Files
Yogstation/code/game/machinery/doors/door.dm
John Willard 4212a5c805 Ports SSnetworks killings (#22104)
* Ports SSnetworks killings

* Update names.dm

* Removes my debug message and fixes instances it caught
2024-05-31 00:22:12 -05:00

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/obj/machinery/door
name = "door"
desc = "It opens and closes."
icon = 'icons/obj/doors/Doorint.dmi'
icon_state = "door1"
opacity = TRUE
density = TRUE
move_resist = MOVE_FORCE_VERY_STRONG
layer = OPEN_DOOR_LAYER
power_channel = AREA_USAGE_ENVIRON
max_integrity = 350
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
can_atmos_pass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
damage_deflection = 10
interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
/// Door remote allow control
var/opens_with_door_remote = FALSE
/// TRUE means density will be set as soon as the door begins to close
var/air_tight = FALSE
/// How long is this door electrified for
var/secondsElectrified = MACHINE_NOT_ELECTRIFIED
/// Logs for EMPs, Electrifications or Hostile Lockdowns
var/shockedby
/// Can you see through it without glass
var/visible = TRUE
/// Is it currently opening/closing
var/operating = FALSE
/// Can you see through it
var/glass = FALSE
/// Is it welded shut
var/welded = FALSE
/// Does it close at a normal speed
var/normalspeed = TRUE
/// Does it block superconduction
var/heat_proof = FALSE
/// Is it on emergency access mode
var/emergency = FALSE
/// Is it's meant to go under another door.
var/sub_door = FALSE
/// Layer the door closes on
var/closingLayer = CLOSED_DOOR_LAYER
/// Does it automatically close after some time
var/autoclose = FALSE
/// Whether the door detects things and mobs in its way and reopen or crushes them.
var/safe = TRUE
/// Is the door bolted?
var/locked = FALSE
/// The type of door frame to drop during deconstruction
var/assemblytype
var/datum/effect_system/spark_spread/spark_system
var/real_explosion_block //ignore this, just use explosion_block
/// Will the door unlock on red alert
var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
var/poddoor = FALSE
/// Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
var/unres_sides = 0
// door open speed.
var/open_speed = 0.5 SECONDS
COOLDOWN_DECLARE(cmagsound_cooldown)
/obj/machinery/door/examine(mob/user)
. = ..()
if(red_alert_access)
if(SSsecurity_level.current_security_level.emergency_doors)
. += span_notice("Due to a security threat, its access requirements have been lifted!")
else
. += span_notice("In the event of an emegerency alert, its access requirements will automatically lift.")
if(!poddoor)
. += span_notice("Its maintenance panel is <b>screwed</b> in place.")
if(!isdead(user))
var/userDir = turn(get_dir(src, user), 180)
var/turf/T = get_step(src, userDir)
var/areaName = T.loc.name
. += span_notice("It leads into [areaName].")
/obj/machinery/door/check_access_list(list/access_list)
if(red_alert_access && SSsecurity_level.current_security_level.emergency_doors)
return TRUE
return ..()
/obj/machinery/door/Initialize(mapload)
. = ..()
set_init_door_layer()
update_freelook_sight()
air_update_turf()
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
var/static/list/loc_connections = list(
COMSIG_ATOM_MAGICALLY_UNLOCKED = PROC_REF(on_magic_unlock),
)
AddElement(/datum/element/connect_loc, loc_connections)
if(red_alert_access)
RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, PROC_REF(update_security_level))
/obj/machinery/door/proc/update_security_level(_, datum/security_level/new_level)
if(red_alert_access && new_level.emergency_doors)
visible_message(span_notice("[src] whirrs as it automatically lifts access requirements!"))
playsound(src, 'sound/machines/boltsup.ogg', 50, TRUE)
/obj/machinery/door/proc/set_init_door_layer()
if(density)
layer = closingLayer
else
layer = initial(layer)
/obj/machinery/door/Destroy(force=FALSE)
update_freelook_sight()
GLOB.airlocks -= src
if(spark_system)
qdel(spark_system)
spark_system = null
air_update_turf()
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)
return
// If an empty mech somehow bumps into something that it has access to, it should open:
var/has_access = (obj_flags & CMAGGED) ? !check_access_list(mecha.operation_req_access) : check_access_list(mecha.operation_req_access)
if(mecha.occupant)
if(world.time - mecha.occupant.last_bumped <= 10)
return
mecha.occupant.last_bumped = world.time
// If there is an occupant, check their access too.
has_access = (obj_flags & CMAGGED) ? cmag_allowed(mecha.occupant) && has_access : allowed(mecha.occupant) || has_access
if(has_access)
open()
else
if(obj_flags & CMAGGED)
try_play_cmagsound()
do_animate("deny")
return
if(isitem(AM))
var/obj/item/I = AM
if(!density || (I.w_class < WEIGHT_CLASS_NORMAL && !LAZYLEN(I.GetAccess())))
return
var/has_access = obj_flags & CMAGGED ? !check_access(I) : check_access(I)
if(has_access)
open()
else
if(obj_flags & CMAGGED)
try_play_cmagsound()
do_animate("deny")
return
/obj/machinery/door/Move()
var/turf/T = loc
. = ..()
move_update_air(T)
/obj/machinery/door/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
if(istype(mover)) //yogs start
if(mover.pass_flags & PASSDOOR)
return TRUE
if(mover.pass_flags & PASSGLASS)
return !opacity //yogs end
