Files
Polaris/code/game/objects/structures/simple_doors.dm
mwerezak e3609bac94 Adds common proc to obtain the material of an object
Adds a common get_material() proc to objects, and implements overrides
where applicable
2015-08-01 23:03:21 -04:00

199 lines
5.3 KiB
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/obj/structure/simple_door
name = "door"
density = 1
anchored = 1
icon = 'icons/obj/doors/material_doors.dmi'
icon_state = "metal"
var/material/material
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/hardness = 1
var/oreAmount = 7
/obj/structure/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
/obj/structure/simple_door/proc/TemperatureAct(temperature)
hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
CheckHardness()
/obj/structure/simple_door/New(var/newloc, var/material_name)
..()
if(!material_name)
material_name = DEFAULT_WALL_MATERIAL
material = get_material_by_name(material_name)
if(!material)
qdel(src)
return
hardness = max(1,round(material.integrity/10))
icon_state = material.door_icon_base
name = "[material.display_name] door"
color = material.icon_colour
if(material.opacity < 0.5)
opacity = 0
else
opacity = 1
if(material.products_need_process())
processing_objects |= src
update_nearby_tiles(need_rebuild=1)
/obj/structure/simple_door/Destroy()
processing_objects -= src
update_nearby_tiles()
..()
/obj/structure/simple_door/get_material()
return material
/obj/structure/simple_door/Bumped(atom/user)
..()
if(!state)
return TryToSwitchState(user)
return
/obj/structure/simple_door/attack_ai(mob/user as mob) //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)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/simple_door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
/obj/structure/simple_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates) return
if(ismob(user))
var/mob/M = user
if(!material.can_open_material_door(user))
return
if(world.time - user.last_bumped <= 60)
return
if(M.client)
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
else
SwitchState()
else if(istype(user, /obj/mecha))
SwitchState()
/obj/structure/simple_door/proc/SwitchState()
if(state)
Close()
else
Open()
/obj/structure/simple_door/proc/Open()
isSwitchingStates = 1
playsound(loc, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]opening",src)
sleep(10)
density = 0
opacity = 0
state = 1
update_icon()
isSwitchingStates = 0
update_nearby_tiles()
/obj/structure/simple_door/proc/Close()
isSwitchingStates = 1
playsound(loc, material.dooropen_noise, 100, 1)
flick("[material.door_icon_base]closing",src)
sleep(10)
density = 1
opacity = 1
state = 0
update_icon()
isSwitchingStates = 0
update_nearby_tiles()
/obj/structure/simple_door/update_icon()
if(state)
icon_state = "[material.door_icon_base]open"
else
icon_state = material.door_icon_base
/obj/structure/simple_door/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/pickaxe))
var/obj/item/weapon/pickaxe/digTool = W
user << "You start digging the [name]."
if(do_after(user,digTool.digspeed*hardness) && src)
user << "You finished digging."
Dismantle()
else if(istype(W,/obj/item/weapon)) //not sure, can't not just weapons get passed to this proc?
hardness -= W.force/100
user << "You hit the [name] with your [W.name]!"
CheckHardness()
else if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(material.ignition_point && WT.remove_fuel(0, user))
TemperatureAct(150)
else
attack_hand(user)
return
/obj/structure/simple_door/proc/CheckHardness()
if(hardness <= 0)
Dismantle(1)
/obj/structure/simple_door/proc/Dismantle(devastated = 0)
material.place_dismantled_product(get_turf(src))
qdel(src)
/obj/structure/simple_door/ex_act(severity = 1)
switch(severity)
if(1)
Dismantle(1)
if(2)
if(prob(20))
Dismantle(1)
else
hardness--
CheckHardness()
if(3)
hardness -= 0.1
CheckHardness()
return
/obj/structure/simple_door/process()
if(!material.radioactivity)
return
for(var/mob/living/L in range(1,src))
L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
/obj/structure/simple_door/iron/New(var/newloc,var/material_name)
..(newloc, "iron")
/obj/structure/simple_door/silver/New(var/newloc,var/material_name)
..(newloc, "silver")
/obj/structure/simple_door/gold/New(var/newloc,var/material_name)
..(newloc, "gold")
/obj/structure/simple_door/uranium/New(var/newloc,var/material_name)
..(newloc, "uranium")
/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name)
..(newloc, "sandstone")
/obj/structure/simple_door/phoron/New(var/newloc,var/material_name)
..(newloc, "phoron")
/obj/structure/simple_door/diamond/New(var/newloc,var/material_name)
..(newloc, "diamond")
/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
..(newloc, "wood")
/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
..(newloc, "resin")