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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

477 lines
15 KiB
Plaintext

// Basic ladder. By default links to the z-level above/below.
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
base_icon_state = "ladder"
anchored = TRUE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5)
///the ladder below this one
VAR_FINAL/obj/structure/ladder/down
///the ladder above this one
VAR_FINAL/obj/structure/ladder/up
/// Ladders crafted midround can only link to other ladders crafted midround
var/crafted = FALSE
/// travel time for ladder in deciseconds
var/travel_time = 1 SECONDS
/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
..()
GLOB.ladders += src
if(up)
link_up(up)
if(down)
link_down(down)
register_context()
return INITIALIZE_HINT_LATELOAD
/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(up)
context[SCREENTIP_CONTEXT_LMB] = "Climb up"
if(down)
context[SCREENTIP_CONTEXT_RMB] = "Climb down"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/ladder/examine(mob/user)
. = ..()
. += span_info("[EXAMINE_HINT("Left-click")] it to start moving up; [EXAMINE_HINT("Right-click")] to start moving down.")
/obj/structure/ladder/Destroy(force)
GLOB.ladders -= src
disconnect()
return ..()
/// Trait source applied by ladder holes
#define SOURCE_LADDER(ladder) "ladder_[REF(ladder)]"
/// Abstract object used to represent a hole in the floor created by a ladder
/obj/effect/abstract/ladder_hole
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = TRANSPARENT_FLOOR_PLANE
layer = SPACE_LAYER
alpha = 254
/// The ladder that created this hole
VAR_FINAL/obj/structure/ladder/ladder
/obj/effect/abstract/ladder_hole/Initialize(mapload, obj/structure/ladder/ladder)
. = ..()
if(isnull(ladder) || !isopenturf(loc) || isopenspaceturf(loc))
return INITIALIZE_HINT_QDEL
for(var/obj/effect/abstract/ladder_hole/hole in loc)
if(hole.ladder == ladder)
return INITIALIZE_HINT_QDEL
src.ladder = ladder
RegisterSignal(ladder, COMSIG_QDELETING, PROC_REF(cleanup))
icon = ladder.icon
icon_state = "[ladder.base_icon_state]_hole"
render_target = "*[SOURCE_LADDER(ladder)]"
ADD_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
ADD_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
RegisterSignal(loc, COMSIG_TURF_CHANGE, PROC_REF(turf_changing))
RegisterSignal(loc, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(add_ladder_rim))
loc.add_filter(SOURCE_LADDER(ladder), 1, alpha_mask_filter(
x = ladder.pixel_x + ladder.pixel_w,
y = ladder.pixel_y + ladder.pixel_z,
render_source = "*[SOURCE_LADDER(ladder)]",
flags = MASK_INVERSE,
))
loc.update_appearance(UPDATE_OVERLAYS)
/obj/effect/abstract/ladder_hole/Destroy()
if(isnull(ladder))
return ..()
if(isopenturf(loc))
UnregisterSignal(loc, list(COMSIG_TURF_CHANGE, COMSIG_ATOM_UPDATE_OVERLAYS))
REMOVE_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
REMOVE_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
loc.remove_filter(SOURCE_LADDER(ladder))
loc.update_appearance(UPDATE_OVERLAYS)
UnregisterSignal(ladder, COMSIG_QDELETING)
ladder = null
return ..()
/obj/effect/abstract/ladder_hole/proc/cleanup()
SIGNAL_HANDLER
// the ladder will qdel us in its Destroy regardless, when it unlinks
// this is just an extra layer of safety, in case the ladder gets moved or something
qdel(src)
/obj/effect/abstract/ladder_hole/proc/turf_changing(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
post_change_callbacks += CALLBACK(ladder, TYPE_PROC_REF(/obj/structure/ladder, make_base_transparent))
qdel(src)
