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door.dm
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door.dm
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#define DOOR_CLOSE_WAIT 60 ///Default wait until doors autoclose
/obj/machinery/door
name = "door"
desc = "It opens and closes."
icon = 'icons/obj/doors/Doorint.dmi'
icon_state = "door1"
base_icon_state = "door"
opacity = TRUE
density = TRUE
move_resist = MOVE_FORCE_VERY_STRONG
layer = OPEN_DOOR_LAYER
power_channel = AREA_USAGE_ENVIRON
pass_flags_self = PASSDOORS
max_integrity = 350
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70)
can_atmos_pass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
receive_ricochet_chance_mod = 0.8
damage_deflection = 10
interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.1
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.2
var/secondsElectrified = MACHINE_NOT_ELECTRIFIED
var/shockedby
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/datum/effect_system/spark_spread/spark_system
var/real_explosion_block //ignore this, just use explosion_block
var/red_alert_access = FALSE //if TRUE, this door will always open on red alert
var/unres_sides = 0 //Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
var/can_crush = TRUE /// Whether or not the door can crush mobs.
var/can_open_with_hands = TRUE /// Whether or not the door can be opened by hand (used for blast doors and shutters)
/obj/machinery/door/Initialize(mapload)
. = ..()
set_init_door_layer()
update_freelook_sight()
air_update_turf(TRUE, TRUE)
register_context()
GLOB.airlocks += src
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(2, 1, src)
if(density)
flags_1 |= PREVENT_CLICK_UNDER_1
else
flags_1 &= ~PREVENT_CLICK_UNDER_1
//doors only block while dense though so we have to use the proc
real_explosion_block = explosion_block
explosion_block = EXPLOSION_BLOCK_PROC
RegisterSignal(SSsecurity_level, COMSIG_SECURITY_LEVEL_CHANGED, .proc/check_security_level)
var/static/list/loc_connections = list(
COMSIG_ATOM_MAGICALLY_UNLOCKED = .proc/on_magic_unlock,
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/machinery/door/examine(mob/user)
. = ..()
if(red_alert_access)
if(SSsecurity_level.get_current_level_as_number() >= SEC_LEVEL_RED)
. += span_notice("Due to a security threat, its access requirements have been lifted!")
else
. += span_notice("In the event of a red alert, its access requirements will automatically lift.")
. += span_notice("Its maintenance panel is [panel_open ? "open" : "<b>screwed</b> in place"].")
/obj/machinery/door/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(!can_open_with_hands)
return .
if(isaicamera(user) || issilicon(user))
return .
if (isnull(held_item) && Adjacent(user))
context[SCREENTIP_CONTEXT_LMB] = "Open"
return CONTEXTUAL_SCREENTIP_SET
/obj/machinery/door/check_access_list(list/access_list)
if(red_alert_access && SSsecurity_level.get_current_level_as_number() >= SEC_LEVEL_RED)
return TRUE
return ..()
/obj/machinery/door/proc/set_init_door_layer()
if(density)
layer = closingLayer
else
layer = initial(layer)
/obj/machinery/door/Destroy()
update_freelook_sight()
GLOB.airlocks -= src
if(spark_system)
qdel(spark_system)
spark_system = null
air_update_turf(TRUE, FALSE)
return ..()
/**
* Signal handler for checking if we notify our surrounding that access requirements are lifted accordingly to a newly set security level
*
* Arguments:
* * source The datum source of the signal
* * new_level The new security level that is in effect
*/
/obj/machinery/door/proc/check_security_level(datum/source, new_level)
SIGNAL_HANDLER
if(new_level <= SEC_LEVEL_BLUE)
return
if(!red_alert_access)
return
audible_message(span_notice("[src] whirr[p_s()] as [p_they()] automatically lift[p_s()] access requirements!"))
