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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

449 lines
15 KiB
Plaintext

/*
* False Walls
*/
/obj/structure/falsewall
name = "wall"
desc = "A huge chunk of metal used to separate rooms."
anchored = TRUE
icon = 'icons/turf/walls/false_walls.dmi'
icon_state = "wall-open"
base_icon_state = "wall"
layer = LOW_OBJ_LAYER
density = TRUE
opacity = TRUE
max_integrity = 100
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_WALLS
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
/// The icon this falsewall is faking being. we'll switch out our icon with this when we're in fake mode
var/fake_icon = 'icons/turf/walls/wall.dmi'
var/mineral = /obj/item/stack/sheet/iron
var/mineral_amount = 2
var/walltype = /turf/closed/wall
var/girder_type = /obj/structure/girder/displaced
var/opening = FALSE
/obj/structure/falsewall/get_save_vars()
. = ..()
. -= NAMEOF(src, icon)
return .
/obj/structure/falsewall/Initialize(mapload)
. = ..()
// minerals are only applied to fake mineral walls
// ...yes, real iron walls are not actually made of iron
if(ispath(walltype, /turf/closed/wall/mineral))
var/obj/item/stack/initialized_mineral = new mineral // Okay this kinda sucks.
set_custom_materials(initialized_mineral.mats_per_unit, mineral_amount)
qdel(initialized_mineral)
air_update_turf(TRUE, TRUE)
update_appearance()
/obj/structure/falsewall/attack_hand(mob/user, list/modifiers)
if(opening)
return
. = ..()
if(.)
return
if(!density)
for(var/mob/living/obstacle in get_turf(src)) //Stop people from using this as a shield
return
opening = TRUE
update_appearance()
addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/structure/falsewall, toggle_open)), 0.5 SECONDS)
/obj/structure/falsewall/proc/toggle_open()
if(!QDELETED(src))
set_density(!density)
set_opacity(density)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/update_icon(updates=ALL)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
. = ..()
if(!density || !(updates & UPDATE_SMOOTHING))
return
if(opening)
smoothing_flags = NONE
else
smoothing_flags = SMOOTH_BITMASK | SMOOTH_OBJ
QUEUE_SMOOTH(src)
/obj/structure/falsewall/update_icon_state()
if(opening)
icon = initial(icon)
icon_state = "[base_icon_state]-[density ? "opening" : "closing"]"
return ..()
if(density)
icon = fake_icon
icon_state = "[base_icon_state]-[smoothing_junction]"
else
icon = initial(icon)
icon_state = "[base_icon_state]-open"
return ..()
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.place_on_top(walltype)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/tool_act(mob/living/user, obj/item/tool, list/modifiers)
if(!opening || !tool.tool_behaviour)
return ..()
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return ITEM_INTERACT_BLOCKING
/obj/structure/falsewall/screwdriver_act(mob/living/user, obj/item/tool)
if(!density)
to_chat(user, span_warning("You can't reach, close it first!"))
return
var/turf/loc_turf = get_turf(src)
if(loc_turf.density)
to_chat(user, span_warning("[src] is blocked!"))
return ITEM_INTERACT_SUCCESS
if(!isfloorturf(loc_turf))
to_chat(user, span_warning("[src] bolts must be tightened on the floor!"))
return ITEM_INTERACT_SUCCESS
user.visible_message(span_notice("[user] tightens some bolts on the wall."), span_notice("You tighten the bolts on the wall."))
ChangeToWall()
return ITEM_INTERACT_SUCCESS
/obj/structure/falsewall/welder_act(mob/living/user, obj/item/tool)
if(!tool.use_tool(src, user, 0 SECONDS, volume=50))
return ITEM_INTERACT_BLOCKING
dismantle(user, TRUE)
return ITEM_INTERACT_SUCCESS
/obj/structure/falsewall/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(opening)
to_chat(user, span_warning("You must wait until the door has stopped moving!"))
return ITEM_INTERACT_BLOCKING // honest to god no idea what the point of this blocker is, I'm just the messenger
return NONE
/obj/structure/falsewall/proc/dismantle(mob/user, disassembled=TRUE, obj/item/tool = null)
user.visible_message(span_notice("[user] dismantles the false wall."), span_notice("You dismantle the false wall."))
if(tool)
tool.play_tool_sound(src, 100)
else
playsound(src, 'sound/items/tools/welder.ogg', 100, TRUE)
deconstruct(disassembled)
/obj/structure/falsewall/atom_deconstruct(disassembled = TRUE)
if(disassembled)
new girder_type(loc)
if(mineral_amount)
for(var/i in 1 to mineral_amount)
new mineral(loc)
/obj/structure/falsewall/get_dumping_location()
return null
/obj/structure/falsewall/examine_descriptor(mob/user)
return "wall"
/obj/structure/falsewall/examine_status(mob/user) //So you can't detect falsewalls by examine.
return span_notice("The outer plating is <b>welded</b> firmly in place.")
