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## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should dob5593bc693/code/__DEFINES/obj_flags.dm (L18)But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhereb5593bc693/code/game/machinery/constructable_frame.dm (L26-L31)This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behindb5593bc693/code/datums/elements/frozen.dm (L66-L67)By hologram objects. Obviously if you destroy an hologram nothing real should drop outb5593bc693/code/modules/holodeck/computer.dm (L301-L304)And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag?b5593bc693/code/game/objects/objs.dm (L368-L369)This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar.b5593bc693/code/game/machinery/_machinery.dm (L811)But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame.b5593bc693/code/game/machinery/_machinery.dm (L820-L822)How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even existsb5593bc693/code/game/objects/items/piggy_bank.dm (L66-L67)**Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on.3e84c3e6da/code/game/objects/obj_defense.dm (L160)So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such3e84c3e6da/code/game/machinery/deployable.dm (L20-L23)Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
334 lines
13 KiB
Plaintext
334 lines
13 KiB
Plaintext
/** This structure acts as a source of moisture loving cell lines,
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as well as a location where a hidden item can somtimes be retrieved
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at the cost of risking a vicious bite.**/
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/obj/structure/moisture_trap
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name = "moisture trap"
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desc = "A device installed in order to control moisture in poorly ventilated areas.\nThe stagnant water inside basin seems to produce serious biofouling issues when improperly maintained.\nThis unit in particular seems to be teeming with life!\nWho thought mother Gaia could assert herself so vigoriously in this sterile and desolate place?"
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icon_state = "moisture_trap"
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anchored = TRUE
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density = FALSE
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///This var stores the hidden item that might be able to be retrieved from the trap
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var/obj/item/hidden_item
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///This var determines if there is a chance to receive a bite when sticking your hand into the water.
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var/critter_infested = TRUE
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///weighted loot table for what loot you can find inside the moisture trap.
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///the actual loot isn't that great and should probably be improved and expanded later.
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var/static/list/loot_table = list(
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/obj/item/food/meat/slab/human/mutant/skeleton = 35,
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/obj/item/food/meat/slab/human/mutant/zombie = 15,
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/obj/item/trash/can = 15,
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/obj/item/clothing/head/helmet/skull = 10,
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/obj/item/restraints/handcuffs = 4,
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/obj/item/restraints/handcuffs/cable/red = 1,
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/obj/item/restraints/handcuffs/cable/blue = 1,
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/obj/item/restraints/handcuffs/cable/green = 1,
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/obj/item/restraints/handcuffs/cable/pink = 1,
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/obj/item/restraints/handcuffs/alien = 2,
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/obj/item/coin/bananium = 10,
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/obj/item/knife/butcher = 5,
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)
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/obj/structure/moisture_trap/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_FISH_SAFE_STORAGE, TRAIT_GENERIC)
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOIST, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 20)
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if(prob(40))
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critter_infested = FALSE
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if(prob(75))
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var/picked_item = pick_weight(loot_table)
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hidden_item = new picked_item(src)
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var/datum/fish_source/moisture_trap/fish_source = new
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if(prob(50)) // 50% chance there's another item to fish out of there
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var/picked_item = pick_weight(loot_table)
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fish_source.fish_table[picked_item] = 5
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fish_source.fish_counts[picked_item] = 1;
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AddComponent(/datum/component/fishing_spot, fish_source)
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/obj/structure/moisture_trap/Destroy()
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if(hidden_item)
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QDEL_NULL(hidden_item)
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return ..()
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///This proc checks if we are able to reach inside the trap to interact with it.
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/obj/structure/moisture_trap/proc/CanReachInside(mob/user)
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if(!isliving(user))
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return FALSE
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var/mob/living/living_user = user
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if(living_user.body_position == STANDING_UP && ishuman(living_user)) //I dont think monkeys can crawl on command.
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return FALSE
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return TRUE
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/obj/structure/moisture_trap/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(iscyborg(user) || isalien(user))
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return
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if(!CanReachInside(user))
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to_chat(user, span_warning("You need to lie down to reach into [src]."))
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return
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to_chat(user, span_notice("You reach down into the cold water of the basin."))
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if(!do_after(user, 2 SECONDS, target = src))
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return
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if(hidden_item)
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user.put_in_hands(hidden_item)
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to_chat(user, span_notice("As you poke around inside [src] you feel the contours of something hidden below the murky waters.</span>\n<span class='nicegreen'>You retrieve [hidden_item] from [src]."))
