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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

423 lines
14 KiB
Plaintext

/// Max number of unanchored items that will be moved from a tile when attempting to add a window to a grille.
#define CLEAR_TILE_MOVE_LIMIT 20
/obj/structure/grille
desc = "A flimsy framework of iron rods."
name = "grille"
icon = 'icons/obj/structures.dmi'
icon_state = "grille"
base_icon_state = "grille"
density = TRUE
anchored = TRUE
pass_flags_self = PASSGRILLE | PASSWINDOW
obj_flags = CONDUCTS_ELECTRICITY | CAN_BE_HIT | IGNORE_DENSITY
pressure_resistance = 5*ONE_ATMOSPHERE
armor_type = /datum/armor/structure_grille
max_integrity = 50
integrity_failure = 0.4
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
var/rods_type = /obj/item/stack/rods
var/rods_amount = 2
/// Whether or not we're disappearing but dramatically
var/dramatically_disappearing = FALSE
/datum/armor/structure_grille
melee = 50
bullet = 70
laser = 70
energy = 100
bomb = 10
/obj/structure/grille/Initialize(mapload)
. = ..()
AddElement(/datum/element/atmos_sensitive, mapload)
register_context()
/obj/structure/grille/Destroy()
update_cable_icons_on_turf(get_turf(src))
return ..()
/obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
update_appearance()
/obj/structure/grille/update_appearance(updates)
if(QDELETED(src))
return
. = ..()
if((updates & UPDATE_SMOOTHING) && (smoothing_flags & USES_SMOOTHING))
QUEUE_SMOOTH(src)
/obj/structure/grille/update_icon_state()
if (broken)
icon_state = "broken[base_icon_state]"
else
icon_state = "[base_icon_state][((atom_integrity / max_integrity) <= 0.5) ? "50_[rand(0, 3)]" : null]"
return ..()
/obj/structure/grille/examine(mob/user)
. = ..()
if(resistance_flags & INDESTRUCTIBLE)
return
if(anchored)
. += span_notice("It's secured in place with [EXAMINE_HINT("screws")]. The rods look like they could be [EXAMINE_HINT("cut")] through.")
else
. += span_notice("The anchoring screws are [EXAMINE_HINT("unscrewed")]. The rods look like they could be [EXAMINE_HINT("cut")] through.")
/obj/structure/grille/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(held_item?.tool_behaviour == TOOL_WIRECUTTER)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
if(held_item?.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[anchored ? "Unanchor" : "Anchor"]"
return CONTEXTUAL_SCREENTIP_SET
return .
/obj/structure/grille/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("delay" = 2 SECONDS, "cost" = 5)
if(RCD_WINDOWGRILLE)
var/cost = 0
var/delay = 0
if(the_rcd.rcd_design_path == /obj/structure/window)
cost = 4
delay = 2 SECONDS
else if(the_rcd.rcd_design_path == /obj/structure/window/reinforced)
cost = 6
delay = 2.5 SECONDS
else if(the_rcd.rcd_design_path == /obj/structure/window/fulltile)
cost = 8
delay = 3 SECONDS
else if(the_rcd.rcd_design_path == /obj/structure/window/reinforced/fulltile)
cost = 12
delay = 4 SECONDS
if(!cost)
return FALSE
return rcd_result_with_memory(
list("delay" = delay, "cost" = cost),
get_turf(src), RCD_MEMORY_WINDOWGRILLE,
)
return FALSE
/obj/structure/grille/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
switch(rcd_data[RCD_DESIGN_MODE])
if(RCD_DECONSTRUCT)
qdel(src)
return TRUE
if(RCD_WINDOWGRILLE)
if(!isturf(loc))
return FALSE
var/turf/T = loc
if(repair_grille())
balloon_alert(user, "grille rebuilt")
if(!clear_tile(user))
return FALSE
var/obj/structure/window/window_path = rcd_data[RCD_DESIGN_PATH]
if(!ispath(window_path))
CRASH("Invalid window path type in RCD: [window_path]")
//checks if its a valid build direction
if(!initial(window_path.fulltile))
if(!valid_build_direction(loc, user.dir, is_fulltile = FALSE))
balloon_alert(user, "window already here!")
return FALSE
var/obj/structure/window/WD = new window_path(T, user.dir)
WD.set_anchored(TRUE)
return TRUE
return FALSE
/obj/structure/grille/proc/clear_tile(mob/user)
var/at_users_feet = get_turf(user)
var/unanchored_items_on_tile
var/obj/item/last_item_moved
for(var/obj/item/item_to_move in loc.contents)
if(!item_to_move.anchored)
if(unanchored_items_on_tile <= CLEAR_TILE_MOVE_LIMIT)
item_to_move.forceMove(at_users_feet)
last_item_moved = item_to_move
unanchored_items_on_tile++
if(!unanchored_items_on_tile)
return TRUE
to_chat(user, span_notice("You move [unanchored_items_on_tile == 1 ? "[last_item_moved]" : "some things"] out of the way."))
