Files
Bubberstation/code/game/objects/structures/door_assembly.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

391 lines
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/obj/structure/door_assembly
name = "airlock assembly"
icon = 'icons/obj/doors/airlocks/station/public.dmi'
icon_state = "construction"
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
anchored = FALSE
density = TRUE
max_integrity = 200
/// Airlock's current construction state
var/state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
var/base_name = "Airlock"
var/created_name = null
var/mineral = null
var/obj/item/electronics/airlock/electronics = null
/// Do we perform the extra checks required for multi-tile (large) airlocks
var/multi_tile = FALSE
/// The type path of the airlock once completed (solid version)
var/airlock_type = /obj/machinery/door/airlock
/// The type path of the airlock once completed (glass version)
var/glass_type = /obj/machinery/door/airlock/glass
/// FALSE = glass can be installed. TRUE = glass is already installed.
var/glass = FALSE
/// Whether to heat-proof the finished airlock
var/heat_proof_finished = FALSE
/// If you're changing the airlock material, what is the previous type
var/previous_assembly = /obj/structure/door_assembly
/// Airlocks with no glass version, also cannot be modified with sheets
var/noglass = FALSE
/// Airlock with glass version, but cannot be modified with sheets
var/nomineral = FALSE
/// What type of material the airlock drops when deconstructed
var/material_type = /obj/item/stack/sheet/iron
/// Amount of material the airlock drops when deconstructed
var/material_amt = 4
/obj/structure/door_assembly/multi_tile
name = "large airlock assembly"
icon = 'icons/obj/doors/airlocks/multi_tile/public/glass.dmi'
overlays_file = 'icons/obj/doors/airlocks/multi_tile/public/overlays.dmi'
base_name = "large airlock"
glass_type = /obj/machinery/door/airlock/multi_tile/public/glass
airlock_type = /obj/machinery/door/airlock/multi_tile/public/glass
dir = EAST
multi_tile = TRUE
glass = TRUE
nomineral = TRUE
material_amt = 8
/obj/structure/door_assembly/Initialize(mapload)
. = ..()
update_appearance()
update_name()
/obj/structure/door_assembly/multi_tile/Initialize(mapload)
. = ..()
set_bounds()
update_overlays()
/obj/structure/door_assembly/multi_tile/Move()
. = ..()
set_bounds()
/obj/structure/door_assembly/examine(mob/user)
. = ..()
switch(state)
if(AIRLOCK_ASSEMBLY_NEEDS_WIRES)
if(anchored)
. += span_notice("The anchoring bolts are <b>wrenched</b> in place, but the maintenance panel lacks <i>wiring</i>.")
else
. += span_notice("The assembly is <b>welded together</b>, but the anchoring bolts are <i>unwrenched</i>.")
if(AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS)
. += span_notice("The maintenance panel is <b>wired</b>, but the circuit slot is <i>empty</i>.")
if(AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
. += span_notice("The circuit is <b>connected loosely</b> to its slot, but the maintenance panel is <i>unscrewed and open</i>.")
if(!mineral && !nomineral && !glass && !noglass)
. += span_notice("There are <i>empty</i> slots for glass windows and mineral covers.")
else if(!mineral && !nomineral && glass && !noglass)
. += span_notice("There are <i>empty</i> slots for mineral covers.")
else if(!glass && !noglass)
. += span_notice("There are <i>empty</i> slots for glass windows.")
if(created_name)
. += span_notice("There is a small <i>paper</i> placard on the assembly, written on it is '[created_name]'.")
/obj/structure/door_assembly/attackby(obj/item/W, mob/living/user, list/modifiers, list/attack_modifiers)
if(IS_WRITING_UTENSIL(W) && !user.combat_mode)
var/t = tgui_input_text(user, "Enter the name for the door", "Airlock Renaming", created_name, max_length = MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
else if((W.tool_behaviour == TOOL_WELDER) && (mineral || glass || !anchored ))
if(!W.tool_start_check(user, amount=1))
return
if(mineral)
var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
user.visible_message(span_notice("[user] welds the [mineral] plating off the airlock assembly."), span_notice("You start to weld the [mineral] plating off the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You weld the [mineral] plating off."))
new mineral_path(loc, 2)
var/obj/structure/door_assembly/PA = new previous_assembly(loc)
transfer_assembly_vars(src, PA)
else if(glass)
user.visible_message(span_notice("[user] welds the glass panel out of the airlock assembly."), span_notice("You start to weld the glass panel out of the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You weld the glass panel out."))
if(heat_proof_finished)
new /obj/item/stack/sheet/rglass(get_turf(src))
heat_proof_finished = FALSE
else
new /obj/item/stack/sheet/glass(get_turf(src))
glass = 0
else if(!anchored)
user.visible_message(span_warning("[user] disassembles the airlock assembly."), \
span_notice("You start to disassemble the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=50))
to_chat(user, span_notice("You disassemble the airlock assembly."))
