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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

334 lines
10 KiB
Plaintext

/*
CONTAINS:
SAFES
FLOOR SAFES
*/
/// Chance for a sound clue
#define SOUND_CHANCE 10
/// Explosion number threshold for opening safe
#define BROKEN_THRESHOLD 3
//SAFES
/obj/structure/safe
name = "safe"
desc = "A huge chunk of metal with a dial embedded in it. Fine print on the dial reads \"Scarborough Arms - 2 tumbler safe, guaranteed thermite resistant, explosion resistant, and assistant resistant.\""
icon = 'icons/obj/structures.dmi'
icon_state = "safe"
anchored = TRUE
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
obj_flags = CONDUCTS_ELECTRICITY
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
custom_materials = list(
/datum/material/metalhydrogen = SHEET_MATERIAL_AMOUNT * 15,
/datum/material/alloy/plastitanium = SHEET_MATERIAL_AMOUNT * 8,
/datum/material/alloy/plasteel = SHEET_MATERIAL_AMOUNT * 6,
/datum/material/titanium = SHEET_MATERIAL_AMOUNT * 3,
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3,
)
material_flags = MATERIAL_EFFECTS
/// The maximum combined w_class of stuff in the safe
var/maxspace = 24
/// The amount of tumblers that will be generated
var/number_of_tumblers = 2
/// Whether the safe is open or not
var/open = FALSE
/// Whether the safe is locked or not
var/locked = TRUE
/// The position the dial is pointing to
var/dial = 0
/// The list of tumbler dial positions that need to be hit
var/list/tumblers = list()
/// The index in the tumblers list of the tumbler dial position that needs to be hit
var/current_tumbler_index = 1
/// The combined w_class of everything in the safe
var/space = 0
/// Tough, but breakable if explosion counts reaches set value
var/explosion_count = 0
/obj/structure/safe/Initialize(mapload)
. = ..()
var/static/list/tool_behaviors = list(
TOOL_WRENCH = list(
SCREENTIP_CONTEXT_LMB = "Reset lock",
),
)
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
// Combination generation
for(var/iterating in 1 to number_of_tumblers)
tumblers.Add(rand(0, 99))
if(density)
AddElement(/datum/element/climbable)
AddElement(/datum/element/elevation, pixel_shift = 22)
if(open && !locked)
return
update_appearance(UPDATE_ICON)
// Put as many items on our turf inside as possible
for(var/obj/item/inserting_item in loc)
if(space >= maxspace)
return
if(inserting_item.w_class + space <= maxspace)
space += inserting_item.w_class
inserting_item.forceMove(src)
/obj/structure/safe/examine(mob/user)
. = ..()
. += span_notice("The locking mechanism gears are <b>wrenched</b> in place.")
/obj/structure/safe/update_icon_state()
//uses the same icon as the captain's spare safe (therefore lockable storage) so keep it in line with that
icon_state = "[initial(icon_state)][open ? null : "_locked"]"
return ..()
/obj/structure/safe/wrench_act(mob/living/user, obj/item/tool)
if(!open)
balloon_alert(user, "must be open!")
return ITEM_INTERACT_BLOCKING
balloon_alert(user, "resetting lock...")
to_chat(user, span_notice("You begin resetting the lock for [src]. You'll need to set [number_of_tumblers] numbers."))
var/list/new_tumblers = list()
for(var/tumbler_index in 1 to number_of_tumblers)
var/input_value = tgui_input_number(user, "Set tumbler #[tumbler_index] (0-99):", "Set Lock", 0, 99, 0)
if(isnull(input_value))
balloon_alert(user, "reset cancelled!")
return ITEM_INTERACT_BLOCKING
if(!user.can_perform_action(src))
balloon_alert(user, "reset interrupted!")
return ITEM_INTERACT_BLOCKING
new_tumblers.Add(input_value)
tool.play_tool_sound(src)
if(!do_after(user, 10 SECONDS, target = src))
return ITEM_INTERACT_BLOCKING
tumblers = new_tumblers
current_tumbler_index = 1
dial = 0
tool.play_tool_sound(src)
to_chat(user, span_notice("You successfully reset the lock for [src]. The new combination is: [tumblers.Join("-")]."))
balloon_alert(user, "lock set!")
return ITEM_INTERACT_SUCCESS
/obj/structure/safe/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!open)
if(!istype(tool, /obj/item/clothing/neck/stethoscope))
to_chat(user, span_warning("You can't put [tool] into the safe while it is closed!"))
return ITEM_INTERACT_BLOCKING
attack_hand(user)
return ITEM_INTERACT_SUCCESS
if(tool.w_class + space > maxspace)
to_chat(user, span_warning("[tool] won't fit in [src]."))
return ITEM_INTERACT_BLOCKING
if(!user.transferItemToLoc(tool, src))
to_chat(user, span_warning("\The [tool] is stuck to your hand, you cannot put it in the safe!"))
return ITEM_INTERACT_BLOCKING
space += tool.w_class
to_chat(user, span_notice("You put [tool] in [src]."))
return ITEM_INTERACT_SUCCESS
/obj/structure/safe/blob_act(obj/structure/blob/B)
return
/obj/structure/safe/ex_act(severity, target)
if(((severity == EXPLODE_HEAVY && target == src) || severity == EXPLODE_DEVASTATE) && explosion_count < BROKEN_THRESHOLD)
explosion_count++
switch(explosion_count)
if(1)
desc = initial(desc) + "\nIt looks a little banged up."