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hidden_item = null
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return
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if(critter_infested && prob(50) && iscarbon(user))
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var/mob/living/carbon/bite_victim = user
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var/obj/item/bodypart/affecting = bite_victim.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks it's [pick("fangs", "beak", "proboscis")] into your arm!"))
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if(affecting?.receive_damage(30))
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bite_victim.update_damage_overlays()
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playsound(src,'sound/weapons/bite.ogg', 70, TRUE)
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return
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to_chat(user, span_warning("You find nothing of value..."))
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/obj/structure/moisture_trap/attackby(obj/item/I, mob/user, params)
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if(iscyborg(user) || isalien(user) || !CanReachInside(user))
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return ..()
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add_fingerprint(user)
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if(is_reagent_container(I))
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if(istype(I, /obj/item/food/monkeycube))
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var/obj/item/food/monkeycube/cube = I
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cube.Expand()
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return
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var/obj/item/reagent_containers/reagent_container = I
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if(reagent_container.is_open_container())
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reagent_container.reagents.add_reagent(/datum/reagent/water, min(reagent_container.volume - reagent_container.reagents.total_volume, reagent_container.amount_per_transfer_from_this))
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to_chat(user, span_notice("You fill [reagent_container] from [src]."))
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return
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if(hidden_item)
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to_chat(user, span_warning("There is already something inside [src]."))
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in [src]!"))
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return
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hidden_item = I
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to_chat(user, span_notice("You hide [I] inside the basin."))
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#define ALTAR_INACTIVE 0
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#define ALTAR_STAGEONE 1
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#define ALTAR_STAGETWO 2
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#define ALTAR_STAGETHREE 3
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#define ALTAR_TIME (9.5 SECONDS)
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/obj/structure/destructible/cult/pants_altar
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name = "strange structure"
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desc = "What is this? Who put it on this station? And why does it emanate <span class='hypnophrase'>strange energy?</span>"
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icon_state = "altar"
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cult_examine_tip = "Even you don't understand the eldritch magic behind this."
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break_message = "<span class='warning'>The structure shatters, leaving only a demonic screech!</span>"
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break_sound = 'sound/magic/demon_dies.ogg'
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light_color = LIGHT_COLOR_BLOOD_MAGIC
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light_range = 2
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use_cooldown_duration = 1 MINUTES
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/// Color of the pants that will come out
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var/pants_color = COLOR_WHITE
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/// Stage of the pants making process
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var/status = ALTAR_INACTIVE
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/obj/structure/destructible/cult/pants_altar/attackby(obj/attacking_item, mob/user, params)
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if(istype(attacking_item, /obj/item/melee/cultblade/dagger) && IS_CULTIST(user) && status)
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to_chat(user, span_notice("[src] is creating something, you can't move it!"))
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return
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return ..()
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/obj/structure/destructible/cult/pants_altar/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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var/list/altar_options = list(
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"Change Color" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_recolor"),
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"Create Artefact" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_create")
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)
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var/altar_result = show_radial_menu(user, src, altar_options, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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switch(altar_result)
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if("Change Color")
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var/chosen_color = input(user, "", "Choose Color", pants_color) as color|null
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if(!isnull(chosen_color) && user.can_perform_action(src))
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pants_color = chosen_color
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if("Create Artefact")
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if(!COOLDOWN_FINISHED(src, use_cooldown) || status != ALTAR_INACTIVE)
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to_chat(user, span_warning("[src] is not ready to create something new yet..."))
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return
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pants_stageone()
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return TRUE
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/obj/structure/destructible/cult/pants_altar/update_icon_state()
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. = ..()
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if(!COOLDOWN_FINISHED(src, use_cooldown))
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icon_state = "altar_off"
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else
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icon_state = "altar"
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/obj/structure/destructible/cult/pants_altar/update_overlays()
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. = ..()
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var/overlayicon
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switch(status)
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if(ALTAR_INACTIVE)
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return
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if(ALTAR_STAGEONE)
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overlayicon = "altar_pants1"
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if(ALTAR_STAGETWO)
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overlayicon = "altar_pants2"
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if(ALTAR_STAGETHREE)
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overlayicon = "altar_pants3"
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var/mutable_appearance/pants_overlay = mutable_appearance(icon, overlayicon)
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pants_overlay.appearance_flags = RESET_COLOR
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pants_overlay.color = pants_color
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. += pants_overlay
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/// Starts creating the pants, plays the sound.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stageone()
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status = ALTAR_STAGEONE
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update_icon()
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visible_message(span_warning("[src] starts creating something..."))
