357 lines
9.5 KiB
Plaintext
357 lines
9.5 KiB
Plaintext
/obj/machinery/door
|
|
name = "door"
|
|
desc = "It opens and closes."
|
|
icon = 'icons/obj/doors/Doorint.dmi'
|
|
icon_state = "door1"
|
|
anchored = TRUE
|
|
opacity = 1
|
|
density = TRUE
|
|
layer = OPEN_DOOR_LAYER
|
|
power_channel = ENVIRON
|
|
max_integrity = 350
|
|
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
|
|
|
|
var/secondsElectrified = 0
|
|
var/shockedby = list()
|
|
var/visible = TRUE
|
|
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/auto_close //TO BE REMOVED, no longer used, it's just preventing a runtime with a map var edit.
|
|
var/datum/effect_system/spark_spread/spark_system
|
|
var/damage_deflection = 10
|
|
var/real_explosion_block //ignore this, just use explosion_block
|
|
|
|
/obj/machinery/door/examine(mob/user)
|
|
..()
|
|
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
|
|
|
|
/obj/machinery/door/New()
|
|
..()
|
|
if(density)
|
|
layer = CLOSED_DOOR_LAYER //Above most items if closed
|
|
else
|
|
layer = OPEN_DOOR_LAYER //Under all objects if opened. 2.7 due to tables being at 2.6
|
|
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/Destroy()
|
|
density = FALSE
|
|
air_update_turf(1)
|
|
update_freelook_sight()
|
|
GLOB.airlocks -= src
|
|
if(spark_system)
|
|
qdel(spark_system)
|
|
spark_system = null
|
|
return ..()
|
|
|
|
//process()
|
|
//return
|
|
|
|
/obj/machinery/door/CollidedWith(atom/movable/AM)
|
|
if(operating || 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/CanPass(atom/movable/mover, turf/target)
|
|
if(istype(mover) && mover.checkpass(PASSGLASS))
|
|
return !opacity
|
|
return !density
|
|
|
|
/obj/machinery/door/proc/bumpopen(mob/user)
|
|
if(operating)
|
|
return
|
|
src.add_fingerprint(user)
|
|
if(!src.requiresID())
|
|
user = null
|
|
|
|
if(density && !emagged)
|
|
if(allowed(user))
|
|
open()
|
|
else
|
|
do_animate("deny")
|
|
return
|
|
|
|
|
|
/obj/machinery/door/attack_ai(mob/user)
|
|
return src.attack_hand(user)
|
|
|
|
/obj/machinery/door/attack_hand(mob/user)
|
|
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 || emagged)
|
|
return
|
|
if(!requiresID())
|
|
user = null //so allowed(user) always succeeds
|
|
if(allowed(user))
|
|
if(density)
|
|
open()
|
|
else
|
|
close()
|
|
return
|
|
if(density)
|
|
do_animate("deny")
|
|
|
|
/obj/machinery/door/allowed(mob/M)
|
|
if(emergency)
|
|
return TRUE
|
|
return ..()
|
|
|
|
/obj/machinery/door/proc/try_to_weld(obj/item/weldingtool/W, mob/user)
|
|
return
|
|
|
|
/obj/machinery/door/proc/try_to_crowbar(obj/item/I, mob/user)
|
|
return
|
|
|
|
/obj/machinery/door/attackby(obj/item/I, mob/user, params)
|
|
if(user.a_intent != INTENT_HARM && (istype(I, /obj/item/crowbar) || istype(I, /obj/item/twohanded/fireaxe)))
|
|
try_to_crowbar(I, user)
|
|
return 1
|
|
else if(istype(I, /obj/item/weldingtool))
|
|
try_to_weld(I, user)
|
|
return 1
|
|
else if(!(I.flags_1 & NOBLUDGEON_1) && user.a_intent != INTENT_HARM)
|
|
try_to_activate_door(user)
|
|
return 1
|
|
return ..()
|
|
|
|
/obj/machinery/door/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
|
|
if(damage_flag == "melee" && damage_amount < damage_deflection)
|
|
return 0
|
|
. = ..()
|
|
|
|
/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(prob(20/severity) && (istype(src, /obj/machinery/door/airlock) || istype(src, /obj/machinery/door/window)) )
|
|
INVOKE_ASYNC(src, .proc/open)
|
|
if(prob(40/severity))
|
|
if(secondsElectrified == 0)
|
|
secondsElectrified = -1
|
|
shockedby += "\[[time_stamp()]\]EM Pulse"
|
|
addtimer(CALLBACK(src, .proc/unelectrify), 300)
|
|
..()
|
|
|
|
/obj/machinery/door/proc/unelectrify()
|
|
secondsElectrified = 0
|
|
|
|
/obj/machinery/door/update_icon()
|
|
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 = OPEN_DOOR_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 1
|
|
if(operating)
|
|
return
|
|
if(safe)
|
|
for(var/atom/movable/M in get_turf(src))
|
|
if(M.density && M != src) //something is blocking the door
|
|
if(autoclose)
|
|
addtimer(CALLBACK(src, .proc/autoclose), 60)
|
|
return
|
|
operating = TRUE
|
|
|
|
do_animate("closing")
|
|
layer = closingLayer
|
|
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
|
|
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 them!</span>", "<span class='userdanger'>[src] closes on you and crushes you!</span>")
|
|
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.Knockdown(100)
|
|
else if(ismonkey(L)) //For monkeys
|
|
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
|
|
L.Knockdown(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/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/BlockSuperconductivity() // 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)
|
|
//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
|