playsound(src, 'sound/machines/boltsup.ogg', 50, TRUE)
/obj/machinery/door/proc/try_safety_unlock(mob/user)
return FALSE
/**
* Called when attempting to remove the seal from an airlock
*
* Here because we need to call it and return if there was a seal so we don't try to open the door
* or try its safety lock while it's sealed
* Arguments:
* * user - the mob attempting to remove the seal
*/
/obj/machinery/door/proc/try_remove_seal(mob/user)
return
/obj/machinery/door/Bumped(atom/movable/AM)
. = ..()
if(operating || (obj_flags & EMAGGED) || (!can_open_with_hands && density))
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(HAS_TRAIT(M, TRAIT_HANDS_BLOCKED) && !check_access(null) && !emergency)
return
if(try_safety_unlock(M))
return
bumpopen(M)
return
return
if(isitem(AM))
var/obj/item/I = AM
if(!density || (I.w_class < WEIGHT_CLASS_NORMAL && !LAZYLEN(I.GetAccess())))
return
if(check_access(I))
open()
else
do_animate("deny")
return
/obj/machinery/door/Move()
var/turf/T = loc
. = ..()
if(density) //Gotta be closed my friend
move_update_air(T)
/obj/machinery/door/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(.)
return
// Snowflake handling for PASSGLASS.
if(istype(mover) && (mover.pass_flags & PASSGLASS))
return !opacity
/obj/machinery/door/proc/bumpopen(mob/user)
if(operating || !can_open_with_hands)
return
add_fingerprint(user)
if(!density || (obj_flags & EMAGGED))
return
if(requiresID() && allowed(user))
open()
else
do_animate("deny")
/obj/machinery/door/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(try_remove_seal(user))
return
if(try_safety_unlock(user))
return
return try_to_activate_door(user)
/obj/machinery/door/attack_tk(mob/user)
if(requiresID() && !allowed(null))
return
return ..()
/obj/machinery/door/proc/try_to_activate_door(mob/user, access_bypass = FALSE)
add_fingerprint(user)
if(operating || (obj_flags & EMAGGED) || !can_open_with_hands)
return
if(access_bypass || (requiresID() && allowed(user)))
if(density)
open()
else
close()
return TRUE
if(density)
do_animate("deny")
/obj/machinery/door/allowed(mob/M)
if(emergency)
return TRUE
if(unrestricted_side(M))
return TRUE
return ..()
/obj/machinery/door/proc/unrestricted_side(mob/opener) //Allows for specific side of airlocks to be unrestrected (IE, can exit maint freely, but need access to enter)
return get_dir(src, opener) & unres_sides
/obj/machinery/door/proc/try_to_weld(obj/item/weldingtool/W, mob/user)
return
/// Called when the user right-clicks on the door with a welding tool.
/obj/machinery/door/proc/try_to_weld_secondary(obj/item/weldingtool/tool, mob/user)
return
/obj/machinery/door/proc/try_to_crowbar(obj/item/acting_object, mob/user)
return
/// Called when the user right-clicks on the door with a crowbar.
/obj/machinery/door/proc/try_to_crowbar_secondary(obj/item/acting_object, mob/user)
return
/obj/machinery/door/welder_act(mob/living/user, obj/item/tool)
try_to_weld(tool, user)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/door/crowbar_act(mob/living/user, obj/item/tool)
if(user.combat_mode)
return
var/forced_open = FALSE
if(istype(tool, /obj/item/crowbar))
var/obj/item/crowbar/crowbar = tool
forced_open = crowbar.force_opens
try_to_crowbar(tool, user, forced_open)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/door/attackby(obj/item/I, mob/living/user, params)
if(!user.combat_mode && istype(I, /obj/item/fireaxe))
try_to_crowbar(I, user, FALSE)
return TRUE
else if(I.item_flags & NOBLUDGEON || user.combat_mode)
return ..()
else if(try_to_activate_door(user))
return TRUE
return ..()
/obj/machinery/door/welder_act_secondary(mob/living/user, obj/item/tool)
try_to_weld_secondary(tool, user)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/door/crowbar_act_secondary(mob/living/user, obj/item/tool)
var/forced_open = FALSE
if(istype(tool, /obj/item/crowbar))