/obj/machinery/door/proc/bumpopen(mob/user)
return try_to_activate_door(user)
/obj/machinery/door/attack_hand(mob/user)
. = ..()
if(.)
return
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(obj_flags & CMAGGED)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/card/id/idcard = H.get_idcard()
if(!idcard?.assignment) // You cannot game the inverted access by taking off your ID or wearing a blank ID.
if(density)
to_chat(H, span_warning("The airlock speaker chuckles: 'What's wrong, pal? Lost your ID? Nyuk nyuk nyuk!'")) // We also will include this too.
try_play_cmagsound()
do_animate("deny")
return FALSE
if(!cmag_allowed(user))
try_play_cmagsound()
if(density)
do_animate("deny")
return FALSE
if(!density)
close()
else
open()
return TRUE
if(!allowed(user))
if(density)
do_animate("deny")
return FALSE
if(!density)
close()
else
open()
return TRUE
/obj/machinery/door/proc/try_play_cmagsound()
if(COOLDOWN_FINISHED(src, cmagsound_cooldown))
playsound(loc, 'sound/machines/honkbot_evil_laugh.ogg', 25, TRUE, ignore_walls = FALSE)
COOLDOWN_START(src, cmagsound_cooldown, 1 SECONDS)
/obj/machinery/door/allowed(mob/M)
if(emergency)
return TRUE
if(unrestricted_side(M))
return TRUE
return ..()
/// Returns the opposite of '/allowed', but makes exceptions for things like IsAdminGhost().
/obj/machinery/door/proc/cmag_allowed(mob/M)
if(IsAdminGhost(M))
return TRUE
return !allowed(M)
/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/weldingtool/W, mob/living/user, list/modifiers)
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
var/list/adj_turfs = TURF_SHARES(T)
// 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 adj_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
return max_moles - min_moles > 20
/obj/machinery/door/attackby(obj/item/I, mob/living/user, params)
add_fingerprint(user)
var/list/modifiers = params2list(params)
if((!user.combat_mode || (modifiers && modifiers[RIGHT_CLICK])) && (I.tool_behaviour == TOOL_CROWBAR || istype(I, /obj/item/fireaxe))) // right click always opens
try_to_crowbar(I, user)
return TRUE
else if(istype(I, /obj/item/zombie_hand/gamemode))
try_to_crowbar(I, user)
return TRUE
else if(I.tool_behaviour == TOOL_WELDER)
try_to_weld(I, user, modifiers)
return TRUE
else if(!(I.item_flags & NOBLUDGEON) && !user.combat_mode)
try_to_activate_door(user)
return TRUE
return ..()
/obj/machinery/door/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir, armour_penetration = 0)
. = ..()
if(. && atom_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(2 * severity) && (istype(src, /obj/machinery/door/airlock) || istype(src, /obj/machinery/door/window)) )
INVOKE_ASYNC(src, PROC_REF(open))
if(prob(severity*2 - 20))
if(secondsElectrified == MACHINE_NOT_ELECTRIFIED)
secondsElectrified = MACHINE_ELECTRIFIED_PERMANENT
LAZYADD(shockedby, "\[[time_stamp()]\]EM Pulse")
addtimer(CALLBACK(src, PROC_REF(unelectrify)), 300)
/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 TRUE
if(operating)
return
operating = TRUE
do_animate("opening")
set_opacity(0)
sleep(open_speed)
density = FALSE
sleep(open_speed)
layer = initial(layer)
update_appearance()
set_opacity(0)
operating = FALSE
air_update_turf()
update_freelook_sight()
if(autoclose)
spawn(autoclose)
close()
return TRUE
/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(open_speed)
density = TRUE
sleep(open_speed)
update_appearance()
if(visible && !glass)
set_opacity(1)
operating = FALSE
air_update_turf()
update_freelook_sight()
if(safe)
CheckForMobs()
else if(!(flags_1 & ON_BORDER_1))
crush()
return TRUE
/obj/machinery/door/proc/CheckForMobs()
if(locate(/mob/living) in get_turf(src))
sleep(0.1 SECONDS)
open()
/obj/machinery/door/proc/crush()
for(var/mob/living/L in get_turf(src))
L.visible_message(span_warning("[src] closes on [L], crushing [L.p_them()]!"), span_userdanger("[src] closes on you and crushes you!"))
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.Paralyze(100)
else if(ismonkey(L)) //For monkeys
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.Paralyze(100)
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
//add_blood doesn't work for borgs/xenos, but add_blood_floor does.
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_REF(autoclose)), wait, TIMER_UNIQUE | TIMER_NO_HASH_WAIT | TIMER_OVERRIDE)
/obj/machinery/door/proc/requiresID()
return TRUE
/obj/machinery/door/proc/hasPower()
return !(stat & NOPOWER)
/obj/machinery/door/proc/update_freelook_sight()
if(!glass && GLOB.cameranet)
GLOB.cameranet.updateVisibility(src, 0)
if(!glass && GLOB.thrallnet)
GLOB.thrallnet.updateVisibility(src, 0)
/obj/machinery/door/BlockThermalConductivity() // All non-glass airlocks block heat, this is intended.
if(heat_proof && density)
return TRUE
return FALSE
/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)
//if it blows up a wall it should blow up a door
..(severity ? max(1, severity - 1) : 0, target)
/// Signal proc for [COMSIG_ATOM_MAGICALLY_UNLOCKED]. Open up when someone casts knock.
/obj/machinery/door/proc/on_magic_unlock(datum/source, datum/action/cooldown/spell/aoe/knock/spell, mob/living/caster)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(open))
/obj/machinery/door/GetExplosionBlock()
return density ? real_explosion_block : 0