/obj/effect/abstract/ladder_hole/proc/add_ladder_rim(turf/source, list/overlays)
SIGNAL_HANDLER
var/mutable_appearance/rim = mutable_appearance(
icon = ladder.icon,
icon_state = "[ladder.base_icon_state]_rim",
layer = TURF_DECAL_LAYER,
plane = FLOOR_PLANE,
offset_spokesman = source,
)
rim.pixel_w = ladder.pixel_w
rim.pixel_x = ladder.pixel_x
rim.pixel_y = ladder.pixel_y
rim.pixel_z = ladder.pixel_z
overlays += rim
/// Makes the base of the ladder transparent
/obj/structure/ladder/proc/make_base_transparent()
if(!SSmapping.level_trait(z, ZTRAIT_DOWN)) // Ladders which are actually teleporting you to another z level
return
base_pixel_z = initial(base_pixel_z) + 12
pixel_z = base_pixel_z
new /obj/effect/abstract/ladder_hole(loc, src)
/// Clears any ladder holes created by this ladder
/obj/structure/ladder/proc/clear_base_transparency()
base_pixel_z = initial(base_pixel_z)
pixel_z = base_pixel_z
for(var/obj/effect/abstract/ladder_hole/hole in loc)
if(hole.ladder == src)
qdel(hole)
#undef SOURCE_LADDER
/// Links this ladder to passed ladder (which should generally be below it)
/obj/structure/ladder/proc/link_down(obj/structure/ladder/down_ladder)
if(down)
return
down = down_ladder
down_ladder.up = src
down_ladder.update_appearance(UPDATE_ICON_STATE)
update_appearance(UPDATE_ICON_STATE)
make_base_transparent()
/// Unlinks this ladder from the ladder below it.
/obj/structure/ladder/proc/unlink_down()
if(!down)
return
down.up = null
down.update_appearance(UPDATE_ICON_STATE)
down.update_minimap_blip()
down = null
update_appearance(UPDATE_ICON_STATE)
clear_base_transparency()
/// Links this ladder to passed ladder (which should generally be above it)
/obj/structure/ladder/proc/link_up(obj/structure/ladder/up_ladder)
if(up)
return
up = up_ladder
up_ladder.down = src
up_ladder.make_base_transparent()
up_ladder.update_appearance(UPDATE_ICON_STATE)
update_appearance(UPDATE_ICON_STATE)
/// Unlinks this ladder from the ladder above it.
/obj/structure/ladder/proc/unlink_up()
if(!up)
return
up.down = null
up.clear_base_transparency()
up.update_appearance(UPDATE_ICON_STATE)
up.update_minimap_blip()
up = null
update_appearance(UPDATE_ICON_STATE)
/// Helper to unlink everything
/obj/structure/ladder/proc/disconnect()
unlink_down()
unlink_up()
/obj/structure/ladder/proc/update_minimap_blip()
remove_minimap_blip(MINIMAP_LADDER_BLIP, src)
if(up || down)
add_minimap_blip(src, MINIMAP_LADDER_BLIP, "ladder")
/obj/structure/ladder/LateInitialize()
// By default, discover ladders above and below us vertically
var/turf/base = get_turf(src)
if(isnull(down))
var/obj/structure/ladder/new_down = locate() in GET_TURF_BELOW(base)
if (new_down && crafted == new_down.crafted)
link_down(new_down)
if(isnull(up))
var/obj/structure/ladder/new_up = locate() in GET_TURF_ABOVE(base)
if (new_up && crafted == new_up.crafted)
link_up(new_up)
// Linking updates our icon, so if we failed both links we need a manual update
if(isnull(down) && isnull(up))
update_appearance(UPDATE_ICON_STATE)
update_minimap_blip()
/obj/structure/ladder/update_icon_state()
icon_state = "[base_icon_state][!!up][!!down]"
return ..()
/obj/structure/ladder/singularity_pull(atom/singularity, current_size)
if (!(resistance_flags & INDESTRUCTIBLE))
visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
qdel(src)
/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
return
if(!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(going_up ? !up : !down)
balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
return
if(user.buckled && user.buckled.anchored)
balloon_alert(user, "buckled to something anchored!")