if(unanchored_items_on_tile - CLEAR_TILE_MOVE_LIMIT > 0)
to_chat(user, span_warning("There's still too much stuff in the way!"))
return FALSE
return TRUE
/obj/structure/grille/Bumped(atom/movable/AM)
if(!ismob(AM))
return
var/mob/M = AM
shock(M, 70)
/obj/structure/grille/attack_animal(mob/user, list/modifiers)
. = ..()
if(!.)
return
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/grille/hulk_damage()
return 60
/obj/structure/grille/attack_hulk(mob/living/carbon/human/user)
if(shock(user, 70))
return
. = ..()
/obj/structure/grille/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message(span_warning("[user] hits [src]."), null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "hit")
if(!shock(user, 70))
take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_alien(mob/living/user, list/modifiers)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message(span_warning("[user] mangles [src]."), null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
take_damage(20, BRUTE, MELEE, 1)
/obj/structure/grille/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(!. && isprojectile(mover))
return prob(30)
/obj/structure/grille/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
if(!density)
return TRUE
if(pass_info.pass_flags & PASSGRILLE)
return TRUE
return FALSE
/obj/structure/grille/wirecutter_act_secondary(mob/living/user, obj/item/tool)
add_fingerprint(user)
if(shock(user, 100))
return
tool.play_tool_sound(src, 100)
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/structure/grille/screwdriver_act(mob/living/user, obj/item/tool)
if(!isturf(loc))
return FALSE
add_fingerprint(user)
if(shock(user, 90))
return FALSE
if(!tool.use_tool(src, user, 0, volume=100))
return FALSE
set_anchored(!anchored)
user.visible_message(span_notice("[user] [anchored ? "fastens" : "unfastens"] [src]."), \
span_notice("You [anchored ? "fasten [src] to" : "unfasten [src] from"] the floor."))
return ITEM_INTERACT_SUCCESS
/obj/structure/grille/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(tool, /obj/item/stack/rods) && broken)
if(!do_after(user, 1 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
if(shock(user, 90))
return ITEM_INTERACT_BLOCKING
var/obj/item/stack/rods/grille_to_be = tool
user.visible_message(span_notice("[user] rebuilds the broken grille."), \
span_notice("You rebuild the broken grille."))
repair_grille()
grille_to_be.use(1)
return ITEM_INTERACT_SUCCESS
//window placing begin
if(!broken && (is_glass_sheet(tool) || istype(tool, /obj/item/stack/sheet/bronze)))
var/obj/item/stack/to_spend = tool
if (to_spend.get_amount() < 2)
to_chat(user, span_warning("You need at least two sheets of glass for that!"))
return ITEM_INTERACT_BLOCKING
var/dir_to_set = SOUTHWEST
if(!anchored)
to_chat(user, span_warning("[src] needs to be fastened to the floor first!"))
return ITEM_INTERACT_BLOCKING
for(var/obj/structure/window/competitor in loc)
to_chat(user, span_warning("There is already a window there!"))
return ITEM_INTERACT_BLOCKING
if(!clear_tile(user))
return ITEM_INTERACT_BLOCKING
to_chat(user, span_notice("You start placing the window..."))
if(!do_after(user,20, target = src))
return ITEM_INTERACT_BLOCKING
if(!src.loc || !anchored) //Grille broken or unanchored while waiting
return ITEM_INTERACT_BLOCKING
for(var/obj/structure/window/competitor in loc) //Another window already installed on grille
return ITEM_INTERACT_BLOCKING
if(!clear_tile(user))
return ITEM_INTERACT_BLOCKING
var/obj/structure/window/building_window
if(istype(tool, /obj/item/stack/sheet/plasmarglass))
building_window = new/obj/structure/window/reinforced/plasma/fulltile(drop_location()) //reinforced plasma window
else if(istype(tool, /obj/item/stack/sheet/plasmaglass))
building_window = new/obj/structure/window/plasma/fulltile(drop_location()) //plasma window
else if(istype(tool, /obj/item/stack/sheet/rglass))
building_window = new/obj/structure/window/reinforced/fulltile(drop_location()) //reinforced window
else if(istype(tool, /obj/item/stack/sheet/titaniumglass))
building_window = new/obj/structure/window/reinforced/shuttle(drop_location())
else if(istype(tool, /obj/item/stack/sheet/plastitaniumglass))
building_window = new/obj/structure/window/reinforced/plasma/plastitanium(drop_location())
else if(istype(tool, /obj/item/stack/sheet/bronze))
building_window = new/obj/structure/window/bronze/fulltile(drop_location())
else
building_window = new/obj/structure/window/fulltile(drop_location()) //normal window
building_window.setDir(dir_to_set)
building_window.set_anchored(FALSE)
building_window.state = 0
to_spend.use(2)
to_chat(user, span_notice("You place [to_spend] on [src]."))
