mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
423 lines
12 KiB
Plaintext
423 lines
12 KiB
Plaintext
/obj/machinery/door
|
|
name = "door"
|
|
desc = "It opens and closes."
|
|
icon = 'icons/obj/doors/Doorint.dmi'
|
|
icon_state = "door1"
|
|
opacity = 1
|
|
density = TRUE
|
|
move_resist = MOVE_FORCE_VERY_STRONG
|
|
layer = OPEN_DOOR_LAYER
|
|
power_channel = ENVIRON
|
|
max_integrity = 350
|
|
damage_deflection = 10
|
|
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
|
|
CanAtmosPass = ATMOS_PASS_DENSITY
|
|
flags_1 = PREVENT_CLICK_UNDER_1|DEFAULT_RICOCHET_1
|
|
ricochet_chance_mod = 0.8
|
|
|
|
interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
|
|
|
|
wave_explosion_block = EXPLOSION_BLOCK_DENSE_FILLER
|
|
wave_explosion_multiply = EXPLOSION_DAMPEN_DENSE_FILLER
|
|
|
|
explosion_flags = EXPLOSION_FLAG_HARD_OBSTACLE | EXPLOSION_FLAG_DENSITY_DEPENDENT
|
|
|
|
var/secondsElectrified = 0
|
|
var/air_tight = FALSE //TRUE means density will be set as soon as the door begins to close
|
|
var/shockedby
|
|
var/visible = TRUE // To explain: Whether the door can block line of sight when closed or not.
|
|
var/operating = FALSE
|
|
var/glass = FALSE
|
|
var/welded = FALSE
|
|
var/normalspeed = 1
|
|
var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
|
|
var/emergency = FALSE // Emergency access override
|
|
var/sub_door = FALSE // true if it's meant to go under another door.
|
|
var/closingLayer = CLOSED_DOOR_LAYER
|
|
var/autoclose = FALSE //does it automatically close after some time
|
|
var/safe = TRUE //whether the door detects things and mobs in its way and reopen or crushes them.
|
|
var/locked = FALSE //whether the door is bolted or not.
|
|
var/assemblytype //the type of door frame to drop during deconstruction
|
|
var/datum/effect_system/spark_spread/spark_system
|
|
|
|
var/real_explosion_block //ignore this, just use explosion_block
|
|
var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
|
|
var/poddoor = FALSE
|
|
var/unres_sides = 0 //Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
|
|
|
|
/obj/machinery/door/examine(mob/user)
|
|
. = ..()
|
|
if(red_alert_access)
|
|
if(GLOB.security_level >= SEC_LEVEL_RED)
|
|
. += "<span class='notice'>Due to a security threat, its access requirements have been lifted!</span>"
|
|
else
|
|
. += "<span class='notice'>In the event of a red alert, its access requirements will automatically lift.</span>"
|
|
if(!poddoor)
|
|
. += "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>"
|
|
|
|
/obj/machinery/door/check_access_list(list/access_list)
|
|
if(red_alert_access && GLOB.security_level >= SEC_LEVEL_RED)
|
|
return TRUE
|
|
return ..()
|
|
|
|
/obj/machinery/door/Initialize()
|
|
. = ..()
|
|
set_init_door_layer()
|
|
update_freelook_sight()
|
|
air_update_turf(1)
|
|
GLOB.airlocks += src
|
|
spark_system = new /datum/effect_system/spark_spread
|
|
spark_system.set_up(2, 1, src)
|
|
|
|
//doors only block while dense though so we have to use the proc
|
|
real_explosion_block = explosion_block
|
|
explosion_block = EXPLOSION_BLOCK_PROC
|
|
|
|
/obj/machinery/door/proc/set_init_door_layer()
|
|
if(density)
|
|
layer = closingLayer
|
|
else
|
|
layer = initial(layer)
|
|
|
|
/obj/machinery/door/power_change()
|
|
..()
|
|
update_icon()
|
|
|
|
/obj/machinery/door/Destroy()
|
|
update_freelook_sight()
|
|
GLOB.airlocks -= src
|
|
if(spark_system)
|
|
qdel(spark_system)
|
|
spark_system = null
|
|
return ..()
|
|
|
|
/obj/machinery/door/Bumped(atom/movable/AM)
|
|
if(operating || (obj_flags & EMAGGED))
|
|
return
|
|
if(ismob(AM))
|
|
var/mob/B = AM
|
|
if((isdrone(B) || iscyborg(B)) && B.stat)
|
|
return
|
|
if(isliving(AM))
|
|
var/mob/living/M = AM
|
|
if(world.time - M.last_bumped <= 10)
|
|
return //Can bump-open one airlock per second. This is to prevent shock spam.
