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vgstation13/code/game/machinery/doors/windowdoor.dm
malfunctioning-ai e6b217eadc Grugstation Event Content (#36865)
* Most of the work on content for the grug event done.

* Lots more grug content.

* Defibrilator eels, nature procgen improvements, etc

* Final round of content for grug bus

* Standardizes strings so that typos won't break EVERYTHING!!

* Adds missing return to fix defib eels.

* Rock doors!

* Blacklists fireaxes from destroying planetary grass.

* Forgot a comma.
2024-08-07 18:46:51 -04:00

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/obj/machinery/door/window
name = "window door"
desc = "A sliding glass door."
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "left"
var/base_state = "left"
health = 60
visible = 0.0
use_power = MACHINE_POWER_USE_NONE
flow_flags = ON_BORDER
plane = ABOVE_HUMAN_PLANE //Make it so it appears above all mobs (AI included), it's a border object anyway
layer = WINDOOR_LAYER //Below curtains
pass_flags_self = PASSDOOR|PASSGLASS
opacity = 0
var/obj/item/weapon/circuitboard/airlock/electronics = null
var/secure = FALSE
air_properties_vary_with_direction = 1
ghost_read = 0
machine_flags = EMAGGABLE|WIREJACK
soundeffect = 'sound/machines/windowdoor.ogg'
var/shard_type = /obj/item/weapon/shard
penetration_dampening = 2
animation_delay = 7
var/obj/machinery/smartglass_electronics/smartwindow
var/window_is_opaque = FALSE //The var that helps darken the glass when the door opens/closes
var/assembly_type = /obj/structure/windoor_assembly
hack_abilities = list(
/datum/malfhack_ability/toggle/disable,
/datum/malfhack_ability/oneuse/overload_quiet,
/datum/malfhack_ability/oneuse/emag
)
/obj/machinery/door/window/New()
..()
setup_border_dummy()
if((istype(req_access) && req_access.len) || istext(req_access))
icon_state = "[icon_state]"
base_state = icon_state
set_electronics()
if(smartwindow && window_is_opaque)
set_opacity(1)
update_nearby_tiles()
/obj/machinery/door/window/Destroy()
setDensity(FALSE)
..()
/obj/machinery/door/window/update_icon()
return
/obj/machinery/door/window/proc/smart_toggle() //For "smart" windows
// var/color = window_is_opaque ? "#FFFFFF" : "#222222" //these are backwards because we're changing window_is_opaque later
// animate(src, color=color, time=5)
if(density) //window is CLOSED
if(window_is_opaque) //Is it dark?
set_opacity(0) //Make it light.
window_is_opaque = FALSE
animate(src, color="#FFFFFF", time=5)
else
set_opacity(1) // Else, make it dark.
window_is_opaque = TRUE
animate(src, color="#222222", time=5)
else //Window is OPEN!
window_is_opaque = !window_is_opaque //We pass on that we've been toggled.
return opacity
/obj/machinery/door/window/examine(mob/user)
..()
if(smartwindow)
to_chat(user, "It is NT-15925 SmartGlass™ compliant.")
if(secure)
to_chat(user, "It is a secure windoor. It's stronger and closes more quickly.")
/obj/machinery/door/window/Bumped(atom/movable/AM)
var/sleeptime = normalspeed ? 50 : 20 // secure doors close faster
if(!ismob(AM))
var/obj/machinery/bot/bot = AM
if(istype(bot))
if(density && check_access(bot.botcard))
open()
sleep(sleeptime)
close()
else if(istype(AM, /obj/mecha))
var/obj/mecha/mecha = AM
if(density)
if(mecha.occupant && allowed(mecha.occupant))
open()
sleep(sleeptime)
close()
else if(istype(AM, /obj/structure/bed/chair/vehicle))
var/obj/structure/bed/chair/vehicle/vehicle = AM
if(density)
if(vehicle.is_locking(/datum/locking_category/buckle/chair/vehicle, subtypes=TRUE) && !operating && allowed(vehicle.get_locked(/datum/locking_category/buckle/chair/vehicle, subtypes=TRUE)[1]))
if(istype(vehicle, /obj/structure/bed/chair/vehicle/firebird))
vehicle.forceMove(get_step(vehicle,vehicle.dir))//Firebird doesn't wait for no slowpoke door to fully open before dashing through!
open()
spawn(sleeptime)
close()
else if(!operating)
denied()
return
if(!(ticker))
return
if(operating)
return
if(density && allowed(AM))
open()
spawn(sleeptime)
close()
/obj/machinery/door/window/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(istype(mover) && mover.checkpass(pass_flags_self))
return TRUE
if(locate(/obj/effect/unwall_field) in loc) //Annoying workaround for this -kanef
return TRUE
if(istype(mover))
return !density || (bounds_dist(border_dummy, mover) >= 0)
else if(get_dir(loc, target) == dir)
if(air_group)
return FALSE
return !density
return TRUE
//used in the AStar algorithm to determinate if the turf the door is on is passable
/obj/machinery/door/window/CanAStarPass(var/obj/item/weapon/card/id/ID, var/to_dir)
return !density || (dir != to_dir) || check_access(ID)
