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* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547) ## 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 /🆑 * NO DESTRUCTION * Linter fix * Fixes standard RPEDs not working on machines (#82528) ## About The Pull Request Previously, `exchange_parts(...)` would cancel if both the `NO_DECONSTRUCTION` flag was set and you couldn't use your part replacer from a distance.1583cf0cc9/code/game/machinery/_machinery.dm (L958-L959)Our recent removal of `NO_DECONSTRUCTION`, however, has left this to _only_ be the latter.f0ed4ba4ce/code/game/machinery/_machinery.dm (L956-L957)Buuuuut this makes it unconditionally cancel for normal RPEDs, instead of only blocking them if `NO_DECONSTRUCTION` was set. As `NO_DECONSTRUCTION` is very much no longer relevant for this purpose, we simply remove the ranged RPED check altogether. This fixes our issue. ## Why It's Good For The Game Fixes #82525. ## Changelog 🆑 fix: Standard RPEDs work on machines again. /🆑 * Machinery Destroy() side effect clean up (#82659) ## About The Pull Request I have combed over implementations of `Destroy()` for `obj/machinery`, and noticed quite a few was spawning items or playing sounds. **Slot machines**: Moved payout to on_deconstruction() **Windoors**: Break sound moved to on_deconstruction(). I have also slightly cleaned up Destroy(), the windoor calls air_update_turf directly, as that proc already retrieves the turf it is on. **Atmospheric pipe**: Releases air and deconstructs meter objects on_deconstruction(). **Portable atmospheric devices**: Drop hyper noblium crystal on on_destruction(). **Pump, Scrubbers**: Releases air on_deconstruction(). **PACMAN power generator**: Spawns dropped fuel on_deconstruction(). **Runic vendor**: Moved vanishing effects to on_deconstruction(). I did not change Destroy side effects in the following instances: - side effects are critical for the round (e.g. doomsday device, nuke, blackbox recorder dropping the tape, gulag item reclaimer [less critical but still]) - might spawn messages and noises, but moving them to on_deconstruct would put linked items into an unusable state if deleted directly (e.g. express order console, cyborg lockdown console, tram paired sensors) - would potentially delete mobs we don't want deleted (e.g. disposals, slime camera console) Out of 220 Destroy defines, I found only 8 side effects that could not be moved to other procs, so `machinery\Destroy()` has almost always been used properly! I really hope `structure` will be as well made. Other changes: - Stasis beds had a completely empty destroy, removed - Mass drivers had two destroy procs, merged ## Why It's Good For The Game The Destroy() proc should only contain reference clean ups, barring edge cases that would harm playability. ## Changelog Nothing player facing. * Fix linter * icon fix * icon fix again --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Profakos <profakos@gmail.com>
53 lines
1.8 KiB
Plaintext
53 lines
1.8 KiB
Plaintext
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/obj/structure/window/reinforced/fulltile/indestructible
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name = "robust window"
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flags_1 = PREVENT_CLICK_UNDER_1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/window/reinforced/fulltile/indestructible/screwdriver_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/window/reinforced/fulltile/indestructible/wrench_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/window/reinforced/fulltile/indestructible/crowbar_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/grille/indestructible
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obj_flags = CONDUCTS_ELECTRICITY
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/grille/indestructible/screwdriver_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/structure/grille/indestructible/wirecutter_act(mob/living/user, obj/item/tool)
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return NONE
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/obj/effect/spawner/structure/window/reinforced/indestructible
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spawn_list = list(/obj/structure/grille/indestructible, /obj/structure/window/reinforced/fulltile/indestructible)
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/obj/structure/barricade/security/murderdome
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name = "respawnable barrier"
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desc = "A barrier. Provides cover in firefights."
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deploy_time = 0
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deploy_message = 0
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/obj/structure/barricade/security/murderdome/make_debris()
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new /obj/effect/murderdome/dead_barricade(get_turf(src))
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/obj/effect/murderdome/dead_barricade
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name = "dead barrier"
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desc = "It provided cover in fire fights. And now it's gone."
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icon = 'icons/obj/structures.dmi'
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icon_state = "barrier0"
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alpha = 100
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/obj/effect/murderdome/dead_barricade/Initialize(mapload)
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. = ..()
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addtimer(CALLBACK(src, PROC_REF(respawn)), 3 MINUTES)
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/obj/effect/murderdome/dead_barricade/proc/respawn()
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if(!QDELETED(src))
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new /obj/structure/barricade/security/murderdome(get_turf(src))
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qdel(src)
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