|
|
M.last_bumped = world.time
|
|
if(M.restrained() && !check_access(null))
|
|
return
|
|
bumpopen(M)
|
|
return
|
|
|
|
if(ismecha(AM))
|
|
var/obj/mecha/mecha = AM
|
|
if(density)
|
|
if(mecha.occupant)
|
|
if(world.time - mecha.occupant.last_bumped <= 10)
|
|
return
|
|
mecha.occupant.last_bumped = world.time
|
|
if(mecha.occupant && (src.allowed(mecha.occupant) || src.check_access_list(mecha.operation_req_access)))
|
|
open()
|
|
else
|
|
do_animate("deny")
|
|
return
|
|
return
|
|
|
|
/obj/machinery/door/Move()
|
|
var/turf/T = loc
|
|
. = ..()
|
|
move_update_air(T)
|
|
|
|
/obj/machinery/door/CanAllowThrough(atom/movable/mover, turf/target)
|
|
. = ..()
|
|
|
|
// Snowflake handling for PASSGLASS.
|
|
if(istype(mover) && (mover.pass_flags & PASSGLASS))
|
|
return !opacity
|
|
|
|
/obj/machinery/door/proc/bumpopen(mob/user)
|
|
if(operating)
|
|
return
|
|
src.add_fingerprint(user)
|
|
if(!src.requiresID())
|
|
user = null
|
|
|
|
if(density && !(obj_flags & EMAGGED))
|
|
if(allowed(user))
|
|
open()
|
|
else
|
|
do_animate("deny")
|
|
return
|
|
|
|
/obj/machinery/door/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
|
|
return try_to_activate_door(user)
|
|
|
|
/obj/machinery/door/attack_tk(mob/user)
|
|
if(requiresID() && !allowed(null))
|
|
return
|
|
..()
|
|
|
|
/obj/machinery/door/proc/try_to_activate_door(mob/user)
|
|
add_fingerprint(user)
|
|
if(operating || (obj_flags & EMAGGED))
|
|
return
|
|
if(!requiresID())
|
|
user = null //so allowed(user) always succeeds
|
|
if(allowed(user))
|
|
if(density)
|
|
open()
|
|
else
|
|
close()
|
|
return TRUE
|
|
if(density)
|
|
do_animate("deny")
|
|
|
|
/obj/machinery/door/allowed(mob/M)
|
|
if(emergency)
|
|
return TRUE
|
|
if(unrestricted_side(M))
|
|
return TRUE
|
|
return ..()
|
|
|
|
/obj/machinery/door/proc/unrestricted_side(mob/M) //Allows for specific side of airlocks to be unrestrected (IE, can exit maint freely, but need access to enter)
|
|
return get_dir(src, M) & unres_sides
|
|
|
|
/obj/machinery/door/proc/try_to_weld(obj/item/W, mob/user)
|
|
if(!W.tool_behaviour == TOOL_WELDER)
|
|
return
|
|
return
|
|
|
|
/obj/machinery/door/proc/try_to_crowbar(obj/item/I, mob/user)
|
|
return
|
|
|
|
/obj/machinery/door/proc/is_holding_pressure()
|
|
var/turf/open/T = loc
|
|
if(!T)
|
|
return FALSE
|
|
if(!density)
|
|
return FALSE
|
|
// alrighty now we check for how much pressure we're holding back
|
|
var/min_moles = T.air.total_moles()
|
|
var/max_moles = min_moles
|
|
// okay this is a bit hacky. First, we set density to 0 and recalculate our adjacent turfs
|
|
density = FALSE
|
|
T.ImmediateCalculateAdjacentTurfs()
|
|
// then we use those adjacent turfs to figure out what the difference between the lowest and highest pressures we'd be holding is
|
|
for(var/turf/open/T2 in T.atmos_adjacent_turfs)
|
|
if((flags_1 & ON_BORDER_1) && get_dir(src, T2) != dir)
|
|
continue
|
|
var/moles = T2.air.total_moles()
|
|
if(moles < min_moles)
|
|
min_moles = moles
|
|
if(moles > max_moles)
|
|
max_moles = moles
|
|
density = TRUE
|
|
T.ImmediateCalculateAdjacentTurfs() // alright lets put it back
|
|
return max_moles - min_moles > 20
|
|
|
|
/obj/machinery/door/attackby(obj/item/I, mob/user, params)
|
|
if(user.a_intent != INTENT_HARM && (I.tool_behaviour == TOOL_CROWBAR || istype(I, /obj/item/fireaxe)))
|
|
try_to_crowbar(I, user)
|
|
return 1
|
|