return
if(travel_time)
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
else
travel(user, going_up)
add_fingerprint(user)
/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
show_initial_fluff_message(user, going_up)
// Our climbers athletics ability
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
// Misc bonuses to the climb speed.
var/misc_multiplier = 1
var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
misc_multiplier *= potential_spine.athletics_boost_multiplier
var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
travel(user, going_up, grant_exp = TRUE)
/// The message shown when the player starts climbing the ladder
/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
var/up_down = going_up ? "up" : "down"
user.balloon_alert_to_viewers("climbing [up_down]...")
/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE, grant_exp = FALSE)
var/obj/structure/ladder/ladder = going_up ? up : down
if(!ladder)
balloon_alert(user, "there's nothing that way!")
return
var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
if(response & LADDER_TRAVEL_BLOCK)
return
var/turf/target = get_turf(ladder)
user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
if(grant_exp)
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
user.mind?.adjust_experience(/datum/skill/athletics, round(ATHLETICS_SKILL_MISC_EXP/(fitness_level || 1), 1)) //get a little experience for our trouble
if(!is_ghost)
show_final_fluff_message(user, ladder, going_up)
// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
// this way players can keep climbing up or down with ease until they reach an end.
if(ladder.up && ladder.down)
ladder.show_options(user, is_ghost)
/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
var/up_down = going_up ? "up" : "down"
//POV of players around the source
visible_message(span_notice("[user] climbs [up_down] [src]."))
//POV of players around the destination
user.balloon_alert_to_viewers("climbed [up_down]")
/// Shows a radial menu that players can use to climb up and down a stair.
/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
var/list/tool_list = list()
tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
var/datum/callback/check_menu
if(!is_ghost)
check_menu = CALLBACK(src, PROC_REF(check_menu), user)
var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
var/going_up
switch(result)
if("Up")
going_up = TRUE
if("Down")
going_up = FALSE
else
return
if(is_ghost || !travel_time)
travel(user, going_up, is_ghost)
else
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
if(user.incapacitated || (!user.Adjacent(src)))
return FALSE
return TRUE
/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
use(user)
/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode)
return NONE
use(user)
return ITEM_INTERACT_SUCCESS
/obj/structure/ladder/item_interaction_secondary(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode)
return NONE
use(user, going_up = FALSE)
return ITEM_INTERACT_SUCCESS
/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
if(user.Adjacent(src))
use(user)
return TRUE
/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
ghost_use(user)
return ..()
///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
/obj/structure/ladder/proc/ghost_use(mob/user)
if (!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(!up) //only goes down
travel(user, going_up = FALSE, is_ghost = TRUE)
else if(!down) //only goes up
travel(user, going_up = TRUE, is_ghost = TRUE)
else //goes both ways
show_options(user, is_ghost = TRUE)
// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
/obj/structure/ladder/unbreakable
name = "sturdy ladder"
desc = "An extremely sturdy metal ladder."
resistance_flags = INDESTRUCTIBLE
var/id
var/height = 0 // higher numbers are considered physically higher
/obj/structure/ladder/unbreakable/LateInitialize()
// Override the parent to find ladders based on being height-linked
if (!id || (up && down))
update_appearance()
return
for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
if (unbreakable_ladder.id != id)
continue // not one of our pals
if (!down && unbreakable_ladder.height == height - 1)
down = unbreakable_ladder
unbreakable_ladder.up = src
unbreakable_ladder.update_appearance()
if (up)
break // break if both our connections are filled
else if (!up && unbreakable_ladder.height == height + 1)
up = unbreakable_ladder
unbreakable_ladder.down = src
unbreakable_ladder.update_appearance()
if (down)
break // break if both our connections are filled
update_appearance()
/obj/structure/ladder/crafted
crafted = TRUE