/obj/structure/droppod_door
name = "pod door"
desc = "A drop pod door. Opens rapidly using explosive bolts."
icon = 'icons/obj/structures.dmi'
icon_state = "droppod_door_closed"
anchored = 1
density = 1
opacity = 1
layer = TURF_LAYER + 0.1
var/deploying
var/deployed
/obj/structure/droppod_door/Initialize(var/mapload, var/autoopen)
. = ..()
if(autoopen)
addtimer(CALLBACK(src, .proc/deploy), 10 SECONDS)
/obj/structure/droppod_door/attack_ai(var/mob/user)
if(!user.Adjacent(src))
return
attack_hand(user)
/obj/structure/droppod_door/attack_generic(var/mob/user)
attack_hand(user)
/obj/structure/droppod_door/attack_hand(var/mob/user)
if(deploying) return
to_chat(user, "You prime the explosive bolts. Better get clear!")
sleep(30)
deploy()
/obj/structure/droppod_door/proc/deploy()
if(deployed)
return
deployed = 1
visible_message("The explosive bolts on \the [src] detonate, throwing it open!")
playsound(src, 'sound/effects/bang.ogg', 50, 1, 5)
// This is shit but it will do for the sake of testing.
for(var/obj/structure/droppod_door/D in orange(1,src))
if(D.deployed)
continue
D.deploy()
// Overwrite turfs.
var/turf/origin = get_turf(src)
origin.ChangeTurf(/turf/simulated/floor/reinforced)
origin.set_light(0) // Forcing updates
var/turf/T = get_step(origin, src.dir)
T.ChangeTurf(/turf/simulated/floor/reinforced)
T.set_light(0) // Forcing updates
// Destroy turf contents.
for(var/obj/O in origin)
if(!O.simulated)
continue
qdel(O) //crunch
for(var/obj/O in T)
if(!O.simulated)
continue
qdel(O) //crunch
// Hurl the mobs away.
for(var/mob/living/M in T)
M.throw_at(get_edge_target_turf(T,src.dir),rand(0,3),50)
for(var/mob/living/M in origin)
M.throw_at(get_edge_target_turf(origin,src.dir),rand(0,3),50)
// Create a decorative ramp bottom and flatten out our current ramp.
density = 0
set_opacity(0)
icon_state = "ramptop"
var/obj/structure/droppod_door/door_bottom = new(T)
door_bottom.deployed = 1
door_bottom.density = 0
door_bottom.set_opacity(0)
door_bottom.dir = src.dir
door_bottom.icon_state = "rampbottom"