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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑
84 lines
3.2 KiB
Plaintext
84 lines
3.2 KiB
Plaintext
GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0,0,0)))
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///simple element to handle frozen obj's
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/datum/element/frozen
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/datum/element/frozen/Attach(datum/target)
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. = ..()
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if(!isobj(target))
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return ELEMENT_INCOMPATIBLE
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var/obj/target_obj = target
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if(target_obj.resistance_flags & FREEZE_PROOF)
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return ELEMENT_INCOMPATIBLE
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if(HAS_TRAIT(target_obj, TRAIT_FROZEN))
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return ELEMENT_INCOMPATIBLE
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ADD_TRAIT(target_obj, TRAIT_FROZEN, ELEMENT_TRAIT(type))
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target_obj.name = "frozen [target_obj.name]"
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target_obj.add_atom_colour(GLOB.freon_color_matrix, TEMPORARY_COLOUR_PRIORITY)
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target_obj.alpha -= 25
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if (isinternalorgan(target))
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var/obj/item/organ/internal/organ = target
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organ.organ_flags |= ORGAN_FROZEN
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else if (isbodypart(target))
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for(var/obj/item/organ/internal/organ in target_obj.contents)
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organ.organ_flags |= ORGAN_FROZEN
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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RegisterSignal(target, COMSIG_MOVABLE_THROW_LANDED, PROC_REF(shatter_on_throw))
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RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(shatter_on_throw))
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RegisterSignal(target, COMSIG_OBJ_UNFREEZE, PROC_REF(on_unfreeze))
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/datum/element/frozen/Detach(datum/source, ...)
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var/obj/obj_source = source
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REMOVE_TRAIT(obj_source, TRAIT_FROZEN, ELEMENT_TRAIT(type))
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UnregisterSignal(obj_source, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_THROW_LANDED, COMSIG_MOVABLE_IMPACT, COMSIG_OBJ_UNFREEZE))
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obj_source.name = replacetext(obj_source.name, "frozen ", "")
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obj_source.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, GLOB.freon_color_matrix)
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obj_source.alpha += 25
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if (isinternalorgan(source))
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var/obj/item/organ/internal/organ = source
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organ.organ_flags &= ~ORGAN_FROZEN
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else if (isbodypart(source))
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for(var/obj/item/organ/internal/organ in obj_source.contents)
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organ.organ_flags &= ~ORGAN_FROZEN
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return ..()
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///signal handler for COMSIG_OBJ_UNFREEZE that forces us to detach from the target
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/datum/element/frozen/proc/on_unfreeze(datum/source)
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SIGNAL_HANDLER
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Detach(source)
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///signal handler for COMSIG_MOVABLE_POST_THROW that shatters our target after impacting after a throw
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/datum/element/frozen/proc/shatter_on_throw(datum/target, datum/thrownthing/throwingdatum)
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SIGNAL_HANDLER
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var/obj/obj_target = target
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if(ismob(throwingdatum.thrower))
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log_combat(throwingdatum.thrower, target, "shattered", addition = "from being thrown due to [target] being frozen.")
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else
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log_combat(throwingdatum.thrower, target, "launched", addition = "shattering it due to being frozen.")
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obj_target.visible_message(span_danger("[obj_target] shatters into a million pieces!"))
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obj_target.obj_flags |= NO_DEBRIS_AFTER_DECONSTRUCTION // disable item spawning
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obj_target.deconstruct(FALSE) // call pre-deletion specialized code -- internals release gas etc
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/// signal handler for COMSIG_MOVABLE_MOVED that unfreezes our target if it moves onto an open turf thats hotter than
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/// our melting temperature.
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/datum/element/frozen/proc/on_moved(datum/target)
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SIGNAL_HANDLER
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var/atom/movable/movable_target = target
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if(movable_target.throwing)
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return
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if(!isopenturf(movable_target.loc))
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return
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var/turf/open/turf_loc = movable_target.loc
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if(turf_loc.air?.temperature >= T0C)//unfreezes target
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Detach(target)
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