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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

341 lines
10 KiB
Plaintext

//NOT using the existing /obj/machinery/door type, since that has some complications on its own, mainly based on its
//machineryness
/obj/structure/mineral_door
name = "iron door"
density = TRUE
anchored = TRUE
opacity = TRUE
layer = CLOSED_DOOR_LAYER
material_flags = MATERIAL_EFFECTS
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
armor_type = /datum/armor/structure_mineral_door
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
material_modifier = 0.25
var/door_opened = FALSE //if it's open or not.
var/isSwitchingStates = FALSE //don't try to change stats if we're already opening
var/close_delay = -1 //-1 if does not auto close.
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
var/closeSound = 'sound/effects/stonedoor_openclose.ogg'
var/sheetType = /obj/item/stack/sheet/iron //what we're made of
var/sheetAmount = 10 //how much it takes to construct us.
/datum/armor/structure_mineral_door
melee = 10
energy = 100
bomb = 10
fire = 50
acid = 50
/obj/structure/mineral_door/Initialize(mapload)
. = ..()
var/obj/item/stack/initialized_mineral = new sheetType // Okay this kinda sucks.
set_custom_materials(initialized_mineral.mats_per_unit, sheetAmount)
qdel(initialized_mineral)
air_update_turf(TRUE, TRUE)
/obj/structure/mineral_door/Destroy()
if(!door_opened)
air_update_turf(TRUE, FALSE)
. = ..()
/obj/structure/mineral_door/Move()
var/turf/T = loc
. = ..()
if(!door_opened)
move_update_air(T)
/obj/structure/mineral_door/Bumped(atom/movable/AM)
..()
if(!door_opened)
return TryToSwitchState(AM)
/obj/structure/mineral_door/attack_ai(mob/user) //those aren't machinery, they're just big fucking slabs of a mineral
if(isAI(user)) //so the AI can't open it
return
else if(iscyborg(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
/obj/structure/mineral_door/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/obj/structure/mineral_door/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
return TryToSwitchState(user)
/obj/structure/mineral_door/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(istype(mover, /obj/effect/beam))
return !opacity
/obj/structure/mineral_door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates || !anchored)
return
if(isliving(user))
var/mob/living/matters = user
if(matters.client)
if(iscarbon(matters))
var/mob/living/carbon/carbon_user = matters
if(!carbon_user.handcuffed)
SwitchState()
else
SwitchState()
else if(ismecha(user))
SwitchState()
/obj/structure/mineral_door/proc/SwitchState()
if(door_opened)
Close()
else
Open()
/obj/structure/mineral_door/proc/Open()
isSwitchingStates = TRUE
playsound(src, openSound, 100, TRUE)
set_opacity(FALSE)
flick("[initial(icon_state)]opening",src)
sleep(1 SECONDS)
set_density(FALSE)
door_opened = TRUE
layer = OPEN_DOOR_LAYER
air_update_turf(TRUE, FALSE)
update_appearance()
isSwitchingStates = FALSE
if(close_delay != -1)
addtimer(CALLBACK(src, PROC_REF(Close)), close_delay)
/obj/structure/mineral_door/proc/Close()
if(isSwitchingStates || !door_opened)
return
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
return
isSwitchingStates = TRUE
playsound(src, closeSound, 100, TRUE)
flick("[initial(icon_state)]closing",src)
sleep(1 SECONDS)
set_density(TRUE)
set_opacity(TRUE)
door_opened = FALSE
layer = initial(layer)
air_update_turf(TRUE, TRUE)
update_appearance()
isSwitchingStates = FALSE
/obj/structure/mineral_door/update_icon_state()
icon_state = "[initial(icon_state)][door_opened ? "open":""]"
return ..()
/obj/structure/mineral_door/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(pickaxe_door(user, tool))
return ITEM_INTERACT_SUCCESS
if(!user.combat_mode)
return attack_hand(user) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
return NONE
/obj/structure/mineral_door/set_anchored(anchorvalue) //called in default_unfasten_wrench() chain
. = ..()
set_opacity(anchored ? !door_opened : FALSE)
air_update_turf(TRUE, anchorvalue)
/obj/structure/mineral_door/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool, time = 4 SECONDS)
return ITEM_INTERACT_SUCCESS
/////////////////////// TOOL OVERRIDES ///////////////////////
/obj/structure/mineral_door/proc/pickaxe_door(mob/living/user, obj/item/I) //override if the door isn't supposed to be a minable mineral.
if(!istype(user))
return
if(I.tool_behaviour != TOOL_MINING)
return
. = TRUE
to_chat(user, span_notice("You start digging [src]..."))
if(I.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You finish digging."))
deconstruct(TRUE)
/obj/structure/mineral_door/welder_act(mob/living/user, obj/item/I) //override if the door is supposed to be flammable.
