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Leland KembleandGitHub 06608081d2 Moves a greater manyer morer things from attackby() to item_interaction() (#96739)
## About The Pull Request

50 files, plus additonal file that was necessary because I slightly
refactored windoor construction. This ended up like three and a half
times larger than most of the other ones, I really wasn't meaning for
that to happen. Maybe its because I more vigorously enforced the empty
line after every return thing. The only way to find out is to read 1700
lines of changes, and I don't feel like doing that again. I pinky
promise it all works, and I've tested every item changed individually.

Changes beyond conversion:
You can't welder down reinforced falsewalls anymore, pretty sure it was
an oversight because they're supposed to be taken down by wirecutters
You can right click to close gun lockers with an empty hand, because
otherwise you can't close the lockers at all if there's a gun in them
Meatspikes no longer runtime on construction due to the old trick of
balloon alert + qdel
Windoor assembly no longer SUCKS DICK!!, it's no longer storing
essentially a boolean in an undocumented number in a string, it no
longer requires a VERB to flip its direction.
on a related note, the creator of the windoor assembly construction
steps has been sent to live on a farm far out in the country

Also, a quick note about how these prs are gonna fuck everything up
until they're all together. There's a lot more places where `attackby()`
is directly called than I would have assumed, and given as those are
being changed to call `item_interaction()` potentially(usually) in a
different pr than the pr in which that atom's `attackby()` is actually
converted, that function's not going to work at all until both are
merged. The good news is that almost every instance this is happening,
it's pure convenience, where the user would have access to both items
anyway and could just manually call the attack chain by clicking them
together. Instances where this is not the case are being skipped over
until they can be packaged together to avoid the issue, but I'm not
bothering to do this on ones where the desync won't make an interaction
actually unusable, because that would require me to turn a 1700 line pr
into a 3500 line pr and I really was aiming for like 500

## Why It's Good For The Game

Ignore the paragraph about how I expect this to create a hostage
situation where the only fix to the bugs I make is to merge my other
prs, and instead think about how cool swing combat would be and how much
you want it

## Changelog
🆑
fix: you now can only use a wirecutter to take down a reinforced
falsewall
fix: meatspikes no longer runtime on construction
fix: you no longer have to use a verb that you can't use to flip windoor
assemblies

qol: you can right click a gun locker to close it

code: 50 files have been moved from attackby() to item_interaction()
/🆑
2026-07-16 15:07:43 +02:00

