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S.P.L.U.R.T-Station-13/code/game/machinery/doors/windowdoor.dm
Solaris-Shade 2fdb70b2b9 [DNM][DNM][WIP] Projectile backend code port and update
Ports#54924,  #65061, #59804 from /tg.
adds auxiliary code from /tg to make code work.
2022-03-06 15:20:23 -05:00

554 lines
15 KiB
Plaintext

/obj/machinery/door/window
name = "interior door"
desc = "A strong door."
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "left"
layer = ABOVE_WINDOW_LAYER
closingLayer = ABOVE_WINDOW_LAYER
resistance_flags = ACID_PROOF
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
visible = FALSE
flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
pass_flags_self = PASSGLASS
opacity = 0
CanAtmosPass = ATMOS_PASS_PROC
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
var/obj/item/electronics/airlock/electronics = null
var/reinf = 0
var/shards = 2
var/rods = 2
var/cable = 1
var/list/debris = list()
/obj/machinery/door/window/Initialize(mapload, set_dir)
. = ..()
if(set_dir)
setDir(set_dir)
if(src.req_access && src.req_access.len)
src.icon_state = "[src.icon_state]"
src.base_state = src.icon_state
for(var/i in 1 to shards)
debris += new /obj/item/shard(src)
if(rods)
debris += new /obj/item/stack/rods(src, rods)
if(cable)
debris += new /obj/item/stack/cable_coil(src, cable)
/obj/machinery/door/window/ComponentInitialize()
. = ..()
AddComponent(/datum/component/ntnet_interface)
/obj/machinery/door/window/Destroy()
density = FALSE
QDEL_LIST(debris)
if(obj_integrity == 0)
playsound(src, "shatter", 70, 1)
electronics = null
return ..()
/obj/machinery/door/window/update_icon_state()
if(density)
icon_state = base_state
else
icon_state = "[src.base_state]open"
/obj/machinery/door/window/update_atom_colour()
. = ..()
if((color && (color_hex2num(color) < 255)))
visible = TRUE
if(density)
set_opacity(TRUE)
else
visible = FALSE
set_opacity(density && visible)
/obj/machinery/door/window/proc/open_and_close()
open()
if(src.check_access(null))
sleep(60)
else //secure doors close faster
sleep(40)
close()
/obj/machinery/door/window/Bumped(atom/movable/AM)
if( operating || !src.density )
return
if (!( ismob(AM) ))
if(ismecha(AM))
var/obj/mecha/mecha = AM
if(mecha.occupant && src.allowed(mecha.occupant))
open_and_close()
else
do_animate("deny")
return
if (!( SSticker ))
return
var/mob/M = AM
if(M.restrained() || ((isdrone(M) || iscyborg(M)) && M.stat))
return
bumpopen(M)
/obj/machinery/door/window/bumpopen(mob/user)
if( operating || !src.density )
return
src.add_fingerprint(user)
if(!src.requiresID())
user = null
if(allowed(user))
open_and_close()
else
do_animate("deny")
return
/obj/machinery/door/window/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(.)
return
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
return
if(istype(mover, /obj/structure/window))
var/obj/structure/window/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = mover
if(!valid_window_location(loc, W.ini_dir))
return FALSE
else if(istype(mover, /obj/machinery/door/window) && !valid_window_location(loc, mover.dir))
return FALSE
else
return TRUE
/obj/machinery/door/window/CanAtmosPass(turf/T)
if(get_dir(loc, T) == dir)
return !density
else
return 1
//used in the AStar algorithm to determinate if the turf the door is on is passable
/obj/machinery/door/window/CanAStarPass(obj/item/card/id/ID, to_dir)
return !density || (dir != to_dir) || (check_access(ID) && hasPower())
/obj/machinery/door/window/CheckExit(atom/movable/mover, turf/target)
if((pass_flags_self & mover.pass_flags)) || ((pass_flags_self & LETPASSTHROW) && mover.throwing))
return TRUE
if(get_dir(loc, target) == dir)
return !density
return TRUE
/obj/machinery/door/window/open(forced=0)
if (src.operating == 1) //doors can still open when emag-disabled
return 0
if(!forced)
if(!hasPower())
return 0
if(forced < 2)
if(obj_flags & EMAGGED)
return 0
if(!src.operating) //in case of emag
operating = TRUE
do_animate("opening")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state ="[src.base_state]open"
addtimer(CALLBACK(src, .proc/finish_opening), 10)
return TRUE
/obj/machinery/door/window/proc/finish_opening()
operating = FALSE
density = FALSE
if(visible)
set_opacity(FALSE)
air_update_turf(1)
update_freelook_sight()