var/obj/item/crowbar/crowbar = tool
forced_open = crowbar.force_opens
try_to_crowbar_secondary(tool, user, forced_open)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/door/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
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, TRUE)
else if(damage_amount)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE)
else
playsound(src, 'sound/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/machinery/door/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(20/severity) && (istype(src, /obj/machinery/door/airlock) || istype(src, /obj/machinery/door/window)) )
INVOKE_ASYNC(src, .proc/open)
if(prob(severity*10 - 20))
if(secondsElectrified == MACHINE_NOT_ELECTRIFIED)
secondsElectrified = MACHINE_ELECTRIFIED_PERMANENT
LAZYADD(shockedby, "\[[time_stamp()]\]EM Pulse")
addtimer(CALLBACK(src, .proc/unelectrify), 300)
/obj/machinery/door/proc/unelectrify()
secondsElectrified = MACHINE_NOT_ELECTRIFIED
/obj/machinery/door/update_icon_state()
icon_state = "[base_icon_state][density]"
return ..()
/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(!machine_stat)
flick("door_deny", src)
/obj/machinery/door/proc/open()
if(!density)
return 1
if(operating)
return
operating = TRUE
use_power(active_power_usage)
do_animate("opening")
set_opacity(0)
sleep(5)
set_density(FALSE)
flags_1 &= ~PREVENT_CLICK_UNDER_1
sleep(5)
layer = initial(layer)
update_appearance()
set_opacity(0)
operating = FALSE
air_update_turf(TRUE, FALSE)
update_freelook_sight()
if(autoclose)
autoclose_in(DOOR_CLOSE_WAIT)
return 1
/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(DOOR_CLOSE_WAIT)
return
operating = TRUE
do_animate("closing")
layer = closingLayer
sleep(5)
set_density(TRUE)
flags_1 |= PREVENT_CLICK_UNDER_1
sleep(5)
update_appearance()
if(visible && !glass)
set_opacity(1)
operating = FALSE
air_update_turf(TRUE, TRUE)
update_freelook_sight()
if(!can_crush)
return TRUE
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_warning("[src] closes on [L], crushing [L.p_them()]!"), span_userdanger("[src] closes on you and crushes you!"))
SEND_SIGNAL(L, COMSIG_LIVING_DOORCRUSHED, src)
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 //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)
log_combat(src, L, "crushed")
for(var/obj/vehicle/sealed/mecha/M in get_turf(src))
M.take_damage(DOOR_CRUSH_DAMAGE)
log_combat(src, M, "crushed")
/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/autoclose), wait, TIMER_UNIQUE | TIMER_NO_HASH_WAIT | TIMER_OVERRIDE)
/obj/machinery/door/proc/requiresID()
return 1
/obj/machinery/door/proc/hasPower()
return !(machine_stat & NOPOWER)
/obj/machinery/door/proc/update_freelook_sight()
if(!glass && GLOB.cameranet)
GLOB.cameranet.updateVisibility(src, 0)
/obj/machinery/door/block_superconductivity() // 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()
return null
/obj/machinery/door/proc/lock()
return
/obj/machinery/door/proc/unlock()
return
/obj/machinery/door/proc/hostile_lockdown(mob/origin)
if(!machine_stat) //So that only powered doors are closed.
close() //Close ALL the doors!
/obj/machinery/door/proc/disable_lockdown()
if(!machine_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
return ..(severity ? min(EXPLODE_DEVASTATE, severity + 1) : EXPLODE_NONE, target)
/obj/machinery/door/GetExplosionBlock()
return density ? real_explosion_block : 0
/obj/machinery/door/power_change()
. = ..()
if(. && !(machine_stat & NOPOWER))
autoclose_in(DOOR_CLOSE_WAIT)
/obj/machinery/door/zap_act(power, zap_flags)
zap_flags &= ~ZAP_OBJ_DAMAGE
. = ..()
/// Signal proc for [COMSIG_ATOM_MAGICALLY_UNLOCKED]. Open up when someone casts knock.
/obj/machinery/door/proc/on_magic_unlock(datum/source, obj/effect/proc_holder/spell/aoe_turf/knock/spell, mob/living/caster)
SIGNAL_HANDLER
INVOKE_ASYNC(src, .proc/open)
#undef DOOR_CLOSE_WAIT