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RikuTheKiller 3e504a77ae Refactor girders and wall construction (#94364)
## About The Pull Request

This PR refactors wall construction on girders, wooden barricades and
metal foam to use a centralized element, which listens to item
interaction signals and attempts to make any available wall recipe.

This change is an atomized prerequisite to my blueprinting system, since
that system requires a sane way to dynamically change the speed at which
walls are built.

This PR will later be expanded to refactor girder construction steps in
general.

I also added `proc/valid_typesof(base_type)` as a side effect of my
previous attempts at refactoring this stuff. There's now what amounts to
a code comment easter egg in the same file, because DM is wacko and
you're going to get cursed now too. :)
## Why It's Good For The Game

The old system had ~20 bespoke yet highly similar wall construction
steps. Some of the wall recipes were also concatenated from a string on
the used stack type. To put it bluntly, the code was fucking horrible.

Same thing goes for the rest of the girder construction steps, they were
all bespoke.
## Changelog
🆑
refactor: Refactored girders and wall construction. Report any bugs.
tweak: Some niche wall types might have their wall delay changed by like
2 seconds. This doesn't affect normal walls, reinforced walls,
falsewalls or any other important wall types.
/🆑
2026-01-26 11:36:16 -05:00

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#define SINGLE "single"
#define VERTICAL "vertical"
#define HORIZONTAL "horizontal"
#define METAL 1
#define WOOD 2
#define SAND 3
//Barricades/cover
/obj/structure/barricade
name = "chest high wall"
desc = "Looks like this would make good cover."
anchored = TRUE
density = TRUE
max_integrity = 100
// The probability for a projectile to pass through the barrier. Lower values result in less projectiles passing through.
var/proj_pass_rate = 50
// What type of material is our barricade made from?
var/bar_material = METAL
/obj/structure/barricade/atom_deconstruct(disassembled = TRUE)
make_debris()
/// Spawn debris & stuff upon deconstruction
/obj/structure/barricade/proc/make_debris()
PROTECTED_PROC(TRUE)
return
/obj/structure/barricade/welder_act(mob/living/user, obj/item/tool)
if(user.combat_mode)
return ITEM_INTERACT_SKIP_TO_ATTACK
if(bar_material != METAL)
return ITEM_INTERACT_BLOCKING
if(atom_integrity >= max_integrity)
balloon_alert(user, "already full integrity!")
return ITEM_INTERACT_BLOCKING
user.balloon_alert_to_viewers("repairing [src]...", "repairing...")
if(!tool.use_tool(src, user, 4 SECONDS, amount = 10, volume=50))
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "repaired")
repair_damage(20)
return ITEM_INTERACT_SUCCESS
/obj/structure/barricade/CanAllowThrough(atom/movable/mover, border_dir)//So bullets will fly over and stuff.
. = ..()
if(locate(/obj/structure/barricade) in get_turf(mover))
return TRUE
else if(isprojectile(mover))
if(!anchored)
return TRUE
var/obj/projectile/proj = mover
if(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(proj_pass_rate))
return TRUE
return FALSE
/////BARRICADE TYPES///////
/obj/structure/barricade/wooden
name = "wooden barricade"
desc = "This space is blocked off by a wooden barricade."
icon = 'icons/obj/structures.dmi'
icon_state = "woodenbarricade"
resistance_flags = FLAMMABLE
bar_material = WOOD
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 5)
/// When destroyed or deconstructed, how many planks of wood does our barricade drop? Also determines how many it takes to repair the barricade and by how much.
var/drop_amount = 3
/obj/structure/barricade/wooden/Initialize(mapload)
. = ..()
var/static/list/tool_behaviors = list(TOOL_CROWBAR = list(SCREENTIP_CONTEXT_LMB = "Deconstruct"))
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
register_context()
AddElement(/datum/element/uses_girder_wall_recipes)
/obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/tool)
balloon_alert(user, "deconstructing barricade...")
if(!tool.use_tool(src, user, 2 SECONDS, volume=50))
return
loc.balloon_alert(user, "barricade deconstructed")
tool.play_tool_sound(src)
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/structure/barricade/wooden/crude
name = "crude plank barricade"
desc = "This space is blocked off by a crude assortment of planks."
icon_state = "plankbarricade"
drop_amount = 1
max_integrity = 50
proj_pass_rate = 65
layer = SIGN_LAYER
/obj/structure/barricade/wooden/crude/snow
desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
icon_state = "plankbarricade_snow"
max_integrity = 75
/obj/structure/barricade/wooden/make_debris()
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
/obj/structure/barricade/sandbags
name = "sandbags"
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags-0"
base_icon_state = "sandbags"
max_integrity = 280
proj_pass_rate = 20
pass_flags_self = LETPASSTHROW
bar_material = SAND
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SANDBAGS
canSmoothWith = SMOOTH_GROUP_SANDBAGS + SMOOTH_GROUP_SECURITY_BARRICADE + SMOOTH_GROUP_WALLS
/obj/structure/barricade/sandbags/Initialize(mapload)
. = ..()
AddElement(/datum/element/climbable)
AddElement(/datum/element/elevation, pixel_shift = 12)
/obj/structure/barricade/security
name = "security barrier"
desc = "A deployable barrier. Provides good cover in fire fights."
icon = 'icons/obj/structures.dmi'
icon_state = "barrier1"
max_integrity = 180
proj_pass_rate = 20
armor_type = /datum/armor/barricade_security
/datum/armor/barricade_security
melee = 10
bullet = 50
laser = 50
energy = 50
bomb = 10
fire = 10
/obj/item/grenade/barrier
name = "barrier grenade"
desc = "Instant cover."
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "wallbang"
inhand_icon_state = "flashbang"
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
. = ..()
. += span_notice("Alt-click to toggle modes.")
/obj/item/grenade/barrier/click_alt(mob/living/carbon/user)
toggle_mode(user)
return CLICK_ACTION_SUCCESS
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
if(SINGLE)
mode = VERTICAL
if(VERTICAL)
mode = HORIZONTAL
if(HORIZONTAL)
mode = SINGLE
to_chat(user, span_notice("[src] is now in [mode] mode."))
/obj/item/grenade/barrier/detonate(mob/living/lanced_by)
. = ..()
if(!.)
return
new /obj/structure/barricade/security(get_turf(src.loc))
switch(mode)
if(VERTICAL)
var/turf/target_turf = get_step(src, NORTH)
if(!target_turf.is_blocked_turf())
new /obj/structure/barricade/security(target_turf)
var/turf/target_turf2 = get_step(src, SOUTH)
if(!target_turf2.is_blocked_turf())
new /obj/structure/barricade/security(target_turf2)
if(HORIZONTAL)
var/turf/target_turf = get_step(src, EAST)
if(!target_turf.is_blocked_turf())
new /obj/structure/barricade/security(target_turf)
var/turf/target_turf2 = get_step(src, WEST)
if(!target_turf2.is_blocked_turf())
new /obj/structure/barricade/security(target_turf2)
qdel(src)
/obj/item/grenade/barrier/ui_action_click(mob/user)
toggle_mode(user)
/obj/item/deployable_turret_folded
name = "folded heavy machine gun"
desc = "A folded and unloaded heavy machine gun, ready to be deployed and used."
icon = 'icons/obj/weapons/turrets.dmi'
icon_state = "folded_hmg"
inhand_icon_state = "folded_hmg"
max_integrity = 250
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
/obj/item/deployable_turret_folded/Initialize(mapload)
. = ..()
AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg)
#undef SINGLE
#undef VERTICAL
#undef HORIZONTAL
#undef METAL
#undef WOOD
#undef SAND