else if(I.tool_behaviour == TOOL_WELDER)
|
|
try_to_weld(I, user)
|
|
return 1
|
|
else if(!(I.item_flags & NOBLUDGEON) && user.a_intent != INTENT_HARM)
|
|
try_to_activate_door(user)
|
|
return 1
|
|
return ..()
|
|
|
|
/obj/machinery/door/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
|
|
. = ..()
|
|
if(. && obj_integrity > 0)
|
|
if(damage_amount >= 10 && prob(30))
|
|
spark_system.start()
|
|
|
|
/obj/machinery/door/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
|
switch(damage_type)
|
|
if(BRUTE)
|
|
if(glass)
|
|
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
|
|
else if(damage_amount)
|
|
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
|
|
else
|
|
playsound(src, 'sound/weapons/tap.ogg', 50, 1)
|
|
if(BURN)
|
|
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
|
|
|
|
/obj/machinery/door/emp_act(severity)
|
|
. = ..()
|
|
if (. & EMP_PROTECT_SELF)
|
|
return
|
|
if(prob(severity/5) && (istype(src, /obj/machinery/door/airlock) || istype(src, /obj/machinery/door/window)) )
|
|
INVOKE_ASYNC(src, .proc/open)
|
|
|
|
/obj/machinery/door/proc/unelectrify()
|
|
secondsElectrified = MACHINE_NOT_ELECTRIFIED
|
|
|
|
/obj/machinery/door/update_icon_state()
|
|
if(density)
|
|
icon_state = "door1"
|
|
else
|
|
icon_state = "door0"
|
|
|
|
/obj/machinery/door/proc/do_animate(animation)
|
|
switch(animation)
|
|
if("opening")
|
|
if(panel_open)
|
|
flick("o_doorc0", src)
|
|
else
|
|
flick("doorc0", src)
|
|
if("closing")
|
|
if(panel_open)
|
|
flick("o_doorc1", src)
|
|
else
|
|
flick("doorc1", src)
|
|
if("deny")
|
|
if(!stat)
|
|
flick("door_deny", src)
|
|
|
|
|
|
/obj/machinery/door/proc/open()
|
|
if(!density)
|
|
return 1
|
|
if(operating)
|
|
return
|
|
operating = TRUE
|
|
do_animate("opening")
|
|
set_opacity(0)
|
|
sleep(5)
|
|
density = FALSE
|
|
sleep(5)
|
|
layer = initial(layer)
|
|
update_icon()
|
|
set_opacity(0)
|
|
operating = FALSE
|
|
air_update_turf(1)
|
|
update_freelook_sight()
|
|
if(autoclose)
|
|
spawn(autoclose)
|
|
close()
|
|
return 1
|
|
|
|
/obj/machinery/door/proc/close()
|
|
if(density)
|
|
return TRUE
|
|
if(operating || welded)
|
|
return
|
|
if(safe)
|
|
for(var/atom/movable/M in get_turf(src))
|
|
if(M.density && M != src) //something is blocking the door
|
|
if(autoclose)
|
|
autoclose_in(60)
|
|
return
|
|
|
|
operating = TRUE
|
|
|
|
do_animate("closing")
|
|
layer = closingLayer
|
|
if(air_tight)
|
|
density = TRUE
|
|
sleep(5)
|
|
density = TRUE
|
|
sleep(5)
|
|
update_icon()
|
|
if(visible && !glass)
|
|
set_opacity(1)
|
|
operating = FALSE
|
|
air_update_turf(1)
|
|
update_freelook_sight()
|
|
if(safe)
|
|
CheckForMobs()
|
|
else if(!(flags_1 & ON_BORDER_1))
|
|
crush()
|
|
return 1
|
|
|
|
/obj/machinery/door/proc/CheckForMobs()
|
|
if(locate(/mob/living) in get_turf(src))
|
|
sleep(1)
|
|
open()
|
|
|
|
/obj/machinery/door/proc/crush()
|
|
for(var/mob/living/L in get_turf(src))
|
|
L.visible_message("<span class='warning'>[src] closes on [L], crushing [L.p_them()]!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
|
|
if(iscarbon(L))
|
|
var/mob/living/carbon/C = L
|
|
for(var/i in C.all_wounds) // should probably replace with signal
|
|
var/datum/wound/W = i
|
|
W.crush(DOOR_CRUSH_DAMAGE)
|
|
if(isalien(L)) //For xenos
|
|
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE * 1.5) //Xenos go into crit after aproximately the same amount of crushes as humans.
