mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-27 02:23:10 +00:00
199 lines
5.3 KiB
Plaintext
199 lines
5.3 KiB
Plaintext
/obj/structure/simple_door
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name = "door"
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density = 1
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anchored = 1
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icon = 'icons/obj/doors/material_doors.dmi'
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icon_state = "metal"
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var/material/material
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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/simple_door/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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TemperatureAct(exposed_temperature)
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/obj/structure/simple_door/proc/TemperatureAct(temperature)
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hardness -= material.combustion_effect(get_turf(src),temperature, 0.3)
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CheckHardness()
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/obj/structure/simple_door/New(var/newloc, var/material_name)
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..()
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if(!material_name)
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material_name = DEFAULT_WALL_MATERIAL
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material = get_material_by_name(material_name)
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if(!material)
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qdel(src)
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return
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hardness = max(1,round(material.integrity/10))
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icon_state = material.door_icon_base
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name = "[material.display_name] door"
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color = material.icon_colour
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if(material.opacity < 0.5)
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opacity = 0
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else
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opacity = 1
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if(material.products_need_process())
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processing_objects |= src
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update_nearby_tiles(need_rebuild=1)
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/obj/structure/simple_door/Destroy()
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processing_objects -= src
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update_nearby_tiles()
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..()
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/obj/structure/simple_door/get_material()
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return material
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/obj/structure/simple_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/simple_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/simple_door/attack_hand(mob/user as mob)
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return TryToSwitchState(user)
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/obj/structure/simple_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/simple_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(!material.can_open_material_door(user))
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return
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if(world.time - user.last_bumped <= 60)
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return
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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/simple_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/simple_door/proc/Open()
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isSwitchingStates = 1
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playsound(loc, material.dooropen_noise, 100, 1)
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flick("[material.door_icon_base]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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update_nearby_tiles()
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/obj/structure/simple_door/proc/Close()
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isSwitchingStates = 1
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playsound(loc, material.dooropen_noise, 100, 1)
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flick("[material.door_icon_base]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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update_nearby_tiles()
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/obj/structure/simple_door/update_icon()
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if(state)
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icon_state = "[material.door_icon_base]open"
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else
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icon_state = material.door_icon_base
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/obj/structure/simple_door/attackby(obj/item/weapon/W as obj, mob/user as mob)
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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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user << "You start digging the [name]."
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if(do_after(user,digTool.digspeed*hardness) && src)
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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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user << "You hit the [name] with your [W.name]!"
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CheckHardness()
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else if(istype(W,/obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(material.ignition_point && WT.remove_fuel(0, user))
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TemperatureAct(150)
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else
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attack_hand(user)
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return
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/obj/structure/simple_door/proc/CheckHardness()
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if(hardness <= 0)
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Dismantle(1)
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/obj/structure/simple_door/proc/Dismantle(devastated = 0)
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material.place_dismantled_product(get_turf(src))
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qdel(src)
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/obj/structure/simple_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/simple_door/process()
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if(!material.radioactivity)
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return
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for(var/mob/living/L in range(1,src))
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L.apply_effect(round(material.radioactivity/3),IRRADIATE,0)
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/obj/structure/simple_door/iron/New(var/newloc,var/material_name)
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..(newloc, "iron")
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/obj/structure/simple_door/silver/New(var/newloc,var/material_name)
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..(newloc, "silver")
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/obj/structure/simple_door/gold/New(var/newloc,var/material_name)
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..(newloc, "gold")
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/obj/structure/simple_door/uranium/New(var/newloc,var/material_name)
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..(newloc, "uranium")
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/obj/structure/simple_door/sandstone/New(var/newloc,var/material_name)
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..(newloc, "sandstone")
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/obj/structure/simple_door/phoron/New(var/newloc,var/material_name)
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..(newloc, "phoron")
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/obj/structure/simple_door/diamond/New(var/newloc,var/material_name)
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..(newloc, "diamond")
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/obj/structure/simple_door/wood/New(var/newloc,var/material_name)
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..(newloc, "wood")
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/obj/structure/simple_door/resin/New(var/newloc,var/material_name)
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..(newloc, "resin") |