..()
. = TRUE
if(anchored)
to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
return
user.visible_message(span_notice("[user] starts to weld apart [src]!"), span_notice("You start welding apart [src]."))
if(!I.use_tool(src, user, 60, 5, 50))
to_chat(user, span_warning("You failed to weld apart [src]!"))
return
user.visible_message(span_notice("[user] welded [src] into pieces!"), span_notice("You welded apart [src]!"))
deconstruct(TRUE)
/obj/structure/mineral_door/proc/crowbar_door(mob/living/user, obj/item/I) //if the door is flammable, call this in crowbar_act() so we can still decon it
. = TRUE
if(anchored)
to_chat(user, span_warning("[src] is still firmly secured to the ground!"))
return
user.visible_message(span_notice("[user] starts to pry apart [src]!"), span_notice("You start prying apart [src]."))
if(!I.use_tool(src, user, 60, volume = 50))
to_chat(user, span_warning("You failed to pry apart [src]!"))
return
user.visible_message(span_notice("[user] pried [src] into pieces!"), span_notice("You pried apart [src]!"))
deconstruct(TRUE)
/////////////////////// END TOOL OVERRIDES ///////////////////////
/obj/structure/mineral_door/atom_deconstruct(disassembled = TRUE)
var/turf/T = get_turf(src)
if(disassembled)
new sheetType(T, sheetAmount)
else
new sheetType(T, max(sheetAmount - 2, 1))
/obj/structure/mineral_door/iron
name = "iron door"
max_integrity = 300
sheetAmount = 20
/obj/structure/mineral_door/silver
name = "silver door"
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
max_integrity = 300
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/gold
name = "gold door"
icon_state = "gold"
sheetType = /obj/item/stack/sheet/mineral/gold
rad_insulation = RAD_HEAVY_INSULATION
/obj/structure/mineral_door/uranium
name = "uranium door"
icon_state = "uranium"
sheetType = /obj/item/stack/sheet/mineral/uranium
max_integrity = 300
light_range = 2
/obj/structure/mineral_door/sandstone
name = "sandstone door"
icon_state = "sandstone"
sheetType = /obj/item/stack/sheet/mineral/sandstone
max_integrity = 100
/obj/structure/mineral_door/transparent
opacity = FALSE
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/transparent/Close()
..()
set_opacity(FALSE)
/obj/structure/mineral_door/transparent/plasma
name = "plasma door"
icon_state = "plasma"
sheetType = /obj/item/stack/sheet/mineral/plasma
/obj/structure/mineral_door/transparent/diamond
name = "diamond door"
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
max_integrity = 1000
rad_insulation = RAD_EXTREME_INSULATION
/obj/structure/mineral_door/wood
name = "wood door"
icon_state = "wood"
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
max_integrity = 200
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/mineral_door/wood/pickaxe_door(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/wood/welder_act(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/wood/crowbar_act(mob/living/user, obj/item/I)
return crowbar_door(user, I)
/obj/structure/mineral_door/wood/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
fire_act(tool.get_temperature())
return ITEM_INTERACT_SUCCESS
return ..()
/obj/structure/mineral_door/paperframe
name = "paper frame door"
icon_state = "paperframe"
openSound = 'sound/effects/doorcreaky.ogg'
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/paperframes
sheetAmount = 3
resistance_flags = FLAMMABLE
max_integrity = 20
/obj/structure/mineral_door/paperframe/Initialize(mapload)
. = ..()
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/structure/mineral_door/paperframe/examine(mob/user)
. = ..()
if(atom_integrity < max_integrity)
. += span_info("It looks a bit damaged, you may be able to fix it with some <b>paper</b>.")
/obj/structure/mineral_door/paperframe/pickaxe_door(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/paperframe/welder_act(mob/living/user, obj/item/I)
return
/obj/structure/mineral_door/paperframe/crowbar_act(mob/living/user, obj/item/I)
return crowbar_door(user, I)
/obj/structure/mineral_door/paperframe/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(tool.get_temperature() >= FIRE_MINIMUM_TEMPERATURE_TO_EXIST) //BURN IT ALL DOWN JIM
fire_act(tool.get_temperature())
return ITEM_INTERACT_SUCCESS
if(!user.combat_mode && istype(tool, /obj/item/paper) && (atom_integrity < max_integrity))
user.visible_message(span_notice("[user] starts to patch the holes in [src]."), span_notice("You start patching some of the holes in [src]!"))
if(!do_after(user, 2 SECONDS, src))
return ITEM_INTERACT_BLOCKING
atom_integrity = min(atom_integrity+4,max_integrity)
qdel(tool)
user.visible_message(span_notice("[user] patches some of the holes in [src]."), span_notice("You patch some of the holes in [src]!"))
return ITEM_INTERACT_SUCCESS
return ..()
/obj/structure/mineral_door/paperframe/Destroy()
if(smoothing_flags & USES_SMOOTHING)
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()