-
-
Notifications
You must be signed in to change notification settings - Fork 1.1k
/
door.dm
408 lines (354 loc) · 10.3 KB
/
door.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
/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)
var/closingLayer = CLOSED_DOOR_LAYER
var/visible = 1
var/operating = FALSE
var/autoclose = 0
var/autoclose_timer
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/glass = FALSE
var/welded = FALSE
var/normalspeed = 1
var/auto_close_time = 150
var/auto_close_time_dangerous = 5
var/assemblytype //the type of door frame to drop during deconstruction
var/datum/effect_system/spark_spread/spark_system
var/damage_deflection = 10
var/real_explosion_block //ignore this, just use explosion_block
var/heat_proof = FALSE // For rglass-windowed airlocks and firedoors
var/emergency = FALSE
//Multi-tile doors
var/width = 1
/obj/machinery/door/New()
..()
set_init_door_layer()
update_dir()
update_freelook_sight()
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/setDir(newdir)
..()
update_dir()
/obj/machinery/door/proc/update_dir()
if(width > 1)
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/machinery/door/Initialize()
air_update_turf(1)
..()
/obj/machinery/door/Destroy()
density = 0
air_update_turf(1)
update_freelook_sight()
GLOB.airlocks -= src
if(autoclose_timer)
deltimer(autoclose_timer)
autoclose_timer = 0
QDEL_NULL(spark_system)
return ..()
/obj/machinery/door/Bumped(atom/AM)
if(operating || emagged)
return
if(ismob(AM))
var/mob/B = AM
if((isrobot(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
if(M.mob_size > MOB_SIZE_TINY)
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
if(mecha.occupant && allowed(mecha.occupant) || check_access_list(mecha.operation_req_access))
open()
else
do_animate("deny")
return
/obj/machinery/door/Move(new_loc, new_dir)
var/turf/T = loc
. = ..()
move_update_air(T)
if(width > 1)
if(dir in list(EAST, WEST))
bound_width = width * world.icon_size
bound_height = world.icon_size
else
bound_width = world.icon_size
bound_height = width * world.icon_size
/obj/machinery/door/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density
/obj/machinery/door/CanAtmosPass()
return !density
/obj/machinery/door/proc/bumpopen(mob/user)
if(operating)
return
add_fingerprint(user)
if(!requiresID())
user = null
if(density && !emagged)
if(allowed(user))
open()
if(isbot(user))
var/mob/living/simple_animal/bot/B = user
B.door_opened(src)
else
do_animate("deny")
/obj/machinery/door/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/door/attack_ghost(mob/user)
if(user.can_advanced_admin_interact())
return 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) || user.can_advanced_admin_interact())
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 && (iscrowbar(I) || istype(I, /obj/item/twohanded/fireaxe)))
try_to_crowbar(I, user)
return 1
else if(iswelder(I))
try_to_weld(I, user)
return 1
else if(!(I.flags & NOBLUDGEON) && 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(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/door/emag_act(mob/user)
if(density)
flick("door_spark", src)
sleep(6)
open()
emagged = 1
return 1
/obj/machinery/door/emp_act(severity)
if(prob(20/severity) && (istype(src,/obj/machinery/door/airlock) || istype(src,/obj/machinery/door/window)) )
spawn(0)
open()
..()
/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 TRUE
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()
// The `addtimer` system has the advantage of being cancelable
if(autoclose)
autoclose_timer = addtimer(CALLBACK(src, .proc/autoclose), normalspeed ? auto_close_time : auto_close_time_dangerous, TIMER_UNIQUE | TIMER_STOPPABLE)
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)
addtimer(CALLBACK(src, .proc/autoclose), 60)
return
operating = TRUE
if(autoclose_timer)
deltimer(autoclose_timer)
autoclose_timer = 0
do_animate("closing")
layer = closingLayer
sleep(5)
density = TRUE
sleep(5)
update_icon()
if(visible && !glass)
set_opacity(1)
operating = 0
air_update_turf(1)
update_freelook_sight()
if(safe)
CheckForMobs()
else
crush()
return TRUE
/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(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)
if(L.stat == CONSCIOUS)
L.emote("scream")
L.Weaken(5)
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
L.add_splatter_floor(location)
for(var/obj/mecha/M in get_turf(src))
M.take_damage(DOOR_CRUSH_DAMAGE)
/obj/machinery/door/proc/requiresID()
return 1
/obj/machinery/door/proc/hasPower()
return !(stat & NOPOWER)
/obj/machinery/door/proc/autoclose()
autoclose_timer = 0
if(!QDELETED(src) && !density && !operating && !locked && !welded && autoclose)
close()
/obj/machinery/door/proc/update_freelook_sight()
if(!glass && cameranet)
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/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/blob_act(obj/structure/blob/B)
if(isturf(loc))
var/turf/T = loc
if(T.intact && level == 1) //the blob doesn't destroy thing below the floor
return
take_damage(400, BRUTE, "melee", 0, get_dir(src, B))
/obj/machinery/door/ex_act(severity, target)
if(severity)
severity = max(1, severity - 1)
else
severity = 0
if(resistance_flags & INDESTRUCTIBLE)
return
if(target == src)
obj_integrity = 0
qdel(src)
return
switch(severity)
if(1)
obj_integrity = 0
qdel(src)
if(2)
take_damage(rand(100, 250), BRUTE, "bomb", 0)
if(3)
take_damage(rand(10, 90), BRUTE, "bomb", 0)
/obj/machinery/door/GetExplosionBlock()
return density ? real_explosion_block : 0