/obj/structure/falsewall/mouse_drop_receive(mob/living/dropping, mob/user, params)
. = ..()
LoadComponent(/datum/component/leanable, dropping)
/*
* False R-Walls
*/
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to separate rooms."
fake_icon = 'icons/turf/walls/reinforced_wall.dmi'
icon_state = "reinforced_wall-open"
base_icon_state = "reinforced_wall"
walltype = /turf/closed/wall/r_wall
mineral = /obj/item/stack/sheet/plasteel
smoothing_flags = SMOOTH_BITMASK
/obj/structure/falsewall/reinforced/examine_status(mob/user)
return span_notice("The outer <b>grille</b> is fully intact.")
/obj/structure/falsewall/reinforced/wirecutter_act(mob/living/user, obj/item/tool)
dismantle(user, TRUE, tool)
return ITEM_INTERACT_SUCCESS
/obj/structure/falsewall/reinforced/welder_act(mob/living/user, obj/item/tool)
return NONE
/*
* Uranium Falsewalls
*/
/obj/structure/falsewall/uranium
name = "uranium wall"
desc = "A wall with uranium plating. This is probably a bad idea."
fake_icon = 'icons/turf/walls/uranium_wall.dmi'
icon_state = "uranium_wall-open"
base_icon_state = "uranium_wall"
mineral = /obj/item/stack/sheet/mineral/uranium
walltype = /turf/closed/wall/mineral/uranium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_URANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_URANIUM_WALLS
/// Mutex to prevent infinite recursion when propagating radiation pulses
var/active = null
/// The last time a radiation pulse was performed
var/last_event = 0
/obj/structure/falsewall/uranium/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATOM_PROPAGATE_RAD_PULSE, PROC_REF(radiate))
/obj/structure/falsewall/uranium/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
radiate()
return ..()
/obj/structure/falsewall/uranium/attack_hand(mob/user, list/modifiers)
radiate()
return ..()
/obj/structure/falsewall/uranium/proc/radiate()
SIGNAL_HANDLER
if(active)
return
if(world.time <= last_event + 1.5 SECONDS)
return
active = TRUE
radiation_pulse(
src,
max_range = 3,
threshold = RAD_LIGHT_INSULATION,
chance = URANIUM_IRRADIATION_CHANCE,
minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
)
propagate_radiation_pulse()
last_event = world.time
active = FALSE
/*
* Other misc falsewall types
*/
/obj/structure/falsewall/gold
name = "gold wall"
desc = "A wall with gold plating. Swag!"
fake_icon = 'icons/turf/walls/gold_wall.dmi'
icon_state = "gold_wall-open"
base_icon_state = "gold_wall"
mineral = /obj/item/stack/sheet/mineral/gold
walltype = /turf/closed/wall/mineral/gold
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_GOLD_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_GOLD_WALLS
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
fake_icon = 'icons/turf/walls/silver_wall.dmi'
icon_state = "silver_wall-open"
base_icon_state = "silver_wall"
mineral = /obj/item/stack/sheet/mineral/silver
walltype = /turf/closed/wall/mineral/silver
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SILVER_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SILVER_WALLS
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
fake_icon = 'icons/turf/walls/diamond_wall.dmi'
icon_state = "diamond_wall-open"
base_icon_state = "diamond_wall"
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/closed/wall/mineral/diamond
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_DIAMOND_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_DIAMOND_WALLS
max_integrity = 800
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definitely a bad idea."
fake_icon = 'icons/turf/walls/plasma_wall.dmi'
icon_state = "plasma_wall-open"
base_icon_state = "plasma_wall"
mineral = /obj/item/stack/sheet/mineral/plasma
walltype = /turf/closed/wall/mineral/plasma
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PLASMA_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_PLASMA_WALLS
/obj/structure/falsewall/bananium
name = "bananium wall"
desc = "A wall with bananium plating. Honk!"
fake_icon = 'icons/turf/walls/bananium_wall.dmi'
icon_state = "bananium_wall-open"
base_icon_state = "bananium_wall"
mineral = /obj/item/stack/sheet/mineral/bananium
walltype = /turf/closed/wall/mineral/bananium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_BANANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_BANANIUM_WALLS
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating. Rough."
fake_icon = 'icons/turf/walls/sandstone_wall.dmi'
icon_state = "sandstone_wall-open"
base_icon_state = "sandstone_wall"
mineral = /obj/item/stack/sheet/mineral/sandstone
walltype = /turf/closed/wall/mineral/sandstone
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SANDSTONE_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SANDSTONE_WALLS
/obj/structure/falsewall/wood
name = "wooden wall"
desc = "A wall with wooden plating. Stiff."
fake_icon = 'icons/turf/walls/wood_wall.dmi'
icon_state = "wood_wall-open"
base_icon_state = "wood_wall"
mineral = /obj/item/stack/sheet/mineral/wood
walltype = /turf/closed/wall/mineral/wood
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WOOD_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_WOOD_WALLS
/obj/structure/falsewall/bamboo
name = "bamboo wall"
desc = "A wall with bamboo finish. Zen."