if(operating == 1) //emag again
operating = FALSE
/obj/machinery/door/window/close(forced=0)
if (src.operating)
return 0
if(!forced)
if(!hasPower())
return 0
if(forced < 2)
if(obj_flags & EMAGGED)
return 0
operating = TRUE
do_animate("closing")
playsound(src.loc, 'sound/machines/windowdoor.ogg', 100, 1)
src.icon_state = src.base_state
density = TRUE
air_update_turf(1)
update_freelook_sight()
addtimer(CALLBACK(src, .proc/finish_closing), 10)
return TRUE
/obj/machinery/door/window/proc/finish_closing()
if(visible)
set_opacity(TRUE)
operating = FALSE
/obj/machinery/door/window/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(loc, 'sound/effects/glasshit.ogg', 90, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/door/window/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1) && !disassembled)
for(var/obj/fragment in debris)
fragment.forceMove(get_turf(src))
transfer_fingerprints_to(fragment)
debris -= fragment
qdel(src)
/obj/machinery/door/window/narsie_act()
add_atom_colour("#7D1919", FIXED_COLOUR_PRIORITY)
/obj/machinery/door/window/ratvar_act()
var/obj/machinery/door/window/clockwork/C = new(loc, dir)
C.name = name
qdel(src)
/obj/machinery/door/window/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature > T0C + (reinf ? 1600 : 800))
take_damage(round(exposed_volume / 200), BURN, 0, 0)
..()
/obj/machinery/door/window/emag_act(mob/user)
. = ..()
if(operating || !density || obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
operating = TRUE
flick("[src.base_state]spark", src)
playsound(src, "sparks", 75, 1)
addtimer(CALLBACK(src, .proc/open_windows_me), 6)
return TRUE
/obj/machinery/door/window/proc/open_windows_me()
operating = FALSE
desc += "<BR><span class='warning'>Its access panel is smoking slightly.</span>"
open(2)
/obj/machinery/door/window/attackby(obj/item/I, mob/living/user, params)
if(operating)
return
add_fingerprint(user)
if(!(flags_1&NODECONSTRUCT_1))
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(density || operating)
to_chat(user, "<span class='warning'>You need to open the door to access the maintenance panel!</span>")
return
I.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>You [panel_open ? "open":"close"] the maintenance panel of the [src.name].</span>")
return
if(I.tool_behaviour == TOOL_CROWBAR)
if(panel_open && !density && !operating)
user.visible_message("[user] removes the electronics from the [src.name].", \
"<span class='notice'>You start to remove electronics from the [src.name]...</span>")
if(I.use_tool(src, user, 40, volume=50))
if(panel_open && !density && !operating && src.loc)
var/obj/structure/windoor_assembly/WA = new /obj/structure/windoor_assembly(src.loc)
switch(base_state)
if("left")
WA.facing = "l"
if("right")
WA.facing = "r"
if("leftsecure")
WA.facing = "l"
WA.secure = TRUE
if("rightsecure")
WA.facing = "r"
WA.secure = TRUE
WA.setAnchored(TRUE)
WA.state= "02"
WA.setDir(src.dir)
WA.ini_dir = src.dir
WA.update_icon()
WA.created_name = src.name
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>You discard the damaged electronics.</span>")
qdel(src)
return
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
var/obj/item/electronics/airlock/ae
if(!electronics)
ae = new/obj/item/electronics/airlock( src.loc )
if(req_one_access)
ae.one_access = 1
ae.accesses = src.req_one_access
else
ae.accesses = src.req_access
else
ae = electronics
electronics = null
ae.forceMove(drop_location())
qdel(src)
return
return ..()
/obj/machinery/door/window/interact(mob/user) //for sillycones
try_to_activate_door(user)
/obj/machinery/door/window/try_to_crowbar(obj/item/I, mob/user)
if(!hasPower())
if(density)
open(2)
else
close(2)
else
to_chat(user, "<span class='warning'>The door's motors resist your efforts to force it!</span>")
/obj/machinery/door/window/do_animate(animation)
switch(animation)
if("opening")
flick("[src.base_state]opening", src)
if("closing")
flick("[src.base_state]closing", src)
if("deny")
flick("[src.base_state]deny", src)
/obj/machinery/door/window/check_access_ntnet(datum/netdata/data)
return !requiresID() || ..()
/obj/machinery/door/window/ntnet_receive(datum/netdata/data)
// Check if the airlock is powered.
if(!hasPower())
return
// Check packet access level.
if(!check_access_ntnet(data))
return
// Handle received packet.