deconstruct(TRUE)
else if(W.tool_behaviour == TOOL_WRENCH)
if(!anchored )
var/door_check = 1
for(var/obj/machinery/door/D in loc)
if(!D.sub_door)
door_check = 0
break
if(door_check)
user.visible_message(span_notice("[user] secures the airlock assembly to the floor."), \
span_notice("You start to secure the airlock assembly to the floor..."), \
span_hear("You hear wrenching."))
if(W.use_tool(src, user, 40, volume=100))
if(anchored)
return
to_chat(user, span_notice("You secure the airlock assembly."))
name = "secured airlock assembly"
set_anchored(TRUE)
else
to_chat(user, "There is another door here!")
else
user.visible_message(span_notice("[user] unsecures the airlock assembly from the floor."), \
span_notice("You start to unsecure the airlock assembly from the floor..."), \
span_hear("You hear wrenching."))
if(W.use_tool(src, user, 40, volume=100))
if(!anchored)
return
to_chat(user, span_notice("You unsecure the airlock assembly."))
name = "airlock assembly"
set_anchored(FALSE)
else if(istype(W, /obj/item/stack/cable_coil) && state == AIRLOCK_ASSEMBLY_NEEDS_WIRES && anchored )
if(!W.tool_start_check(user, amount=1))
return
user.visible_message(span_notice("[user] wires the airlock assembly."), \
span_notice("You start to wire the airlock assembly..."))
if(W.use_tool(src, user, 40, amount=1))
if(state != AIRLOCK_ASSEMBLY_NEEDS_WIRES)
return
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
to_chat(user, span_notice("You wire the airlock assembly."))
name = "wired airlock assembly"
else if((W.tool_behaviour == TOOL_WIRECUTTER) && state == AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS )
user.visible_message(span_notice("[user] cuts the wires from the airlock assembly."), \
span_notice("You start to cut the wires from the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=100))
if(state != AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS)
return
to_chat(user, span_notice("You cut the wires from the airlock assembly."))
new/obj/item/stack/cable_coil(get_turf(user), 1)
state = AIRLOCK_ASSEMBLY_NEEDS_WIRES
name = "secured airlock assembly"
else if(istype(W, /obj/item/electronics/airlock) && state == AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS )
W.play_tool_sound(src, 100)
user.visible_message(span_notice("[user] installs the electronics into the airlock assembly."), \
span_notice("You start to install electronics into the airlock assembly..."))
if(do_after(user, 4 SECONDS, target = src))
if( state != AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS )
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, span_notice("You install the airlock electronics."))
state = AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER
name = "near finished airlock assembly"
electronics = W
else if((W.tool_behaviour == TOOL_CROWBAR) && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER )
user.visible_message(span_notice("[user] removes the electronics from the airlock assembly."), \
span_notice("You start to remove electronics from the airlock assembly..."))
if(W.use_tool(src, user, 40, volume=100))
if(state != AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
return
to_chat(user, span_notice("You remove the airlock electronics."))
state = AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS
name = "wired airlock assembly"
var/obj/item/electronics/airlock/ae
if (!electronics)
ae = new/obj/item/electronics/airlock( loc )
else
ae = electronics
electronics = null
ae.forceMove(src.loc)
else if(istype(W, /obj/item/stack/sheet) && (!glass || !mineral))
var/obj/item/stack/sheet/G = W
if(G)
if(G.get_amount() >= 1)
if(!noglass)
if(!glass)
if(istype(G, /obj/item/stack/sheet/rglass) || istype(G, /obj/item/stack/sheet/glass))
playsound(src, 'sound/items/tools/crowbar.ogg', 100, TRUE)
user.visible_message(span_notice("[user] adds [G.name] to the airlock assembly."), \
span_notice("You start to install [G.name] into the airlock assembly..."))
if(do_after(user, 4 SECONDS, target = src))
if(G.get_amount() < 1 || glass)
return
if(G.type == /obj/item/stack/sheet/rglass)
to_chat(user, span_notice("You install [G.name] windows into the airlock assembly."))
heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
name = "near finished heat-proofed window airlock assembly"
else
to_chat(user, span_notice("You install regular glass windows into the airlock assembly."))
name = "near finished window airlock assembly"
G.use(1)
glass = TRUE
if(!nomineral && !mineral)
if(istype(G, /obj/item/stack/sheet/mineral) && G.sheettype)
var/M = G.sheettype
var/mineralassembly = text2path("/obj/structure/door_assembly/door_assembly_[M]")
if(!ispath(mineralassembly))
to_chat(user, span_warning("You cannot add [G] to [src]!"))
return
if(G.get_amount() >= 2)
playsound(src, 'sound/items/tools/crowbar.ogg', 100, TRUE)
user.visible_message(span_notice("[user] adds [G.name] to the airlock assembly."), \
span_notice("You start to install [G.name] into the airlock assembly..."))
if(do_after(user, 4 SECONDS, target = src))
if(G.get_amount() < 2 || mineral)
return
to_chat(user, span_notice("You install [M] plating into the airlock assembly."))