fake_icon = 'icons/turf/walls/bamboo_wall.dmi'
icon_state = "bamboo_wall-open"
base_icon_state = "bamboo_wall"
mineral = /obj/item/stack/sheet/mineral/bamboo
walltype = /turf/closed/wall/mineral/bamboo
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_BAMBOO_WALLS + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS
canSmoothWith = SMOOTH_GROUP_BAMBOO_WALLS
/obj/structure/falsewall/iron
name = "rough iron wall"
desc = "A wall with rough metal plating."
fake_icon = 'icons/turf/walls/iron_wall.dmi'
icon_state = "iron_wall-open"
base_icon_state = "iron_wall"
mineral = /obj/item/stack/rods
mineral_amount = 5
walltype = /turf/closed/wall/mineral/iron
base_icon_state = "iron_wall"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_IRON_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_IRON_WALLS
/obj/structure/falsewall/abductor
name = "alien wall"
desc = "A wall with alien alloy plating."
fake_icon = 'icons/turf/walls/abductor_wall.dmi'
icon_state = "abductor_wall-open"
base_icon_state = "abductor_wall"
mineral = /obj/item/stack/sheet/mineral/abductor
walltype = /turf/closed/wall/mineral/abductor
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_ABDUCTOR_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_ABDUCTOR_WALLS
/obj/structure/falsewall/titanium
name = "wall"
desc = "A light-weight titanium wall used in shuttles."
fake_icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "shuttle_wall-open"
base_icon_state = "shuttle_wall"
mineral = /obj/item/stack/sheet/mineral/titanium
walltype = /turf/closed/wall/mineral/titanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_TITANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_TITANIUM_WALLS
/obj/structure/falsewall/plastitanium
name = "wall"
desc = "An evil wall of plasma and titanium."
fake_icon = 'icons/turf/walls/plastitanium_wall.dmi'
icon_state = "plastitanium_wall-open"
base_icon_state = "plastitanium_wall"
mineral = /obj/item/stack/sheet/mineral/plastitanium
walltype = /turf/closed/wall/mineral/plastitanium
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_PLASTITANIUM_WALLS + SMOOTH_GROUP_WALLS
canSmoothWith = SMOOTH_GROUP_SHUTTLE_PARTS + SMOOTH_GROUP_AIRLOCK + SMOOTH_GROUP_PLASTITANIUM_WALLS
/obj/structure/falsewall/material
name = "wall"
desc = "A huge chunk of material used to separate rooms."
fake_icon = 'icons/turf/walls/material_wall.dmi'
icon_state = "material_wall-open"
base_icon_state = "material_wall"
walltype = /turf/closed/wall/material
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_WALLS + SMOOTH_GROUP_CLOSED_TURFS + SMOOTH_GROUP_MATERIAL_WALLS
canSmoothWith = SMOOTH_GROUP_MATERIAL_WALLS
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/structure/falsewall/material/atom_deconstruct(disassembled = TRUE)
if(disassembled)
new girder_type(loc)
for(var/material in custom_materials)
var/datum/material/material_datum = material
new material_datum.sheet_type(loc, FLOOR(custom_materials[material_datum] / SHEET_MATERIAL_AMOUNT, 1))
/obj/structure/falsewall/material/finalize_material_effects(list/materials)
. = ..()
desc = "A huge chunk of [get_material_english_list(materials)] used to separate rooms."
/obj/structure/falsewall/material/toggle_open()
if(!QDELETED(src))
set_density(!density)
var/mat_opacity = TRUE
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
mat_opacity = FALSE
break
set_opacity(density && mat_opacity)
opening = FALSE
update_appearance()
air_update_turf(TRUE, !density)
/obj/structure/falsewall/material/ChangeToWall(delete = 1)
var/turf/current_turf = get_turf(src)
var/turf/closed/wall/material/new_wall = current_turf.place_on_top(/turf/closed/wall/material)
new_wall.set_custom_materials(custom_materials)
if(delete)
qdel(src)
return current_turf
/obj/structure/falsewall/material/update_icon(updates)
. = ..()
for(var/datum/material/mat in custom_materials)
if(mat.alpha < 255)
update_transparency_underlays()
return
/obj/structure/falsewall/material/proc/update_transparency_underlays()
underlays.Cut()
var/girder_icon_state = "displaced"
if(opening)
girder_icon_state += "_[density ? "opening" : "closing"]"
else if(!density)
girder_icon_state += "_open"
var/mutable_appearance/girder_underlay = mutable_appearance('icons/obj/structures.dmi', girder_icon_state, layer = LOW_OBJ_LAYER-0.01, appearance_flags = RESET_ALPHA | RESET_COLOR | KEEP_APART)
underlays += girder_underlay