Files
Paradise/code/game/objects/structures/mineral_doors.dm
T
79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +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 = RAD_MEDIUM_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(isAI(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
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
rad_insulation = RAD_HEAVY_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 = RAD_VERY_LIGHT_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
/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)]","atmos")
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(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
rad_insulation = RAD_EXTREME_INSULATION
/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
hardness = 1
resistance_flags = FLAMMABLE
max_integrity = 200
rad_insulation = 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