405 lines
13 KiB
Plaintext

/* Beds... get your mind out of the gutter, they're for sleeping!
* Contains:
* Beds
* Medical beds
* Roller beds
* Pet beds
*/
/// Beds
/obj/structure/bed
name = "bed"
desc = "This is used to lie in, sleep in or strap on."
icon_state = "bed"
icon = 'icons/obj/bed.dmi'
anchored = TRUE
can_buckle = TRUE
buckle_lying = 90
buckle_dir = SOUTH
resistance_flags = FLAMMABLE
max_integrity = 100
integrity_failure = 0.35
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
/// What material this bed is made of
var/build_stack_type = /obj/item/stack/sheet/iron
/// How many mats to drop when deconstructed
var/build_stack_amount = 2
/// Mobs standing on it are nudged up by this amount. Also used to align the person back when buckled to it after init.
var/elevation = 8
/// If this bed can be deconstructed using a wrench
var/can_deconstruct = TRUE
/// Directions in which the bed has its headrest on the left side.
var/left_headrest_dirs = NORTHEAST
/obj/structure/bed/Initialize(mapload)
. = ..()
AddElement(/datum/element/soft_landing)
if(elevation)
AddElement(/datum/element/elevation, pixel_shift = elevation)
update_buckle_vars(dir)
register_context()
/obj/structure/bed/buckle_feedback(mob/living/being_buckled, mob/buckler)
if(HAS_TRAIT(being_buckled, TRAIT_RESTRAINED))
return ..()
if(being_buckled == buckler)
being_buckled.visible_message(
span_notice("[buckler] lays down on [src]."),
span_notice("You lay down on [src]."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
else
being_buckled.visible_message(
span_notice("[buckler] lays [being_buckled] down on [src]."),
span_notice("[buckler] lays you down on [src]."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
/obj/structure/bed/unbuckle_feedback(mob/living/being_unbuckled, mob/unbuckler)
if(HAS_TRAIT(being_unbuckled, TRAIT_RESTRAINED))
return ..()
if(being_unbuckled == unbuckler)
being_unbuckled.visible_message(
span_notice("[unbuckler] gets up from [src]."),
span_notice("You get up from [src]."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
else
being_unbuckled.visible_message(
span_notice("[unbuckler] pulls [being_unbuckled] up from [src]."),
span_notice("[unbuckler] pulls you up from [src]."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
/obj/structure/bed/examine(mob/user)
. = ..()
if (can_deconstruct)
. += span_notice("It's held together by a couple of <b>bolts</b>.")
/obj/structure/bed/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
if(held_item)
if(held_item.tool_behaviour != TOOL_WRENCH)
return
context[SCREENTIP_CONTEXT_RMB] = "Dismantle"
return CONTEXTUAL_SCREENTIP_SET
else if(has_buckled_mobs())
context[SCREENTIP_CONTEXT_LMB] = "Unbuckle"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/bed/setDir(newdir)
. = ..()
update_buckle_vars(newdir)
/obj/structure/bed/proc/update_buckle_vars(newdir)
buckle_lying = newdir & left_headrest_dirs ? 270 : 90
/obj/structure/bed/atom_deconstruct(disassembled = TRUE)
if(build_stack_type)
new build_stack_type(loc, build_stack_amount)
/obj/structure/bed/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/bed/wrench_act_secondary(mob/living/user, obj/item/weapon)
if (!can_deconstruct)
return NONE
..()
weapon.play_tool_sound(src)
deconstruct(disassembled = TRUE)
return TRUE
/// Medical beds
/obj/structure/bed/medical
name = "medical bed"
icon = 'icons/obj/medical/medical_bed.dmi'
desc = "A medical bed with wheels for assisted patient movement or medbay racing tournaments."
icon_state = "med_down"
base_icon_state = "med"
anchored = FALSE
left_headrest_dirs = SOUTHWEST
buckle_lying = 270
resistance_flags = NONE
build_stack_type = /obj/item/stack/sheet/mineral/titanium
build_stack_amount = 1
elevation = 0
buckle_sound = SFX_SEATBELT_BUCKLE
unbuckle_sound = SFX_SEATBELT_UNBUCKLE
custom_materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2.7, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.7)
/// The item it spawns when it's folded up.
var/foldable_type
/obj/structure/bed/medical/anchored
anchored = TRUE
/obj/structure/bed/medical/emergency
name = "emergency medical bed"
desc = "A compact medical bed. This emergency version can be folded and carried for quick transport."
icon_state = "emerg_down"
