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## About The Pull Request Moves a lot of the unique renaming implementations described in #82664 to the functions given by the `obj_flag` `UNIQUE_RENAME`. `UNIQUE_RENAME` has been given new properties to account for non-standard renaming, these being the `RENAME_NO_DESC` flag that prevents changing the description, the `nameformat()` and `descformat()` procs that, when modified, allow for applying naming formats(i.e. "Body Bag - [input]"), as well as other post-renaming handling such as changing the name of the output plant of a renamed seed, the `rename_checks()` proc that allows for unique naming prevention(such as a locked personal closet), and the `rename_reset()` proc to clean up other possible renamed variables potentially changed in `nameformat()` and `descformat()`. This also adds `/datum/element/tool_renaming` to crayons, which will let them rename anything that has `UNIQUE_RENAME`. I looked through everything with that flag, and I didn't see anything that I don't think should be renameable by a crayon(except things that shouldn't be renamable with pens), so it shouldn't fuck anything up. ## Why It's Good For The Game moves all of the non-honorable mentions in #82664 to the same renaming system, and also moves all of the honorable mentions save for: - plaques, as they only get renamed once and wouldn't benefit from `UNIQUE_RENAME` imo - books, because they're far more than just renaming, and are persistent - paintings, because they're persistent - photos, because they're not normal renaming and they're persistent - endoskeletons, because they're done with a multitool in UI - cardboard IDs, because they're far more than just renaming Additionally, this fixes: - Implanter renaming didn't work because a ! was missing - Clown borg picket sign renaming didn't work because they didn't use the correct arguments This'll make it easier to make renameable objects in the future, as well. ## Changelog 🆑 fix: fixes implanter renaming not working fix: fixes clownborg picket sign renaming not working code: brought most unique renaming implementations under UNIQUE_RENAME /🆑
76 lines
3.3 KiB
Plaintext
76 lines
3.3 KiB
Plaintext
/obj/item/picket_sign
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icon = 'icons/obj/signs.dmi'
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icon_state = "picket"
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inhand_icon_state = "picket"
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name = "blank picket sign"
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desc = "It's blank."
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force = 5
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obj_flags = UNIQUE_RENAME | RENAME_NO_DESC
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w_class = WEIGHT_CLASS_BULKY
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attack_verb_continuous = list("bashes", "smacks")
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attack_verb_simple = list("bash", "smack")
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resistance_flags = FLAMMABLE
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var/label = ""
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COOLDOWN_DECLARE(picket_sign_cooldown)
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/obj/item/picket_sign/cyborg
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name = "metallic nano-sign"
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desc = "A high tech picket sign used by silicons that can reprogram its surface at will. Probably hurts to get hit by, too."
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force = 13
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resistance_flags = NONE
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actions_types = list(/datum/action/item_action/nano_picket_sign)
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/obj/item/picket_sign/nameformat(input, user)
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playsound(src, SFX_WRITING_PEN, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, SOUND_FALLOFF_EXPONENT + 3, ignore_walls = FALSE)
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label = input
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AddComponent(/datum/component/rename, name, "It reads: [input]")
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return "[input] sign"
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/obj/item/picket_sign/rename_reset()
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label = initial(label)
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/obj/item/picket_sign/attack_self(mob/living/carbon/human/user)
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if(!COOLDOWN_FINISHED(src, picket_sign_cooldown))
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return
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COOLDOWN_START(src, picket_sign_cooldown, 5 SECONDS)
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if(label)
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user.manual_emote("waves around \the \"[label]\" sign.")
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else
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user.manual_emote("waves around a blank sign.")
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var/direction = prob(50) ? -1 : 1
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if(NSCOMPONENT(user.dir)) //So signs are waved horizontally relative to what way the player waving it is facing.
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animate(user, pixel_w = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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animate(pixel_w = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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animate(pixel_w = (2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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animate(pixel_w = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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animate(pixel_w = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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else
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animate(user, pixel_z = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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animate(pixel_z = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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animate(pixel_z = (2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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animate(pixel_z = (-2 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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animate(pixel_z = (1 * direction), time = 0.1 SECONDS, easing = SINE_EASING, flags = ANIMATION_RELATIVE)
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user.changeNext_move(CLICK_CD_MELEE)
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/datum/action/item_action/nano_picket_sign
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name = "Retext Nano Picket Sign"
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/datum/action/item_action/nano_picket_sign/do_effect(trigger_flags)
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if(!istype(target, /obj/item/picket_sign))
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return FALSE
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var/obj/item/picket_sign/sign = target
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var/input = tgui_input_text(owner, "What would you like to write on the sign?", "Sign Label", max_length = 30)
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if(input && owner.can_perform_action(sign))
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sign.label = input
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sign.AddComponent(/datum/component/rename, "[input] sign", "It reads: [input]")
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return TRUE
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/datum/crafting_recipe/picket_sign
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name = "Picket Sign"
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result = /obj/item/picket_sign
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reqs = list(/obj/item/stack/rods = 1,
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/obj/item/stack/sheet/cardboard = 2)
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time = 8 SECONDS
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category = CAT_ENTERTAINMENT
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