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MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00

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/obj/structure/fermenting_barrel
name = "wooden barrel"
desc = "A large wooden barrel. You can ferment fruits and such inside it, or just use it to hold reagents."
icon = 'icons/obj/structures.dmi'
icon_state = "barrel"
base_icon_state = "barrel"
resistance_flags = FLAMMABLE
obj_flags = UNIQUE_RENAME
density = TRUE
anchored = FALSE
pressure_resistance = 2 * ONE_ATMOSPHERE
max_integrity = 300
/// Is the barrel currently opened?
var/open = FALSE
/// Can the barrel be opened?
var/can_open = TRUE
/// The amount of reagents that can be created from the contained products, used for validation
var/potential_volume = 0
/// Whether the fermentation is ongoing
var/fermenting = FALSE
/// The volume of the barrel sounds
var/sound_volume = 25
/// The sound of fermentation
var/datum/looping_sound/boiling/soundloop
/// Sound played when the lid is opened.
var/lid_open_sound = 'sound/items/handling/cardboard_box/cardboardbox_pickup.ogg'
/// Sound played when the lid is closed.
var/lid_close_sound = 'sound/effects/footstep/woodclaw2.ogg'
/obj/structure/fermenting_barrel/Initialize(mapload)
. = ..()
create_reagents(600, DRAINABLE)
soundloop = new(src, fermenting)
soundloop.volume = sound_volume
register_context()
RegisterSignals(src, list(
SIGNAL_ADDTRAIT(TRAIT_WAS_RENAMED),
SIGNAL_ADDTRAIT(TRAIT_HAS_LABEL),
SIGNAL_REMOVETRAIT(TRAIT_WAS_RENAMED),
SIGNAL_REMOVETRAIT(TRAIT_HAS_LABEL),
), PROC_REF(update_overlay_on_sig))
/obj/structure/fermenting_barrel/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/structure/fermenting_barrel/examine(mob/user)
. = ..()
if(open)
var/fruit_count = contents.len
if(fruit_count)
. += span_notice("It contains [fruit_count] fruit\s ready to be fermented.")
. += span_notice("[EXAMINE_HINT("Right-click")] to take them out of [src].")
. += span_notice("It is currently open, letting you fill it with fruits or reagents.")
else
. += span_notice("It is currently closed, letting it ferment fruits or draw reagents from its tap.")
/obj/structure/fermenting_barrel/attackby(obj/item/object, mob/user, list/modifiers, list/attack_modifiers)
if(open)
if(istype(object, /obj/item/food/grown) && insert_fruit(user, object))
balloon_alert(user, "added fruit")
return
if(istype(object, /obj/item/storage/bag/plants))
var/obj/item/storage/bag/plants/bag = object
var/inserted_fruits = 0
for(var/obj/item/food/grown/fruit in bag.contents)
if(!insert_fruit(user, fruit, bag))
break
inserted_fruits++
if(inserted_fruits)
balloon_alert(user, "added [inserted_fruits] fruit\s")
else if(object.is_refillable())
return //so we can refill them via their afterattack.
return ..()
/obj/structure/fermenting_barrel/attack_hand(mob/user, list/modifiers)
if(!can_open)
return
if(open)
open = FALSE
reagents.flags |= DRAINABLE
reagents.flags &= ~(REFILLABLE | TRANSPARENT)
playsound(src, lid_close_sound, sound_volume)
start_fermentation()
else
open = TRUE
reagents.flags &= ~(DRAINABLE)
reagents.flags |= REFILLABLE | TRANSPARENT
playsound(src, lid_open_sound, sound_volume)
stop_fermentation()
update_appearance(UPDATE_ICON)
/obj/structure/fermenting_barrel/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return .
if(!open)
return .