return ITEM_INTERACT_SUCCESS
//window placing end
if((tool.obj_flags & CONDUCTS_ELECTRICITY) && shock(user, 70))
return ITEM_INTERACT_BLOCKING
return NONE
/obj/structure/grille/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/grillehit.ogg', 80, TRUE)
else
playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src, 'sound/items/tools/welder.ogg', 80, TRUE)
/obj/structure/grille/atom_deconstruct(disassembled = TRUE)
var/obj/rods = new rods_type(drop_location(), rods_amount)
transfer_fingerprints_to(rods)
/obj/structure/grille/atom_break()
. = ..()
if(broken)
return
set_density(FALSE)
atom_integrity = 20
broken = TRUE
rods_amount = 1
var/obj/item/dropped_rods = new rods_type(drop_location(), rods_amount)
transfer_fingerprints_to(dropped_rods)
update_appearance()
/obj/structure/grille/proc/repair_grille()
if(!broken)
return FALSE
set_density(TRUE)
atom_integrity = max_integrity
broken = FALSE
rods_amount = 2
update_appearance()
return TRUE
/obj/structure/grille/shock(mob/living/shocking, chance = 100, shock_source, siemens_coeff = 1)
if(!anchored || broken) // anchored/broken grilles are never connected
return FALSE
var/turf/grill_loc = get_turf(src)
if(grill_loc.overfloor_placed)//cant be a floor in the way!
return FALSE
var/obj/structure/cable/grill_cable = grill_loc.get_cable_node()
if(isnull(grill_cable))
return FALSE
shock_source = grill_cable
if(!..())
return FALSE
// Shocking hurts the grille (to weaken monkey powersinks)
if(prob(50))
take_damage(1, BURN, FIRE, sound_effect = FALSE)
return TRUE
/obj/structure/grille/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return exposed_temperature > T0C + 1500 && !broken
/obj/structure/grille/atmos_expose(datum/gas_mixture/air, exposed_temperature)
take_damage(1, BURN, 0, 0)
/obj/structure/grille/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(isobj(AM))
if(prob(50) && anchored && !broken)
var/obj/O = AM
if(O.throwforce != 0)//don't want to let people spam tesla bolts, this way it will break after time
var/turf/T = get_turf(src)
if(T.overfloor_placed)
return FALSE
var/obj/structure/cable/C = T.get_cable_node()
if(C)
playsound(src, 'sound/effects/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
tesla_zap(source = src, zap_range = 3, power = C.newavail() * 0.01, cutoff = 1e3, zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_MOB_STUN | ZAP_LOW_POWER_GEN | ZAP_ALLOW_DUPLICATES) //Zap for 1/100 of the amount of power. At a million watts in the grid, it will be as powerful as a tesla revolver shot.
C.add_delayedload(C.newavail() * 0.0375) // you can gain up to 3.5 via the 4x upgrades power is halved by the pole so thats 2x then 1X then .5X for 3.5x the 3 bounces shock. // What do you mean by this?
return ..()
/obj/structure/grille/get_dumping_location()
return null
/obj/structure/grille/proc/temporary_shatter(time_to_go = 0 SECONDS, time_to_return = 4 SECONDS)
if(dramatically_disappearing)
return
//disappear in 1 second
dramatically_disappearing = TRUE
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, moveToNullspace)), time_to_go) //woosh
// come back in 1 + 4 seconds
addtimer(VARSET_CALLBACK(src, atom_integrity, atom_integrity), time_to_go + time_to_return) //set the health back (icon is updated on move)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/movable, forceMove), loc), time_to_go + time_to_return) //we back boys
addtimer(VARSET_CALLBACK(src, dramatically_disappearing, FALSE), time_to_go + time_to_return) //also set the var back
/// Do some very specific checks to see if we *would* get shocked. Returns TRUE if it's shocked
/obj/structure/grille/proc/is_shocked()
var/turf/turf = get_turf(src)
var/obj/structure/cable/cable = turf.get_cable_node()
var/list/powernet_info = get_powernet_info_from_source(cable)
if(!powernet_info)
return FALSE
var/datum/powernet/powernet = powernet_info["powernet"]
return !!powernet.get_electrocute_damage()
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = FALSE
broken = TRUE
rods_amount = 1
/obj/structure/grille/broken/Initialize(mapload)
. = ..()
take_damage(max_integrity * 0.6)
#undef CLEAR_TILE_MOVE_LIMIT