G.use(2)
var/obj/structure/door_assembly/MA = new mineralassembly(loc)
if(MA.noglass && glass) //in case the new door doesn't support glass. prevents the new one from reverting to a normal airlock after being constructed.
var/obj/item/stack/sheet/dropped_glass
if(heat_proof_finished)
dropped_glass = new /obj/item/stack/sheet/rglass(drop_location())
heat_proof_finished = FALSE
else
dropped_glass = new /obj/item/stack/sheet/glass(drop_location())
glass = FALSE
to_chat(user, span_notice("As you finish, a [dropped_glass.singular_name] falls out of [MA]'s frame."))
transfer_assembly_vars(src, MA, TRUE)
else
to_chat(user, span_warning("You need at least two sheets add a mineral cover!"))
else
to_chat(user, span_warning("You cannot add [G] to [src]!"))
else
to_chat(user, span_warning("You cannot add [G] to [src]!"))
else if((W.tool_behaviour == TOOL_SCREWDRIVER) && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER )
user.visible_message(span_notice("[user] finishes the airlock."), \
span_notice("You start finishing the airlock..."))
if(W.use_tool(src, user, 40, volume=100))
if(loc && state == AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
to_chat(user, span_notice("You finish the airlock."))
finish_door()
else
return ..()
update_name()
update_appearance()
/obj/structure/door_assembly/proc/finish_door()
var/obj/machinery/door/airlock/door
if(glass)
door = new glass_type( loc )
else
door = new airlock_type( loc )
door.setDir(dir)
door.unres_sides = electronics.unres_sides
door.electronics = electronics
door.heat_proof = heat_proof_finished
door.security_level = 0
if(electronics.shell)
door.AddComponent( \
/datum/component/shell, \
unremovable_circuit_components = list(new /obj/item/circuit_component/airlock, new /obj/item/circuit_component/airlock_access_event, new /obj/item/circuit_component/remotecam/airlock), \
capacity = SHELL_CAPACITY_LARGE, \
shell_flags = SHELL_FLAG_ALLOW_FAILURE_ACTION|SHELL_FLAG_REQUIRE_ANCHOR \
)
if(electronics.one_access)
door.req_one_access = electronics.accesses
else
door.req_access = electronics.accesses
if(created_name)
door.name = created_name
else if(electronics.passed_name)
door.name = sanitize(electronics.passed_name)
else
door.name = base_name
if(electronics.passed_cycle_id)
door.closeOtherId = electronics.passed_cycle_id
door.update_other_id()
if(door.unres_sides)
door.unres_sensor = TRUE
door.previous_airlock = previous_assembly
electronics.forceMove(door)
door.autoclose = TRUE
door.close()
door.update_appearance()
qdel(src)
return door
/obj/structure/door_assembly/update_overlays()
. = ..()
if(!glass)
. += get_airlock_overlay("fill_construction", icon, src, TRUE)
else
. += get_airlock_overlay("glass_construction", overlays_file, src, TRUE)
. += get_airlock_overlay("panel_c[state+1]", overlays_file, src, TRUE)
/obj/structure/door_assembly/update_name()
name = ""
switch(state)
if(AIRLOCK_ASSEMBLY_NEEDS_WIRES)
if(anchored)
name = "secured "
if(AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS)
name = "wired "
if(AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER)
name = "near finished "
name += "[heat_proof_finished ? "heat-proofed " : ""][glass ? "window " : ""][base_name] assembly"
return ..()
/obj/structure/door_assembly/proc/transfer_assembly_vars(obj/structure/door_assembly/source, obj/structure/door_assembly/target, previous = FALSE)
target.glass = source.glass
target.heat_proof_finished = source.heat_proof_finished
target.created_name = source.created_name
target.state = source.state
target.set_anchored(source.anchored)
if(previous)
target.previous_assembly = source.type
if(electronics)
target.electronics = source.electronics
source.electronics.forceMove(target)
target.update_appearance()
target.update_name()
qdel(source)
/obj/structure/door_assembly/atom_deconstruct(disassembled = TRUE)
var/turf/target_turf = get_turf(src)
if(!disassembled)
material_amt = rand(2,4)
new material_type(target_turf, material_amt)
if(glass)
if(disassembled)
if(heat_proof_finished)
new /obj/item/stack/sheet/rglass(target_turf)
else
new /obj/item/stack/sheet/glass(target_turf)
else
new /obj/item/shard(target_turf)
if(mineral)
var/obj/item/stack/sheet/mineral/mineral_path = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new mineral_path(target_turf, 2)
/obj/structure/door_assembly/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_DECONSTRUCT)
return list("delay" = 5 SECONDS, "cost" = 16)
return FALSE
/obj/structure/door_assembly/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, list/rcd_data)
if(rcd_data["[RCD_DESIGN_MODE]"] == RCD_DECONSTRUCT)
qdel(src)
return TRUE
return FALSE