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## 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() /🆑
167 lines
6.0 KiB
Plaintext
167 lines
6.0 KiB
Plaintext
///how much projectile damage is lost when using a bad fuel
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#define BAD_FUEL_DAMAGE_TAX 20
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///extra chance it explodes upon firing
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#define BAD_FUEL_EXPLODE_PROBABILTY 10
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/obj/structure/cannon
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name = "cannon"
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desc = "Holemaker Deluxe: A sporty model with a good stop power. Any cannon enthusiast should be expected to start here."
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density = TRUE
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anchored = TRUE
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icon = 'icons/obj/weapons/cannons.dmi'
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icon_state = "falconet_patina"
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max_integrity = 300
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///whether the cannon can be unwrenched from the ground.
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var/anchorable_cannon = TRUE
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var/obj/item/stack/cannonball/loaded_cannonball = null
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var/charge_ignited = FALSE
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var/fire_delay = 1.5 SECONDS
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var/charge_size = 15
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var/fire_sound = 'sound/items/weapons/gun/general/cannon.ogg'
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/obj/structure/cannon/Initialize(mapload)
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. = ..()
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create_reagents(charge_size)
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AddElement(/datum/element/simple_rotation)
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/obj/structure/cannon/examine(mob/user)
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. = ..()
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. += span_notice("[src] accepts gunpowder or welding fuel.")
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. += span_warning("Using welding fuel will weaken the force of the projectile fired.")
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/obj/structure/cannon/proc/fire()
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for(var/mob/shaken_mob in urange(10, src))
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if(shaken_mob.stat == CONSCIOUS)
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shake_camera(shaken_mob, 3, 1)
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playsound(src, fire_sound, 50, TRUE)
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flick(icon_state+"_fire", src)
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if(loaded_cannonball)
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var/obj/projectile/fired_projectile = new loaded_cannonball.projectile_type(get_turf(src))
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if(reagents.has_reagent(/datum/reagent/fuel, charge_size))
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fired_projectile.damage = max(2, fired_projectile.damage - BAD_FUEL_DAMAGE_TAX)
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QDEL_NULL(loaded_cannonball)
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fired_projectile.firer = src
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fired_projectile.fired_from = src
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fired_projectile.fire(dir2angle(dir))
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reagents.remove_all()
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charge_ignited = FALSE
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/obj/structure/cannon/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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if(!anchorable_cannon)
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return FALSE
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/cannon/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(charge_ignited)
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balloon_alert(user, "it's gonna fire!")
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return ITEM_INTERACT_BLOCKING
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if(istype(tool, /obj/item/stack/cannonball))
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if(loaded_cannonball)
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balloon_alert(user, "already loaded!")
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return ITEM_INTERACT_BLOCKING
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var/obj/item/stack/cannonball/cannoneers_balls = tool
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loaded_cannonball = new cannoneers_balls.type(src, 1)
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loaded_cannonball.copy_evidences(cannoneers_balls)
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balloon_alert(user, "loaded a [cannoneers_balls.singular_name]")
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cannoneers_balls.use(1, transfer = TRUE)
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return ITEM_INTERACT_SUCCESS
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var/ignition_message = tool.ignition_effect(src, user)
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if(ignition_message)
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if(!reagents.has_reagent(/datum/reagent/gunpowder,charge_size) && !reagents.has_reagent(/datum/reagent/fuel,charge_size))
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balloon_alert(user, "needs [reagents.maximum_volume]u of charge!")
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return ITEM_INTERACT_BLOCKING
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visible_message(ignition_message)
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user.log_message("fired a cannon", LOG_ATTACK)
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log_game("[key_name(user)] fired a cannon in [AREACOORD(src)]")
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addtimer(CALLBACK(src, PROC_REF(fire)), fire_delay)
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charge_ignited = TRUE
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return ITEM_INTERACT_SUCCESS
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if(is_reagent_container(tool))
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var/obj/item/reagent_containers/powder_keg = tool
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if(!powder_keg.is_open_container())
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return NONE // reagent containers transfer elsewhere in the chain, be free
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if(istype(powder_keg, /obj/item/rag))
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return NONE
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if(!powder_keg.reagents.total_volume)
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balloon_alert(user, "[powder_keg] is empty!")
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return ITEM_INTERACT_BLOCKING
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if(reagents.total_volume == reagents.maximum_volume)
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balloon_alert(user, "[src] is full!")
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return ITEM_INTERACT_BLOCKING
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var/has_enough_gunpowder = powder_keg.reagents.has_reagent(/datum/reagent/gunpowder, charge_size)
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var/has_enough_alt_fuel = powder_keg.reagents.has_reagent(/datum/reagent/fuel, charge_size)
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if(!has_enough_gunpowder && !has_enough_alt_fuel)
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balloon_alert(user, "[powder_keg] needs 15u of charge to load!")
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to_chat(user, span_warning("[powder_keg] doesn't have at least 15u of gunpowder to fill [src]!"))
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return ITEM_INTERACT_BLOCKING
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if(has_enough_gunpowder)
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powder_keg.reagents.trans_to(src, charge_size, target_id = /datum/reagent/gunpowder)
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balloon_alert(user, "[src] loaded with gunpowder")
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return ITEM_INTERACT_SUCCESS
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//if(has_enough_alt_fuel) but we already know it does if we're here
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powder_keg.reagents.trans_to(src, charge_size, target_id = /datum/reagent/fuel)
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balloon_alert(user, "[src] loaded with welding fuel")
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return ITEM_INTERACT_SUCCESS
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return NONE
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/obj/structure/cannon/trash
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name = "trash cannon"
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desc = "Okay, sure, you could call it a toolbox welded to an opened oxygen tank cabled to a skateboard, but it's a TRASH CANNON to us."
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icon_state = "garbagegun"
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anchored = FALSE
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anchorable_cannon = FALSE
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 11.65, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.5)
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var/fires_before_deconstruction = 5
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/obj/structure/cannon/trash/fire()
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var/explode_chance = 10
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var/used_alt_fuel = reagents.has_reagent(/datum/reagent/fuel, charge_size)
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if(used_alt_fuel)
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explode_chance += BAD_FUEL_EXPLODE_PROBABILTY
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. = ..()
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fires_before_deconstruction--
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if(used_alt_fuel)
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fires_before_deconstruction--
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if(prob(explode_chance))
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visible_message(span_userdanger("[src] explodes!"))
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explosion(src, heavy_impact_range = 1, light_impact_range = 5, flame_range = 5)
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return
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if(fires_before_deconstruction <= 0)
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visible_message(span_warning("[src] falls apart from operation!"))
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qdel(src)
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/obj/structure/cannon/trash/Destroy()
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new /obj/item/stack/sheet/iron/five(src.loc)
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new /obj/item/stack/rods(src.loc)
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. = ..()
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///A cannon found from the fishing mystery box.
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/obj/structure/cannon/mystery_box
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icon_state = "mystery_box_cannon" //east facing sprite for the presented item, it'll be changed back to normal on init
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dir = EAST
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anchored = FALSE
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/obj/structure/cannon/mystery_box/Initialize(mapload)
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. = ..()
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icon_state = "falconet_patina"
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reagents.add_reagent(/datum/reagent/gunpowder, charge_size)
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loaded_cannonball = new(src)
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#undef BAD_FUEL_DAMAGE_TAX
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#undef BAD_FUEL_EXPLODE_PROBABILTY
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