if(!length(contents))
balloon_alert(user, "empty!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
dump_contents()
balloon_alert(user, "emptied [src]")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/fermenting_barrel/wrench_act(mob/living/user, obj/item/tool)
if(default_unfasten_wrench(user, tool) == SUCCESSFUL_UNFASTEN)
return ITEM_INTERACT_SUCCESS
/obj/structure/fermenting_barrel/update_icon_state()
icon_state = open ? "barrel_open" : "barrel"
return ..()
/obj/structure/fermenting_barrel/proc/update_overlay_on_sig()
SIGNAL_HANDLER
update_appearance(UPDATE_ICON)
/obj/structure/fermenting_barrel/update_overlays()
. = ..()
if(HAS_TRAIT(src, TRAIT_WAS_RENAMED) || HAS_TRAIT(src, TRAIT_HAS_LABEL))
. += mutable_appearance(icon, "[base_icon_state]_overlay_label")
/obj/structure/fermenting_barrel/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = open ? "Close" : "Open"
if(open && length(contents))
context[SCREENTIP_CONTEXT_RMB] = "Empty"
return CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = anchored ? "Unanchor" : "Anchor"
else if(open && (istype(held_item, /obj/item/food/grown) || istype(held_item, /obj/item/storage/bag/plants)))
context[SCREENTIP_CONTEXT_LMB] = "Add to barrel"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/fermenting_barrel/dump_contents()
var/atom/drop_point = drop_location()
for(var/obj/item/food/grown/fruit as anything in contents)
fruit.forceMove(drop_point)
/// Adds the fruit to the barrel to queue the fermentation
/obj/structure/fermenting_barrel/proc/insert_fruit(mob/user, obj/item/food/grown/fruit, obj/item/storage/bag/plants/bag = null)
if(reagents.total_volume + potential_volume > reagents.maximum_volume)
balloon_alert(user, "it's full!")
return FALSE
if(!fruit.can_distill)
balloon_alert(user, "can't ferment this!")
return FALSE
if(bag && !bag.atom_storage.attempt_remove(fruit, src))
balloon_alert(user, "can't take from bag!")
return FALSE
else if (!user.transferItemToLoc(fruit, src))
balloon_alert(user, "can't take fruit!")
return FALSE
potential_volume += fruit.reagents.total_volume
return TRUE
/// Starts the fermentation process
/obj/structure/fermenting_barrel/proc/start_fermentation()
if(fermenting)
return
if(open)
return
if(reagents.total_volume >= reagents.maximum_volume)
return
if(!(locate(/obj/item/food) in contents))
return
fermenting = TRUE
soundloop.start()
START_PROCESSING(SSobj, src)
/// Ferments the next found fruit into wine
/obj/structure/fermenting_barrel/proc/process_fermentation()
if(!fermenting)
return
if(open)
return stop_fermentation()
if(reagents.total_volume >= reagents.maximum_volume)
return stop_fermentation()
var/obj/item/food/grown/fruit = locate(/obj/item/food/grown) in contents
if(!fruit)
return stop_fermentation()
fruit.ferment()
potential_volume -= fruit.reagents.total_volume
fruit.reagents.trans_to(reagents, fruit.reagents.total_volume)
qdel(fruit)
/// Stops the fermentation process
/obj/structure/fermenting_barrel/proc/stop_fermentation()
fermenting = FALSE
soundloop.stop()
STOP_PROCESSING(SSobj, src)
/obj/structure/fermenting_barrel/process(seconds_per_tick)
process_fermentation()
/// Lil gunpowder barrel fer pirates since it's a nice reagent holder
/obj/structure/fermenting_barrel/gunpowder
name = "gunpowder barrel"
desc = "A large wooden barrel for holding gunpowder. You'll need to take from this to load the cannons."
can_open = FALSE
/obj/structure/fermenting_barrel/gunpowder/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/gunpowder, 500)
/// Medieval pirates can have a barrel as a treat
/obj/structure/fermenting_barrel/thermite
name = "thermite barrel"
desc = "A large wooden barrel for holding thermite. Use this to make a big flipping hole on walls."
can_open = FALSE
/obj/structure/fermenting_barrel/thermite/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/thermite, 500)