/obj animate_movement = SLIDE_STEPS speech_span = SPAN_ROBOT var/obj_flags = CAN_BE_HIT /// Extra examine line to describe controls, such as right-clicking, left-clicking, etc. var/desc_controls /// Icon to use as a 32x32 preview in crafting menus and such var/icon_preview var/icon_state_preview /// The vertical pixel offset applied when the object is anchored on a tile with table /// Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables var/anchored_tabletop_offset = 0 var/damtype = BRUTE var/force = 0 /// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds. var/wound_bonus = 0 /// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh var/bare_wound_bonus = 0 /// A multiplier to an objecet's force when used against a stucture, vechicle, machine, or robot. var/demolition_mod = 1 var/current_skin //Has the item been reskinned? var/list/unique_reskin //List of options to reskin. ///If set to true, we can reskin this item as much as we want. var/infinite_reskin = FALSE // Access levels, used in modules\jobs\access.dm /// List of accesses needed to use this object: The user must possess all accesses in this list in order to use the object. /// Example: If req_access = list(ACCESS_ENGINE, ACCESS_CE)- then the user must have both ACCESS_ENGINE and ACCESS_CE in order to use the object. var/list/req_access /// List of accesses needed to use this object: The user must possess at least one access in this list in order to use the object. /// Example: If req_one_access = list(ACCESS_ENGINE, ACCESS_CE)- then the user must have either ACCESS_ENGINE or ACCESS_CE in order to use the object. var/list/req_one_access /// Custom fire overlay icon, will just use the default overlay if this is null var/custom_fire_overlay /// Particles this obj uses when burning, if any var/burning_particles var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster. /// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard. /// Next pr after the network fix will have me refactor door interactions, so help me god. var/id_tag = null uses_integrity = TRUE /obj/vv_edit_var(vname, vval) if(vname == NAMEOF(src, obj_flags)) if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION)) return FALSE return ..() /// A list of all /obj by their id_tag GLOBAL_LIST_EMPTY(objects_by_id_tag) /obj/Initialize(mapload) . = ..() check_on_table() if (id_tag) GLOB.objects_by_id_tag[id_tag] = src /obj/Destroy(force) if(!ismachinery(src)) STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists SStgui.close_uis(src) GLOB.objects_by_id_tag -= id_tag . = ..() /obj/attacked_by(obj/item/attacking_item, mob/living/user) if(!attacking_item.force) return var/total_force = (attacking_item.force * attacking_item.demolition_mod) var/damage = take_damage(total_force, attacking_item.damtype, MELEE, 1) var/damage_verb = "hit" if(attacking_item.demolition_mod > 1 && damage) damage_verb = "pulverise" if(attacking_item.demolition_mod < 1) damage_verb = "ineffectively pierce" user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \ span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE) log_combat(user, src, "attacked", attacking_item) /obj/assume_air(datum/gas_mixture/giver) if(loc) return loc.assume_air(giver) else return null /obj/remove_air(amount) if(loc) return loc.remove_air(amount) else return null /obj/return_air() if(loc) return loc.return_air() else return null /obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request) //Return: (NONSTANDARD) // null if object handles breathing logic for lifeform // datum/air_group to tell lifeform to process using that breath return //DEFAULT: Take air from turf to give to have mob process if(breath_request>0) var/datum/gas_mixture/environment = return_air() var/breath_percentage = BREATH_VOLUME / environment.return_volume() return remove_air(environment.total_moles() * breath_percentage) else return null /obj/proc/updateUsrDialog() if(!(obj_flags & IN_USE)) return var/is_in_use = FALSE var/list/nearby = viewers(1, src) for(var/mob/M in nearby) if ((M.client && M.machine == src)) is_in_use = TRUE ui_interact(M) if(issilicon(usr) || isAdminGhostAI(usr)) if (!(usr in nearby)) if (usr.client && usr.machine == src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh. is_in_use = TRUE ui_interact(usr) // check for TK users if(ishuman(usr)) var/mob/living/carbon/human/H = usr if(!(usr in nearby)) if(usr.client && usr.machine == src) if(H.dna.check_mutation(/datum/mutation/human/telekinesis)) is_in_use = TRUE ui_interact(usr) if (is_in_use) obj_flags |= IN_USE else obj_flags &= ~IN_USE /obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE) // Check that people are actually using the machine. If not, don't update anymore. if(obj_flags & IN_USE) var/is_in_use = FALSE if(update_viewers) for(var/mob/M in viewers(1, src)) if ((M.client && M.machine == src)) is_in_use = TRUE src.interact(M) var/ai_in_use = FALSE if(update_ais) ai_in_use = AutoUpdateAI(src) if(update_viewers && update_ais) //State change is sure only if we check both if(!ai_in_use && !is_in_use) obj_flags &= ~IN_USE /obj/attack_ghost(mob/user) . = ..() if(.) return SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user) ui_interact(user) /mob/proc/unset_machine() SIGNAL_HANDLER if(!machine) return UnregisterSignal(machine, COMSIG_QDELETING) machine.on_unset_machine(src) machine = null //called when the user unsets the machine. /atom/movable/proc/on_unset_machine(mob/user) return /mob/proc/set_machine(obj/O) if(machine) unset_machine() machine = O RegisterSignal(O, COMSIG_QDELETING, PROC_REF(unset_machine)) if(istype(O)) O.obj_flags |= IN_USE /obj/item/proc/updateSelfDialog() var/mob/M = src.loc if(istype(M) && M.client && M.machine == src) src.attack_self(M) /obj/singularity_pull(S, current_size) ..() if(move_resist == INFINITY) return if(!anchored || current_size >= STAGE_FIVE) step_towards(src,S) /obj/get_dumping_location() return get_turf(src) /obj/proc/check_uplink_validity() return 1 /obj/vv_get_dropdown() . = ..