|
|
L.emote("roar")
|
|
else if(ishuman(L)) //For humans
|
|
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
|
|
L.emote("scream")
|
|
L.DefaultCombatKnockdown(100)
|
|
else if(ismonkey(L)) //For monkeys
|
|
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
|
|
L.DefaultCombatKnockdown(100)
|
|
else //for simple_animals & borgs
|
|
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
|
|
var/turf/location = get_turf(src)
|
|
//add_blood_DNA doesn't work for borgs/xenos, but add_blood_floor does.
|
|
if(iscarbon(L))
|
|
var/mob/living/carbon/C = L
|
|
C.bleed(DOOR_CRUSH_DAMAGE)
|
|
else
|
|
L.add_splatter_floor(location)
|
|
for(var/obj/mecha/M in get_turf(src))
|
|
M.take_damage(DOOR_CRUSH_DAMAGE)
|
|
|
|
/obj/machinery/door/proc/autoclose()
|
|
if(!QDELETED(src) && !density && !operating && !locked && !welded && autoclose)
|
|
close()
|
|
|
|
/obj/machinery/door/proc/autoclose_in(wait)
|
|
addtimer(CALLBACK(src, .proc/autoclose), wait, TIMER_UNIQUE | TIMER_NO_HASH_WAIT | TIMER_OVERRIDE)
|
|
|
|
/obj/machinery/door/proc/requiresID()
|
|
return 1
|
|
|
|
/obj/machinery/door/proc/hasPower()
|
|
return !(stat & NOPOWER)
|
|
|
|
/obj/machinery/door/proc/update_freelook_sight()
|
|
if(!glass && GLOB.cameranet)
|
|
GLOB.cameranet.updateVisibility(src, 0)
|
|
|
|
/obj/machinery/door/BlockThermalConductivity() // All non-glass airlocks block heat, this is intended.
|
|
if(opacity || heat_proof)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/machinery/door/morgue
|
|
icon = 'icons/obj/doors/doormorgue.dmi'
|
|
|
|
/obj/machinery/door/get_dumping_location(obj/item/storage/source,mob/user)
|
|
return null
|
|
|
|
/obj/machinery/door/proc/lock()
|
|
return
|
|
|
|
/obj/machinery/door/proc/unlock()
|
|
return
|
|
|
|
/obj/machinery/door/proc/hostile_lockdown(mob/origin)
|
|
if(!stat) //So that only powered doors are closed.
|
|
close() //Close ALL the doors!
|
|
|
|
/obj/machinery/door/proc/disable_lockdown()
|
|
if(!stat) //Opens only powered doors.
|
|
open() //Open everything!
|
|
|
|
/obj/machinery/door/ex_act(severity, target, origin)
|
|
//if it blows up a wall it should blow up a door
|
|
..(severity ? max(1, severity - 1) : 0, target)
|
|
|
|
/obj/machinery/door/GetExplosionBlock()
|
|
return density ? real_explosion_block : 0
|
|
|
|
/obj/machinery/door/wave_explosion_damage(power, datum/wave_explosion/explosion)
|
|
. = ..()
|
|
if(!density)
|
|
return . * EXPLOSION_DAMAGE_OPEN_DOOR_FACTOR
|