
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attack_hand(user)
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return
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/obj/structure/mineral_door/proc/CheckHardness()
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if(hardness <= 0)
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Dismantle(1)
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/obj/structure/mineral_door/proc/Dismantle(devastated = 0)
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if(!devastated)
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if(mineralType == "metal")
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var/ore = /obj/item/stack/sheet/metal
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for(var/i = 1, i <= oreAmount, i++)
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new ore(get_turf(src))
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else
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var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
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for(var/i = 1, i <= oreAmount, i++)
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new ore(get_turf(src))
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else
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if(mineralType == "metal")
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var/ore = /obj/item/stack/sheet/metal
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for(var/i = 3, i <= oreAmount, i++)
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new ore(get_turf(src))
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else
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var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
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for(var/i = 3, i <= oreAmount, i++)
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new ore(get_turf(src))
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qdel(src)
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/obj/structure/mineral_door/ex_act(severity = 1)
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switch(severity)
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if(1)
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Dismantle(1)
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if(2)
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if(prob(20))
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Dismantle(1)
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else
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hardness--
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CheckHardness()
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if(3)
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hardness -= 0.1
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CheckHardness()
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return
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/obj/structure/mineral_door/iron
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mineralType = "metal"
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hardness = 3
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/obj/structure/mineral_door/silver
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mineralType = "silver"
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hardness = 3
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/obj/structure/mineral_door/gold
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mineralType = "gold"
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/obj/structure/mineral_door/uranium
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mineralType = "uranium"
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hardness = 3
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light_range = 2
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/obj/structure/mineral_door/sandstone
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mineralType = "sandstone"
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hardness = 0.5
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/obj/structure/mineral_door/transparent
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opacity = 0
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Close()
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..()
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opacity = 0
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/obj/structure/mineral_door/transparent/plasma
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mineralType = "plasma"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(is_hot(W))
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message_admins("Plasma mineral door ignited by [key_name_admin(user)] in ([x],[y],[z] - <A HREF='?_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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TemperatureAct(100)
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..()
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(exposed_temperature > 300)
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TemperatureAct(exposed_temperature)
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proc/TemperatureAct(temperature)
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atmos_spawn_air(SPAWN_HEAT | SPAWN_TOXINS, 500)
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hardness = 0
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CheckHardness()
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/obj/structure/mineral_door/transparent/diamond
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mineralType = "diamond"
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hardness = 10
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/obj/structure/mineral_door/wood
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mineralType = "wood"
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hardness = 1
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burn_state = FLAMMABLE
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burntime = 30
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Open()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/doorcreaky.ogg', 100, 1)
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flick("[mineralType]opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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Close()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/doorcreaky.ogg', 100, 1)
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flick("[mineralType]closing",src)
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sleep(10)
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density = 1
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opacity = 1
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state = 0
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update_icon()
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isSwitchingStates = 0
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Dismantle(devastated = 0)
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if(!devastated)
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for(var/i = 1, i <= oreAmount, i++)
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new/obj/item/stack/sheet/wood(get_turf(src))
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qdel(src)
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/obj/structure/mineral_door/resin
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mineralType = "resin"
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hardness = 1.5
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var/close_delay = 100
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TryToSwitchState(atom/user)
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if(isalien(user))
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return ..()
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Open()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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flick("[mineralType]opening",src)
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sleep(10)
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density = 0
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opacity = 0
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state = 1
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update_icon()
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isSwitchingStates = 0
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spawn(close_delay)
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if(!isSwitchingStates && state == 1)
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Close()
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Close()
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isSwitchingStates = 1
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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flick("[mineralType]closing",src)
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sleep(10)
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density = 1
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opacity = 1
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state = 0
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update_icon()
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isSwitchingStates = 0
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Dismantle(devastated = 0)
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qdel(src)
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CheckHardness()
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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..()
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