var/command = lowertext(data.data["data"])
var/command_value = lowertext(data.data["data_secondary"])
switch(command)
if("open")
if(command_value == "on" && !density)
return
if(command_value == "off" && density)
return
if(density)
INVOKE_ASYNC(src, .proc/open)
else
INVOKE_ASYNC(src, .proc/close)
if("touch")
INVOKE_ASYNC(src, .proc/open_and_close)
/obj/machinery/door/window/brigdoor
name = "secure door"
icon_state = "leftsecure"
base_state = "leftsecure"
var/id = null
max_integrity = 300 //Stronger doors for prison (regular window door health is 200)
reinf = 1
explosion_block = 1
wave_explosion_block = EXPLOSION_BLOCK_REINFORCED_WINDOW
wave_explosion_multiply = EXPLOSION_DAMPEN_REINFORCED_WINDOW
/obj/machinery/door/window/brigdoor/security/cell
name = "cell door"
desc = "For keeping in criminal scum."
req_access = list(ACCESS_BRIG)
/obj/machinery/door/window/brigdoor/security/holding
name = "holding cell door"
req_one_access = list(ACCESS_SEC_DOORS, ACCESS_LAWYER) //love for the lawyer
/obj/machinery/door/window/clockwork
name = "brass windoor"
desc = "A thin door with translucent brass paneling."
icon_state = "clockwork"
base_state = "clockwork"
shards = 0
rods = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
var/made_glow = FALSE
/obj/machinery/door/window/clockwork/Initialize(mapload, set_dir)
. = ..()
for(var/i in 1 to 2)
debris += new/obj/item/clockwork/alloy_shards/medium/gear_bit/large(src)
change_construction_value(2)
/obj/machinery/door/window/clockwork/setDir(direct)
if(!made_glow)
var/obj/effect/E = new /obj/effect/temp_visual/ratvar/door/window(get_turf(src))
E.setDir(direct)
made_glow = TRUE
..()
/obj/machinery/door/window/clockwork/Destroy()
change_construction_value(-2)
return ..()
/obj/machinery/door/window/clockwork/emp_act(severity)
if(prob(severity/1.25))
open()
/obj/machinery/door/window/clockwork/ratvar_act()
if(GLOB.ratvar_awakens)
obj_integrity = max_integrity
/obj/machinery/door/window/clockwork/hasPower()
return TRUE //yup that's power all right
/obj/machinery/door/window/clockwork/narsie_act()
take_damage(rand(30, 60), BRUTE)
if(src)
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/obj/machinery/door/window/clockwork/allowed(mob/M)
if(is_servant_of_ratvar(M))
return 1
return 0
/obj/machinery/door/window/northleft
dir = NORTH
/obj/machinery/door/window/eastleft
dir = EAST
/obj/machinery/door/window/westleft
dir = WEST
/obj/machinery/door/window/southleft
dir = SOUTH
/obj/machinery/door/window/northright
dir = NORTH
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/eastright
dir = EAST
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/westright
dir = WEST
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/southright
dir = SOUTH
icon_state = "right"
base_state = "right"
/obj/machinery/door/window/brigdoor/northleft
dir = NORTH
/obj/machinery/door/window/brigdoor/eastleft
dir = EAST
/obj/machinery/door/window/brigdoor/westleft
dir = WEST
/obj/machinery/door/window/brigdoor/southleft
dir = SOUTH
/obj/machinery/door/window/brigdoor/northright
dir = NORTH
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/eastright
dir = EAST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/westright
dir = WEST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/southright
dir = SOUTH
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/cell/northleft
dir = NORTH
/obj/machinery/door/window/brigdoor/security/cell/eastleft
dir = EAST
/obj/machinery/door/window/brigdoor/security/cell/westleft
dir = WEST
/obj/machinery/door/window/brigdoor/security/cell/southleft
dir = SOUTH
/obj/machinery/door/window/brigdoor/security/cell/northright
dir = NORTH
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/cell/eastright
dir = EAST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/cell/westright
dir = WEST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/cell/southright
dir = SOUTH
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/holding/northleft
dir = NORTH
/obj/machinery/door/window/brigdoor/security/holding/eastleft
dir = EAST
/obj/machinery/door/window/brigdoor/security/holding/westleft
dir = WEST
/obj/machinery/door/window/brigdoor/security/holding/southleft
dir = SOUTH
/obj/machinery/door/window/brigdoor/security/holding/northright
dir = NORTH
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/holding/eastright
dir = EAST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/holding/westright
dir = WEST
icon_state = "rightsecure"
base_state = "rightsecure"
/obj/machinery/door/window/brigdoor/security/holding/southright
dir = SOUTH
icon_state = "rightsecure"
base_state = "rightsecure"