base_icon_state = "emerg"
foldable_type = /obj/item/emergency_bed
/obj/structure/bed/medical/Initialize(mapload)
. = ..()
AddElement(/datum/element/noisy_movement)
if(anchored)
update_appearance()
/obj/structure/bed/medical/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
context[SCREENTIP_CONTEXT_ALT_LMB] = "[anchored ? "Release brakes" : "Apply brakes"]"
if(!isnull(foldable_type) && !has_buckled_mobs())
context[SCREENTIP_CONTEXT_RMB] = "Fold up"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/bed/medical/examine(mob/user)
. = ..()
if(anchored)
. += span_notice("The brakes are applied. They can be released with an Alt-click.")
else
. += span_notice("The brakes can be applied with an Alt-click.")
if(!isnull(foldable_type))
. += span_notice("You can fold it up with a Right-click.")
/obj/structure/bed/medical/click_alt(mob/user)
if(has_buckled_mobs() && (user in buckled_mobs))
return CLICK_ACTION_BLOCKING
anchored = !anchored
balloon_alert(user, "brakes [anchored ? "applied" : "released"]")
update_appearance()
return CLICK_ACTION_SUCCESS
/obj/structure/bed/medical/post_buckle_mob(mob/living/buckled)
. = ..()
set_density(TRUE)
update_appearance()
/obj/structure/bed/medical/post_unbuckle_mob(mob/living/buckled)
. = ..()
set_density(FALSE)
update_appearance()
/obj/structure/bed/medical/update_icon_state()
. = ..()
if(has_buckled_mobs())
icon_state = "[base_icon_state]_up"
// Push them up from the normal lying position
if(buckled_mobs.len > 1)
for(var/mob/living/patient as anything in buckled_mobs)
patient.pixel_y = patient.base_pixel_y
else
buckled_mobs[1].pixel_y = buckled_mobs[1].base_pixel_y
else
icon_state = "[base_icon_state]_down"
/obj/structure/bed/medical/update_overlays()
. = ..()
if(!anchored)
return
if(has_buckled_mobs())
. += mutable_appearance(icon, "brakes_up")
. += emissive_appearance(icon, "brakes_up", src, alpha = src.alpha)
else
. += mutable_appearance(icon, "brakes_down")
. += emissive_appearance(icon, "brakes_down", src, alpha = src.alpha)
/obj/structure/bed/medical/emergency/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/emergency_bed/silicon))
return NONE
var/obj/item/emergency_bed/silicon/silicon_bed = tool
if(silicon_bed.loaded)
to_chat(user, span_warning("You already have a medical bed docked!"))
return ITEM_INTERACT_BLOCKING
if(has_buckled_mobs())
if(buckled_mobs.len == 1)
user_unbuckle_mob(buckled_mobs[1],user)
return ITEM_INTERACT_SUCCESS
unbuckle_all_mobs()
user.visible_message(span_notice("[user] unbuckles all creatures from [src]."))
return ITEM_INTERACT_SUCCESS
silicon_bed.loaded = src
forceMove(silicon_bed)
user.visible_message(span_notice("[user] collects [src]."), span_notice("You collect [src]."))
return ITEM_INTERACT_SUCCESS
/obj/structure/bed/medical/emergency/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(!ishuman(user) || !user.can_perform_action(src))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(has_buckled_mobs())
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
user.visible_message(span_notice("[user] collapses [src]."), span_notice("You collapse [src]."))
var/obj/structure/bed/medical/emergency/folding_bed = new foldable_type(get_turf(src))
user.put_in_hands(folding_bed)
qdel(src)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/emergency_bed
name = "roller bed"
desc = "A collapsed medical bed that can be carried around."
icon = 'icons/obj/medical/medical_bed.dmi'
icon_state = "emerg_folded"
inhand_icon_state = "emergencybed"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL // No more excuses, stop getting blood everywhere
custom_materials = list(/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 2.7, /datum/material/plastic = SHEET_MATERIAL_AMOUNT * 1.7)
/obj/item/emergency_bed/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/emergency_bed/silicon))
return NONE
var/obj/item/emergency_bed/silicon/silicon_bed = tool
if(silicon_bed.loaded)
to_chat(user, span_warning("[silicon_bed] already has a roller bed loaded!"))
return ITEM_INTERACT_BLOCKING
user.visible_message(span_notice("[user] loads [src]."), span_notice("You load [src] into [silicon_bed]."))
silicon_bed.loaded = new/obj/structure/bed/medical/emergency(silicon_bed)
qdel(src) //"Load"