() VV_DROPDOWN_OPTION("", "---") VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type") VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say") /obj/vv_do_topic(list/href_list) if(!(. = ..())) return if(href_list[VV_HK_OSAY]) if(check_rights(R_FUN, FALSE)) usr.client.object_say(src) if(href_list[VV_HK_MASS_DEL_TYPE]) if(check_rights(R_DEBUG|R_SERVER)) var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel")) if(action_type == "Cancel" || !action_type) return if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes") return if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes") return var/O_type = type switch(action_type) if("Strict type") var/i = 0 for(var/obj/Obj in world) if(Obj.type == O_type) i++ qdel(Obj) CHECK_TICK if(!i) to_chat(usr, "No objects of this type exist") return log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ") message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")) if("Type and subtypes") var/i = 0 for(var/obj/Obj in world) if(istype(Obj,O_type)) i++ qdel(Obj) CHECK_TICK if(!i) to_chat(usr, "No objects of this type exist") return log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ") message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")) /obj/examine(mob/user) . = ..() if(desc_controls) . += span_notice(desc_controls) if(obj_flags & UNIQUE_RENAME) . += span_notice("Use a pen on it to rename it or change its description.") if(unique_reskin && (!current_skin || infinite_reskin)) . += span_notice("Alt-click it to reskin it.") /obj/AltClick(mob/user) . = ..() if(unique_reskin && (!current_skin || infinite_reskin) && user.can_perform_action(src, NEED_DEXTERITY)) reskin_obj(user) /** * Reskins object based on a user's choice * * Arguments: * * M The mob choosing a reskin option */ /obj/proc/reskin_obj(mob/M) if(!LAZYLEN(unique_reskin)) return var/list/items = list() for(var/reskin_option in unique_reskin) var/image/item_image = image(icon = src.icon, icon_state = unique_reskin[reskin_option]) items += list("[reskin_option]" = item_image) sort_list(items) var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, PROC_REF(check_reskin_menu), M), radius = 38, require_near = TRUE) if(!pick) return if(!unique_reskin[pick]) return current_skin = pick icon_state = unique_reskin[pick] to_chat(M, "[src] is now skinned as '[pick].'") /** * Checks if we are allowed to interact with a radial menu for reskins * * Arguments: * * user The mob interacting with the menu */ /obj/proc/check_reskin_menu(mob/user) if(QDELETED(src)) return FALSE if(!infinite_reskin && current_skin) return FALSE if(!istype(user)) return FALSE if(user.incapacitated()) return FALSE return TRUE /obj/analyzer_act(mob/living/user, obj/item/analyzer/tool) if(atmos_scan(user=user, target=src, silent=FALSE)) return TRUE return ..() /obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced) return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced) // Should move all contained objects to it's location. /obj/proc/dump_contents() CRASH("Unimplemented.") /obj/handle_ricochet(obj/projectile/P) . = ..() if(. && receive_ricochet_damage_coeff) take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.armor_flag, 0, REVERSE_DIR(P.dir), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet /// Handles exposing an object to reagents. /obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE) . = ..() if(. & COMPONENT_NO_EXPOSE_REAGENTS) return SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message) for(var/reagent in reagents) var/datum/reagent/R = reagent . |= R.expose_obj(src, reagents[R]) /// Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise. /obj/proc/freeze() if(HAS_TRAIT(src, TRAIT_FROZEN)) return FALSE if(resistance_flags & FREEZE_PROOF) return FALSE AddElement(/datum/element/frozen) return TRUE /// Unfreezes this obj if its frozen /obj/proc/unfreeze() SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE) /// If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't. /obj/proc/can_be_unfasten_wrench(mob/user, silent) if(!(isfloorturf(loc) || isindestructiblefloor(loc)) && !anchored) to_chat(user, span_warning("[src] needs to be on the floor to be secured!")) return FAILED_UNFASTEN return SUCCESSFUL_UNFASTEN /// Try to unwrench an object in a WONDERFUL DYNAMIC WAY /obj/proc/default_unfasten_wrench(mob/user, obj/item/wrench, time = 20) if((flags_1 & NODECONSTRUCT_1) || wrench.tool_behaviour != TOOL_WRENCH) return CANT_UNFASTEN var/turf/ground = get_turf(src) if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src)) to_chat(user, span_notice("You fail to secure [src].")) return CANT_UNFASTEN var/can_be_unfasten = can_be_unfasten_wrench(user) if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN) return can_be_unfasten if(time) to_chat(user, span_notice("You begin [anchored ? "un" : ""]securing [src]...")) wrench.play_tool_sound(src, 50) var/prev_anchored = anchored //as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state if(!wrench.use_tool(src, user, time, extra_checks = CALLBACK(src, PROC_REF(unfasten_wrench_check), prev_anchored, user))) return FAILED_UNFASTEN if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src)) to_chat(user, span_notice("You fail to secure [src].")) return CANT_UNFASTEN to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src].")) set_anchored(!anchored) check_on_table() playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) SEND_SIGNAL(src, COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH, anchored) return SUCCESSFUL_UNFASTEN /// For the do_after, this checks if unfastening conditions are still valid /obj/proc/unfasten_wrench_check(prev_anchored, mob/user) if(anchored != prev_anchored) return FALSE if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out return FALSE return TRUE /// Adjusts the vertical pixel offset when the object is anchored on a tile with table /obj/proc/check_on_table() if(anchored_tabletop_offset != 0 && !istype(src, /obj/structure/table) && locate(/obj/structure/table) in loc) pixel_y = anchored ? anchored_tabletop_offset : initial(pixel_y)