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playsound(src, 'sound/magic/pantsaltar.ogg', 60)
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addtimer(CALLBACK(src, PROC_REF(pants_stagetwo)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby nauseous.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagetwo()
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status = ALTAR_STAGETWO
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update_icon()
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visible_message(span_warning("You start feeling nauseous..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_eye_blur_if_lower(20 SECONDS)
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viewing_mob.adjust_confusion(10 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_stagethree)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby dizzy
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagethree()
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status = ALTAR_STAGETHREE
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update_icon()
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visible_message(span_warning("You start feeling horrible..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_dizzy_if_lower(20 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_create)), ALTAR_TIME)
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/// Finishes the creation, creating the item itself, setting the cooldowns and flashing every mob nearby.
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/obj/structure/destructible/cult/pants_altar/proc/pants_create()
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status = ALTAR_INACTIVE
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update_icon()
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visible_message(span_danger("[src] emits a flash of light and creates... pants?"))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.flash_act()
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var/obj/item/clothing/under/pants/slacks/altar/pants = new(get_turf(src))
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pants.add_atom_colour(pants_color, ADMIN_COLOUR_PRIORITY)
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COOLDOWN_START(src, use_cooldown, use_cooldown_duration)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_icon)), 1 MINUTES + 0.1 SECONDS)
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update_icon()
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/obj/structure/destructible/cult/pants_altar/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/clothing/under/pants/slacks/altar
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name = "strange pants"
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desc = "A pair of pants. They do not look or feel natural, and smell like fresh blood."
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greyscale_colors = "#ffffff#ffffff#ffffff"
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flags_1 = NONE //If IS_PLAYER_COLORABLE gets added color-changing support (i.e. spraycans), these won't end up getting it too. Plus, it already has its own recolor.
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#undef ALTAR_INACTIVE
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#undef ALTAR_STAGEONE
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#undef ALTAR_STAGETWO
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#undef ALTAR_STAGETHREE
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#undef ALTAR_TIME
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/**
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* Spawns in maint shafts, and blocks lines of sight perodically when active.
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*/
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/obj/structure/steam_vent
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name = "steam vent"
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby."
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icon_state = "steam_vent"
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anchored = TRUE
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density = FALSE
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/// How often does the vent reset the blow_steam cooldown.
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var/steam_speed = 20 SECONDS
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/// Is the steam vent active?
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var/vent_active = TRUE
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/// The cooldown for toggling the steam vent to prevent infinite steam vent looping.
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COOLDOWN_DECLARE(steam_vent_interact)
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/obj/structure/steam_vent/Initialize(mapload)
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. = ..()
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if(prob(75))
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vent_active = FALSE
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(blow_steam),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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register_context()
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update_icon_state()
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/obj/structure/steam_vent/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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balloon_alert(user, "not ready to adjust!")
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return
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vent_active = !vent_active
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update_icon_state()
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if(vent_active)
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balloon_alert(user, "vent on")
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else
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balloon_alert(user, "vent off")
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return
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blow_steam()
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/obj/structure/steam_vent/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = vent_active ? "Close valve" : "Open valve"
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return CONTEXTUAL_SCREENTIP_SET
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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return .
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/obj/structure/steam_vent/wrench_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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if(vent_active)
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balloon_alert(user, "must be off!")
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return
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if(tool.use_tool(src, user, 3 SECONDS))
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct()
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return TRUE
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/obj/structure/steam_vent/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc, 1)
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new /obj/item/stock_parts/water_recycler(loc, 1)
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/**
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* Creates "steam" smoke, and determines when the vent needs to block line of sight via reset_opacity.
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*/
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/obj/structure/steam_vent/proc/blow_steam(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(!vent_active)
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return
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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return
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if(!ismob(leaving))
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return
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(range = 1, amount = 1, location = src)
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smoke.start()
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playsound(src, 'sound/machines/steam_hiss.ogg', 75, TRUE, -2)
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COOLDOWN_START(src, steam_vent_interact, steam_speed)
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/obj/structure/steam_vent/update_icon_state()
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. = ..()
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icon_state = "steam_vent[vent_active ? "": "_off"]"
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/obj/structure/steam_vent/fast
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby. It's faster than most."
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steam_speed = 10 SECONDS
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