return ITEM_INTERACT_SUCCESS
/obj/item/emergency_bed/attack_self(mob/user)
deploy_bed(user, user.loc)
/obj/item/emergency_bed/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(isopenturf(interacting_with))
deploy_bed(user, interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/emergency_bed/proc/deploy_bed(mob/user, atom/location)
var/obj/structure/bed/medical/emergency/deployed = new /obj/structure/bed/medical/emergency(location)
deployed.add_fingerprint(user)
qdel(src)
/obj/item/emergency_bed/silicon // ROLLER ROBO DA!
name = "emergency bed dock"
desc = "A collapsed medical bed that can be ejected for emergency use. Must be collected or replaced after use."
var/obj/structure/bed/medical/emergency/loaded = null
/obj/item/emergency_bed/silicon/Initialize(mapload)
. = ..()
loaded = new(src)
/obj/item/emergency_bed/silicon/examine(mob/user)
. = ..()
. += "The dock is [loaded ? "loaded" : "empty"]."
/obj/item/emergency_bed/silicon/deploy_bed(mob/user, atom/location)
if(loaded)
loaded.forceMove(location)
user.visible_message(span_notice("[user] deploys [loaded]."), span_notice("You deploy [loaded]."))
loaded = null
else
to_chat(user, span_warning("The dock is empty!"))
/// Dog bed
/obj/structure/bed/dogbed
name = "dog bed"
icon_state = "dogbed"
desc = "A comfy-looking dog bed. You can even strap your pet in, in case the gravity turns off."
anchored = FALSE
build_stack_type = /obj/item/stack/sheet/mineral/wood
build_stack_amount = 10
elevation = 0
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
var/owned = FALSE
/obj/structure/bed/dogbed/ian
desc = "Ian's bed! Looks comfy."
name = "Ian's bed"
anchored = TRUE
/obj/structure/bed/dogbed/cayenne
desc = "Seems kind of... fishy."
name = "Cayenne's bed"
anchored = TRUE
/obj/structure/bed/dogbed/misha
desc = "There is fur all over it, and some blood..."
name = "Misha's bed"
anchored = TRUE
/obj/structure/bed/dogbed/lia
desc = "Seems kind of... fishy."
name = "Lia's bed"
anchored = TRUE
/obj/structure/bed/dogbed/renault
desc = "Renault's bed! Looks comfy. A foxy person needs a foxy pet."
name = "Renault's bed"
anchored = TRUE
/obj/structure/bed/dogbed/mcgriff
desc = "McGriff's bed, because even crimefighters sometimes need a nap."
name = "McGriff's bed"
/obj/structure/bed/dogbed/runtime
desc = "A comfy-looking cat bed. You can even strap your pet in, in case the gravity turns off."
name = "Runtime's bed"
anchored = TRUE
///Used to set the owner of a dogbed, returns FALSE if called on an owned bed or an invalid one, TRUE if the possesion succeeds
/obj/structure/bed/dogbed/proc/update_owner(mob/living/furball)
if(owned || type != /obj/structure/bed/dogbed) //Only marked beds work, this is hacky but I'm a hacky man
return FALSE //Failed
owned = TRUE
name = "[furball]'s bed"
desc = "[furball]'s bed! Looks comfy."
return TRUE // Let any callers know that this bed is ours now
/obj/structure/bed/dogbed/buckle_mob(mob/living/furball, force, check_loc)
. = ..()
update_owner(furball)
/obj/structure/bed/maint
name = "dirty mattress"
desc = "An old grubby mattress. You try to not think about what could be the cause of those stains."
icon_state = "dirty_mattress"
elevation = 7
/obj/structure/bed/maint/Initialize(mapload)
. = ..()
AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOLD, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 25)
// Double Beds, for luxurious sleeping, i.e. the captain and maybe heads- if people use this for ERP, send them to skyrat
/obj/structure/bed/double
name = "double bed"
desc = "A luxurious double bed, for those too important for small dreams."
icon_state = "bed_double"
build_stack_amount = 4
max_buckled_mobs = 2
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4)
/// The mob who buckled to this bed second, to avoid other mobs getting pixel-shifted before he unbuckles.
var/mob/living/goldilocks
/obj/structure/bed/double/post_buckle_mob(mob/living/target)
. = ..()
if(buckled_mobs.len > 1 && !goldilocks) // Push the second buckled mob a bit higher from the normal lying position
target.pixel_y += 6
goldilocks = target
/obj/structure/bed/double/post_unbuckle_mob(mob/living/target)
. = ..()
if(target == goldilocks)
target.pixel_y -= 6
goldilocks = null