/obj/machinery/door/window/open()
if(!density) //it's already open you silly cunt
return FALSE
if(operating == 1) //doors can still open when emag-disabled
return FALSE
if(!ticker)
return FALSE
if(!operating) //in case of emag
operating = 1
// Dark windows look silly when open
if(smartwindow && window_is_opaque)
animate(src, color="#FFFFFF", time=10)
door_animate("opening")
playsound(src, soundeffect, 100, 1)
icon_state = "[base_state]open"
spawn(animation_delay)
setDensity(FALSE)
set_opacity(0) //You can see through open windoors even if the glass is opaque
update_nearby_tiles()
if(operating == 1) //emag again
operating = 0
return TRUE
/obj/machinery/door/window/close()
if(operating)
return FALSE
operating = 1
// Re-darken the window when closed
if(smartwindow && window_is_opaque)
animate(src, color="#222222", time=10)
door_animate("closing")
playsound(src, soundeffect, 100, 1)
icon_state = base_state
setDensity(TRUE)
update_nearby_tiles()
spawn(animation_delay)
if(window_is_opaque) //you can't see through closed opaque windoors
set_opacity(1)
operating = 0
return TRUE
/obj/machinery/door/window/try_break()
if(health <= 0)
playsound(src, "shatter", 70, 1)
new shard_type(loc)
new /obj/item/stack/cable_coil(loc, 2)
eject_electronics()
qdel(src)
return TRUE
else
return FALSE
/obj/machinery/door/window/bullet_act(var/obj/item/projectile/Proj)
if(Proj.damage)
take_damage(round(Proj.damage / 2))
return ..()
//When an object is thrown at the window
/obj/machinery/door/window/hitby(atom/movable/AM)
. = ..()
if(.)
return
visible_message("<span class='warning'>The glass door was hit by [AM].</span>", 1)
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
playsound(src, 'sound/effects/Glasshit.ogg', 100, 1)
take_damage(tforce)
/obj/machinery/door/window/attack_ghost(mob/user)
if(isAdminGhost(user))
if (!density)
return close()
else
return open()
else
..()
/obj/machinery/door/window/attack_paw(mob/living/user)
if(istype(user, /mob/living/carbon/alien/humanoid) || isslimeadult(user))
if(operating)
return
user.delayNextAttack(8)
user.do_attack_animation(src, user)
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='warning'>\The [user] smashes against \the [name].</span>", 1)
take_damage(25)
else
return attack_hand(user)
/obj/machinery/door/window/attack_animal(mob/living/user)
if(operating)
return
var/mob/living/simple_animal/M = user
if(M.melee_damage_upper <= 0)
return
user.do_attack_animation(src, user)
user.delayNextAttack(8)
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='warning'>\The [M.name] [M.attacktext] against \the [name].</span>", 1)
take_damage(M.melee_damage_upper)
/obj/machinery/door/window/attackby(obj/item/I, mob/living/user)
// Make emagged/open doors able to be deconstructed
if(!density && operating != 1 && iscrowbar(I))
user.visible_message("[user] is removing \the [electronics.name] from \the [name].", "You start to remove \the [electronics.name] from \the [name].")
I.playtoolsound(src, 100)
if(do_after(user, src, 40) && src && !density && operating != 1)
to_chat(user, "<span class='notice'>You removed \the [electronics.name]!</span>")
make_assembly()
if(smartwindow)
QDEL_NULL(smartwindow)
if(window_is_opaque)
window_is_opaque = !window_is_opaque
smart_toggle()
drop_stack(/obj/item/stack/light_w, get_turf(src), 1, user)
qdel(src)
return
//If it's in the process of opening/closing or emagged, ignore the click
if(operating)
return
//If it's Smartglass shit, smartglassify it.
if(istype(I, /obj/item/stack/light_w) && !operating)
var/obj/item/stack/light_w/LT = I
if(smartwindow)
to_chat(user, "<span class='notice'>This [name] already has [smartwindow.name] in it.</span>")
return FALSE
LT.use(1)
smartwindow = new /obj/machinery/smartglass_electronics(src)
to_chat(user, "<span class='notice'>You add [smartwindow.name] to \the [name].</span>")
return smartwindow
//If its a multitool and our windoor is smart, open the menu
if(I.is_multitool(user) && smartwindow)
smartwindow.update_multitool_menu(user)
return
//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
if(density && istype(I, /obj/item) && !istype(I, /obj/item/weapon/card) && !istype(I, /obj/item/device/paicard))
var/aforce = I.force
user.do_attack_animation(src, I)
user.delayNextAttack(8)
playsound(src, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='danger'>\The [name] was hit by [I].</span>")
if(I.damtype == BRUTE || I.damtype == BURN)
take_damage(aforce)
return
add_fingerprint(user)
if(!requiresID())
//don't care who they are or what they have, act as if they're NOTHING
user = null
return ..()
/obj/machinery/door/window/emag_act(mob/user)
..()
hackOpen(user)
