mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-09 07:46:20 +00:00
My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. Improving the backbone of the crafting system. Also materials and food code. 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑
347 lines
12 KiB
Plaintext
347 lines
12 KiB
Plaintext
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/obj
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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/// Extra examine line to describe controls, such as right-clicking, left-clicking, etc.
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var/desc_controls
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/// The context returned when an attack against this object doesn't deal any traditional damage to the object.
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var/no_damage_feedback = "without leaving a mark"
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/// Icon to use as a 32x32 preview in crafting menus and such
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var/icon_preview
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var/icon_state_preview
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/// The vertical pixel_z offset applied when the object is anchored on a tile with table
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/// Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables
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var/anchored_tabletop_offset = 0
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var/damtype = BRUTE
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var/force = 0
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/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
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var/wound_bonus = 0
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/// If this attacks a human with no wound armor on the affected body part, add this to the wound mod. Some attacks may be significantly worse at wounding if there's even a slight layer of armor to absorb some of it vs bare flesh
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var/bare_wound_bonus = 0
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/// A multiplier to an object's force when used against a structure, vehicle, machine, or robot.
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/// Use [/obj/proc/get_demolition_modifier] to get the value.
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var/demolition_mod = 1
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/// Cached custom fire overlay
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var/custom_fire_overlay
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/// Particles this obj uses when burning, if any
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var/burning_particles
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var/drag_slowdown // Amount of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
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/// Next pr after the network fix will have me refactor door interactions, so help me god.
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var/id_tag = null
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/// The sound this obj makes when something is buckled to it
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var/buckle_sound = null
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/// The sound this obj makes when something is unbuckled from it
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var/unbuckle_sound = null
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uses_integrity = TRUE
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/obj/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, obj_flags))
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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return ..()
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/// A list of all /obj by their id_tag
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GLOBAL_LIST_EMPTY(objects_by_id_tag)
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/obj/Initialize(mapload)
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. = ..()
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check_on_table()
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if (id_tag)
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GLOB.objects_by_id_tag[id_tag] = src
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/obj/Destroy(force)
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if(!ismachinery(src))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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GLOB.objects_by_id_tag -= id_tag
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. = ..()
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/obj/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
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if(!attacking_item.force)
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return 0
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var/demo_mod = attacking_item.get_demolition_modifier(src)
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var/total_force = CALCULATE_FORCE(attacking_item, attack_modifiers) * demo_mod
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var/damage = take_damage(total_force, attacking_item.damtype, MELEE, TRUE, get_dir(src, user), attacking_item.armour_penetration)
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if(!LAZYACCESS(attack_modifiers, SILENCE_DEFAULT_MESSAGES))
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// Sanity in case one is null for some reason
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var/picked_index = rand(max(length(attacking_item.attack_verb_simple), length(attacking_item.attack_verb_continuous)))
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var/message_verb_continuous = "attacks"
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var/message_verb_simple = "attack"
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// Sanity in case one is... longer than the other?
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if (picked_index && length(attacking_item.attack_verb_continuous) >= picked_index)
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message_verb_continuous = attacking_item.attack_verb_continuous[picked_index]
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if (picked_index && length(attacking_item.attack_verb_simple) >= picked_index)
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message_verb_simple = attacking_item.attack_verb_simple[picked_index]
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if(demo_mod > 1 && prob(damage * 5))
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if(HAS_TRAIT(src, TRAIT_INVERTED_DEMOLITION))
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message_verb_simple = "shred"
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message_verb_continuous = "shreds"
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else
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message_verb_simple = "pulverise"
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message_verb_continuous = "pulverises"
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if(demo_mod < 1)
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message_verb_simple = "ineffectively " + message_verb_simple
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message_verb_continuous = "ineffectively " + message_verb_continuous
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user.visible_message(
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span_danger("[user] [message_verb_continuous] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"),
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span_danger("You [message_verb_simple] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"),
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null,
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COMBAT_MESSAGE_RANGE,
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)
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log_combat(user, src, "attacked", attacking_item)
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return damage
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/attack_ghost(mob/user)
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. = ..()
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if(.)
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return
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SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
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ui_interact(user)
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/obj/singularity_pull(atom/singularity, current_size)
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..()
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if(move_resist == INFINITY)
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return
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src, singularity)
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/obj/get_dumping_location()
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return get_turf(src)
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/obj/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
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VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
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/obj/vv_do_topic(list/href_list)
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. = ..()
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if(!.)