if(2)
desc = initial(desc) + "\nIt's pretty heavily damaged."
if(3)
desc = initial(desc) + "\nThe lock seems to be broken."
return TRUE
return FALSE
/obj/structure/safe/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/simple/safe),
)
/obj/structure/safe/ui_state(mob/user)
return GLOB.physical_state
/obj/structure/safe/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Safe", name)
ui.open()
/obj/structure/safe/ui_data(mob/user)
var/list/data = list()
data["dial"] = dial
data["open"] = open
data["locked"] = locked
data["broken"] = check_broken()
if(open)
var/list/contents_names = list()
data["contents"] = contents_names
for(var/obj/jewel in contents)
contents_names[++contents_names.len] = list("name" = jewel.name, "sprite" = jewel.icon_state)
user << browse_rsc(icon(jewel.icon, jewel.icon_state), "[jewel.icon_state].png")
return data
/obj/structure/safe/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/user = usr
if(!user.can_perform_action(src))
return
var/canhear = FALSE
if(user.is_holding_item_of_type(/obj/item/clothing/neck/stethoscope))
canhear = TRUE
switch(action)
if("open")
if(!check_unlocked() && !open && !broken)
to_chat(user, span_warning("You cannot open [src], as its lock is engaged!"))
return
to_chat(user, span_notice("You [open ? "close" : "open"] [src]."))
open = !open
update_appearance()
return TRUE
if("turnright")
if(open)
return
if(broken)
to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
return
var/ticks = text2num(params["num"])
for(var/iterate in 1 to ticks)
dial = WRAP(dial - 1, 0, 100)
var/invalid_turn = current_tumbler_index % 2 == 0 || current_tumbler_index > number_of_tumblers
if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
current_tumbler_index = 1
if(!invalid_turn && dial == tumblers[current_tumbler_index])
notify_user(user, canhear, list("tink", "krink", "plink"), ticks, iterate)
current_tumbler_index++
else
notify_user(user, canhear, list("clack", "scrape", "clank"), ticks, iterate)
check_unlocked()
return TRUE
if("turnleft")
if(open)
return
if(broken)
to_chat(user, span_warning("The dial will not turn, as the mechanism is destroyed!"))
return
var/ticks = text2num(params["num"])
for(var/iterate in 1 to ticks)
dial = WRAP(dial + 1, 0, 100)
var/invalid_turn = current_tumbler_index % 2 != 0 || current_tumbler_index > number_of_tumblers
if(invalid_turn) // The moment you turn the wrong way or go too far, the tumblers reset
current_tumbler_index = 1
if(!invalid_turn && dial == tumblers[current_tumbler_index])
notify_user(user, canhear, list("tonk", "krunk", "plunk"), ticks, iterate)
current_tumbler_index++
else
notify_user(user, canhear, list("click", "chink", "clink"), ticks, iterate)
check_unlocked()
return TRUE
if("retrieve")
if(!open)
return
var/index = text2num(params["index"])
if(!index)
return
var/obj/item/retrieved_item = contents[index]
if(!retrieved_item || !in_range(src, user))
return
user.put_in_hands(retrieved_item)
space -= retrieved_item.w_class
return TRUE
/**
* Checks if safe is considered in a broken state for force-opening the safe
*/
/obj/structure/safe/proc/check_broken()
return broken || explosion_count >= BROKEN_THRESHOLD
/**
* Called every dial turn to determine whether the safe should unlock or not.
*/
/obj/structure/safe/proc/check_unlocked()
if(check_broken())
return TRUE
if(current_tumbler_index > number_of_tumblers)
locked = FALSE
visible_message(span_boldnotice("[pick("Spring", "Sprang", "Sproing", "Clunk", "Krunk")]!"))
return TRUE
locked = TRUE
return FALSE
/**
* Called every dial turn to provide feedback if possible.
*/
/obj/structure/safe/proc/notify_user(user, canhear, sounds, total_ticks, current_tick)
if(!canhear)
return
if(current_tick == 2)
to_chat(user, span_italics("The sounds from [src] are too fast and blend together."))
if(total_ticks == 1 || prob(SOUND_CHANCE))
balloon_alert(user, pick(sounds))
/obj/structure/safe/open
open = TRUE
locked = FALSE
//FLOOR SAFES
/obj/structure/safe/floor
name = "floor safe"
icon_state = "floorsafe"
density = FALSE
layer = LOW_OBJ_LAYER
custom_materials = list(
/datum/material/metalhydrogen = SHEET_MATERIAL_AMOUNT * 15,
/datum/material/alloy/plastitanium = SHEET_MATERIAL_AMOUNT * 8,
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.55,
)
/obj/structure/safe/floor/Initialize(mapload)
. = ..()
AddElement(/datum/element/undertile)
/obj/structure/safe/floor/open
open = TRUE
locked = FALSE
///Special safe for the station's vault. Not explicitly required, but the piggy bank inside it is.
/obj/structure/safe/vault
/obj/structure/safe/vault/Initialize(mapload)
. = ..()
var/obj/item/piggy_bank/vault/piggy = new(src)
space += piggy.w_class
#undef SOUND_CHANCE
#undef BROKEN_THRESHOLD