/obj/machinery/door/window/door_animate(var/animation)
flick("[base_state][animation]", src)
/obj/machinery/door/window/proc/hackOpen(mob/user)
operating = -1
if(electronics)
electronics.icon_state = "door_electronics_smoked"
door_animate("spark")
sleep(6)
open()
add_fingerprint(user)
return TRUE
/obj/machinery/door/window/npc_tamper_act(mob/living/L)
hackOpen(L)
/**
* Returns whether the door opens to the left. This is counter-clockwise
* w.r.t. the tile it is on.
*/
/obj/machinery/door/window/proc/is_left_opening()
return base_state == "left" || base_state == "leftsecure"
/**
* Deconstructs a windoor properly. You probably want to delete
* the windoor after calling this.
* @return The new /obj/structure/windoor_assembly created.
*/
/obj/machinery/door/window/proc/make_assembly()
// Windoor assembly
var/obj/structure/windoor_assembly/WA = new assembly_type(loc)
transfer_fingerprints_to(WA)
set_assembly(WA)
return WA
/obj/machinery/door/window/proc/set_assembly(var/obj/structure/windoor_assembly/WA)
WA.change_dir(dir)
WA.anchored = TRUE
WA.wired = TRUE
WA.facing = (is_left_opening() ? "l" : "r")
WA.update_name()
WA.update_icon()
eject_electronics() // Pop out electronics
/obj/machinery/door/window/proc/set_electronics()
if(!electronics)
electronics = new /obj/item/weapon/circuitboard/airlock(src)
electronics.installed = TRUE
if(req_access && req_access.len > 0)
electronics.conf_access = req_access
else if(req_one_access && req_one_access.len > 0)
electronics.conf_access = req_one_access
electronics.one_access = 1
electronics.dir_access = req_access_dir
electronics.access_nodir = access_not_dir
/obj/machinery/door/window/proc/eject_electronics()
if(electronics)
electronics.installed = FALSE
electronics.forceMove(loc)
electronics = null
/obj/machinery/door/window/wirejack(var/mob/living/silicon/pai/P)
if(..())
if (!density)
return close()
else
return open()
/obj/machinery/door/window/clockworkify()
GENERIC_CLOCKWORK_CONVERSION(src, /obj/machinery/door/window/clockwork, BRASS_WINDOOR_GLOW)
/obj/machinery/door/window/brigdoor
name = "secure window door"
icon = 'icons/obj/doors/windoor.dmi'
icon_state = "leftsecure"
base_state = "leftsecure"
req_access = list(access_security)
secure = TRUE
health = 100
assembly_type = /obj/structure/windoor_assembly/secure
penetration_dampening = 4
normalspeed = 0
/obj/machinery/door/window/plasma
name = "plasma window door"
desc = "A sliding glass door strengthened by plasma."
icon = 'icons/obj/doors/plasmawindoor.dmi'
health = 150
assembly_type = /obj/structure/windoor_assembly/plasma
shard_type = /obj/item/weapon/shard/plasma
penetration_dampening = 6
/obj/machinery/door/window/plasma/secure
name = "secure plasma window door"
icon_state = "leftsecure"
base_state = "leftsecure"
health = 200
secure = TRUE
assembly_type = /obj/structure/windoor_assembly/plasma
penetration_dampening = 8
normalspeed = 0
// Used on Packed ; smartglassified roundstart
// TODO: Remove this snowflake stuff.
/obj/machinery/door/window/plasma/secure/interogation_room/initialize()
smartwindow = new(src)
smartwindow.id_tag = "InterogationRoomIDTag"
/obj/machinery/door/window/clockwork
name = "brass window door"
desc = "A thin door with translucent brass paneling."
icon_state = "clockwork"
base_state = "clockwork"
health = 250
penetration_dampening = 5
assembly_type = /obj/structure/windoor_assembly/clockwork
shard_type = /obj/item/stack/sheet/ralloy
/obj/machinery/door/window/clockwork/cultify()
return
/obj/machinery/door/window/clockwork/clockworkify()
return
// Smartglass for mappers, smartglassified on roundstart.
// the frequency and id_tag (shared by the windoor itself) get passed on to the smartglass electronics
// sharing the id_tag is alright because airlocks don't use radio frequency mechanics like smartglass
/obj/machinery/door/window/smartglass
var/frequency = 1449
/obj/machinery/door/window/smartglass/initialize()
smartwindow = new(src)
smartwindow.id_tag = id_tag
smartwindow.frequency = frequency
/obj/machinery/door/window/brigdoor/smartglass
var/frequency = 1449
/obj/machinery/door/window/brigdoor/smartglass/initialize()
smartwindow = new(src)
smartwindow.id_tag = id_tag
smartwindow.frequency = frequency
/obj/machinery/door/window/plasma/smartglass
var/frequency = 1449
/obj/machinery/door/window/plasma/smartglass/initialize()
smartwindow = new(src)
smartwindow.id_tag = id_tag
smartwindow.frequency = frequency
/obj/machinery/door/window/plasma/secure/smartglass
var/frequency = 1449
/obj/machinery/door/window/plasma/secure/smartglass/initialize()
smartwindow = new(src)
smartwindow.id_tag = id_tag
smartwindow.frequency = frequency