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return
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if(href_list[VV_HK_OSAY])
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return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/object_say, src)
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if(href_list[VV_HK_MASS_DEL_TYPE])
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if(!check_rights(R_DEBUG|R_SERVER))
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return
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var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
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if(action_type == "Cancel" || !action_type)
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return
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if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes")
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return
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if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes")
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return
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var/O_type = type
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switch(action_type)
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if("Strict type")
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var/i = 0
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for(var/obj/Obj in world)
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if(Obj.type == O_type)
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
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message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) "))
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if("Type and subtypes")
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var/i = 0
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for(var/obj/Obj in world)
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if(istype(Obj,O_type))
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
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message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) "))
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/obj/examine(mob/user)
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. = ..()
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if(desc_controls)
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. += span_notice(desc_controls)
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/obj/examine_tags(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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.["renameable"] = "Use a pen on it to rename it or change its description."
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/obj/analyzer_act(mob/living/user, obj/item/analyzer/tool)
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if(atmos_scan(user=user, target=src, silent=FALSE))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced)
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return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced)
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// Should move all contained objects to its location.
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/obj/proc/dump_contents()
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SHOULD_CALL_PARENT(FALSE)
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CRASH("Unimplemented.")
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/obj/handle_ricochet(obj/projectile/proj)
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. = ..()
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if(. && receive_ricochet_damage_coeff)
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take_damage(proj.damage * receive_ricochet_damage_coeff, proj.damage_type, proj.armor_flag, 0, REVERSE_DIR(proj.dir), proj.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
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/// Handles exposing an object to reagents.
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/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
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. = ..()
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if(. & COMPONENT_NO_EXPOSE_REAGENTS)
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return
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SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
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for(var/datum/reagent/reagent as anything in reagents)
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var/reac_volume = reagents[reagent]
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. |= reagent.expose_obj(src, reac_volume, methods, show_message)
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/// Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
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/obj/proc/freeze()
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if(HAS_TRAIT(src, TRAIT_FROZEN))
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return FALSE
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if(resistance_flags & FREEZE_PROOF)
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return FALSE
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AddElement(/datum/element/frozen)
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return TRUE
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/// Unfreezes this obj if its frozen
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/obj/proc/unfreeze()
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SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE)
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/// If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't.
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/obj/proc/can_be_unfasten_wrench(mob/user, silent)
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if(!(isfloorturf(loc) || isindestructiblefloor(loc)) && !anchored)
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to_chat(user, span_warning("[src] needs to be on the floor to be secured!"))
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return FAILED_UNFASTEN
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return SUCCESSFUL_UNFASTEN
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/// Try to unwrench an object in a WONDERFUL DYNAMIC WAY
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/obj/proc/default_unfasten_wrench(mob/user, obj/item/wrench, time = 2 SECONDS)
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if(wrench.tool_behaviour != TOOL_WRENCH)
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return CANT_UNFASTEN
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var/turf/ground = get_turf(src)
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if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
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to_chat(user, span_notice("You fail to secure [src]."))
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return CANT_UNFASTEN
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var/can_be_unfasten = can_be_unfasten_wrench(user)
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if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN)
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return can_be_unfasten
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if(time)
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to_chat(user, span_notice("You begin [anchored ? "un" : ""]securing [src]..."))
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wrench.play_tool_sound(src, 50)
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var/prev_anchored = anchored
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//as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state
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if(!wrench.use_tool(src, user, time, extra_checks = CALLBACK(src, PROC_REF(unfasten_wrench_check), prev_anchored, user)))
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return FAILED_UNFASTEN
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if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
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to_chat(user, span_notice("You fail to secure [src]."))
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return CANT_UNFASTEN
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to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
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set_anchored(!anchored)
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check_on_table()
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH, anchored)
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return SUCCESSFUL_UNFASTEN
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/// For the do_after, this checks if unfastening conditions are still valid
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/obj/proc/unfasten_wrench_check(prev_anchored, mob/user)
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if(anchored != prev_anchored)
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return FALSE
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if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out
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return FALSE
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return TRUE
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/// Adjusts the vertical pixel_z offset when the object is anchored on a tile with table
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/obj/proc/check_on_table()
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if(anchored_tabletop_offset == 0)
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return
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if(istype(src, /obj/structure/table))
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return
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if(anchored && locate(/obj/structure/table) in loc)
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pixel_z = anchored_tabletop_offset
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else
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pixel_z = initial(pixel_z)
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/obj/apply_single_mat_effect(datum/material/material, mat_amount, multiplier)
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. = ..()
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if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
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return
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var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
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force *= strength_mod
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throwforce *= strength_mod
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///This proc is called when the material is removed from an object specifically.
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/obj/remove_single_mat_effect(datum/material/material, mat_amount, multiplier)
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. = ..()
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if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
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return
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var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
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force /= strength_mod
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throwforce /= strength_mod
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/// Returns modifier to how much damage this object does to a target considered vulnerable to "demolition" (other objects, robots, etc)
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/obj/proc/get_demolition_modifier(obj/target)
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if(HAS_TRAIT(target, TRAIT_INVERTED_DEMOLITION))
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return (1 / demolition_mod)
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return demolition_mod
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