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* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547) ## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑 * NO DESTRUCTION * Linter fix * Fixes standard RPEDs not working on machines (#82528) ## About The Pull Request Previously, `exchange_parts(...)` would cancel if both the `NO_DECONSTRUCTION` flag was set and you couldn't use your part replacer from a distance. https://github.com/tgstation/tgstation/blob/1583cf0cc968cd9f5da2398035feb8d70d58bcf2/code/game/machinery/_machinery.dm#L958-L959 Our recent removal of `NO_DECONSTRUCTION`, however, has left this to _only_ be the latter. https://github.com/tgstation/tgstation/blob/f0ed4ba4ce6b114509c10ee2f36ab0af6d7c81d2/code/game/machinery/_machinery.dm#L956-L957 Buuuuut this makes it unconditionally cancel for normal RPEDs, instead of only blocking them if `NO_DECONSTRUCTION` was set. As `NO_DECONSTRUCTION` is very much no longer relevant for this purpose, we simply remove the ranged RPED check altogether. This fixes our issue. ## Why It's Good For The Game Fixes #82525. ## Changelog 🆑 fix: Standard RPEDs work on machines again. /🆑 * Machinery Destroy() side effect clean up (#82659) ## About The Pull Request I have combed over implementations of `Destroy()` for `obj/machinery`, and noticed quite a few was spawning items or playing sounds. **Slot machines**: Moved payout to on_deconstruction() **Windoors**: Break sound moved to on_deconstruction(). I have also slightly cleaned up Destroy(), the windoor calls air_update_turf directly, as that proc already retrieves the turf it is on. **Atmospheric pipe**: Releases air and deconstructs meter objects on_deconstruction(). **Portable atmospheric devices**: Drop hyper noblium crystal on on_destruction(). **Pump, Scrubbers**: Releases air on_deconstruction(). **PACMAN power generator**: Spawns dropped fuel on_deconstruction(). **Runic vendor**: Moved vanishing effects to on_deconstruction(). I did not change Destroy side effects in the following instances: - side effects are critical for the round (e.g. doomsday device, nuke, blackbox recorder dropping the tape, gulag item reclaimer [less critical but still]) - might spawn messages and noises, but moving them to on_deconstruct would put linked items into an unusable state if deleted directly (e.g. express order console, cyborg lockdown console, tram paired sensors) - would potentially delete mobs we don't want deleted (e.g. disposals, slime camera console) Out of 220 Destroy defines, I found only 8 side effects that could not be moved to other procs, so `machinery\Destroy()` has almost always been used properly! I really hope `structure` will be as well made. Other changes: - Stasis beds had a completely empty destroy, removed - Mass drivers had two destroy procs, merged ## Why It's Good For The Game The Destroy() proc should only contain reference clean ups, barring edge cases that would harm playability. ## Changelog Nothing player facing. * Fix linter * icon fix * icon fix again --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Profakos <profakos@gmail.com>
31 lines
1.5 KiB
Plaintext
31 lines
1.5 KiB
Plaintext
//For ruin-specific machines --- limitied/unique functions, or functions mimicked from normal machines.
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//Think along the lines of a console with lore or a fuse box that needs x fuses to activate --- or, just a retextured GPS Computer, like the first item
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/* ----------------- Computers ----------------- */
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/obj/item/gps/computer/space //Subtype that runs pod computer code, with a texture to blend better with normal walls
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icon = 'modular_skyrat/modules/mapping/icons/machinery/gps_computer.dmi' //needs its own file for pixel size ;-;
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name = "gps computer"
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icon_state = "pod_computer"
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anchored = TRUE
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density = TRUE
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pixel_y = -5 //I dunno why this sprite lines up differently, but this is a better value to line this one up in a way that looks built into a wall
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gpstag = SPACE_SIGNAL_GPSTAG //really the only non-aesthetic change, gives the space ruin GPS signal
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/obj/item/gps/computer/space/wrench_act(mob/living/user, obj/item/I)
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. = ..()
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if(I.use_tool(src, user, 20, volume=50))
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user.visible_message(span_warning("[user] disassembles [src]."),
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span_notice("You start to disassemble [src]..."), span_hear("You hear clanking and banging noises."))
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deconstruct(TRUE)
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return TRUE
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/obj/item/gps/computer/space/atom_deconstruct(disassembled)
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. = ..()
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new /obj/item/gps/spaceruin(loc) //really the only non-aesthetic change, gives the space ruin GPS signal
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/obj/item/gps/computer/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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attack_self(user)
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