Files
Bubberstation/code/game/objects/obj_defense.dm
SpaceLoveSs13 91946bbab6 Cherry-pick of all NO DESTRUCTION (#27477)
* [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>
2024-04-27 03:16:47 +02:00

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/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity, target)
if(resistance_flags & INDESTRUCTIBLE)
return FALSE
. = ..() //contents explosion
if(QDELETED(src))
return TRUE
if(target == src)
take_damage(INFINITY, BRUTE, BOMB, 0)
return TRUE
switch(severity)
if(EXPLODE_DEVASTATE)
take_damage(INFINITY, BRUTE, BOMB, 0)
if(EXPLODE_HEAVY)
take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(EXPLODE_LIGHT)
take_damage(rand(10, 90), BRUTE, BOMB, 0)
return TRUE
/obj/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
. = ..()
if(. != BULLET_ACT_HIT)
return .
playsound(src, hitting_projectile.hitsound, 50, TRUE)
var/damage_sustained = 0
if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
damage_sustained = take_damage(
hitting_projectile.damage * hitting_projectile.demolition_mod,
hitting_projectile.damage_type,
hitting_projectile.armor_flag,
FALSE,
REVERSE_DIR(hitting_projectile.dir),
hitting_projectile.armour_penetration,
)
if(hitting_projectile.suppressed != SUPPRESSED_VERY)
visible_message(
span_danger("[src] is hit by \a [hitting_projectile][damage_sustained ? "" : ", [no_damage_feedback]"]!"),
vision_distance = COMBAT_MESSAGE_RANGE,
)
return damage_sustained > 0 ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
/obj/attack_hulk(mob/living/carbon/human/user)
..()
if(density)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
else
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", [no_damage_feedback]"]!"), span_danger("You smash [src][damage ? "" : ", [no_damage_feedback]"]!"), null, COMBAT_MESSAGE_RANGE)
return TRUE
/obj/blob_act(obj/structure/blob/B)
if (!..())
return
if(isturf(loc))
var/turf/T = loc
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
/obj/attack_animal(mob/living/simple_animal/user, list/modifiers)
. = ..()
if(!user.melee_damage_upper && !user.obj_damage)
user.emote("custom", message = "[user.friendly_verb_continuous] [src].")
return FALSE
else
var/turf/current_turf = get_turf(src) //we want to save the turf to play the sound there, cause being destroyed deletes us!
var/play_soundeffect = user.environment_smash
if(user.obj_damage)
. = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
else
. = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
if(. && play_soundeffect)
playsound(current_turf, 'sound/effects/meteorimpact.ogg', 100, TRUE)
if(user.client)
log_combat(user, src, "attacked")
/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return TRUE
/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
collision_damage(pusher, force, direction)
return TRUE
/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
take_damage(amt, BRUTE)
/obj/singularity_act()
SSexplosions.high_mov_atom += src
if(src && !QDELETED(src))
qdel(src)
return 2
///// ACID
///the obj's reaction when touched by acid
/obj/acid_act(acidpwr, acid_volume)
. = ..()
if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || (acidpwr <= 0))
return FALSE
if(QDELETED(src)) //skyrat edit: fix createanddestroy
return FALSE
AddComponent(/datum/component/acid, acidpwr, acid_volume, custom_acid_overlay || GLOB.acid_overlay)
return TRUE
///called when the obj is destroyed by acid.
/obj/proc/acid_melt()
deconstruct(FALSE)
//// FIRE
///Called when the obj is exposed to fire.
/obj/fire_act(exposed_temperature, exposed_volume)
if(isturf(loc))
var/turf/our_turf = loc
if(our_turf.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
AddComponent(/datum/component/burning, custom_fire_overlay || GLOB.fire_overlay, burning_particles)
return TRUE
return ..()
/// Should be called when the atom is destroyed by fire, comparable to acid_melt() proc
/obj/proc/burn()
deconstruct(FALSE)
///Called when the obj is hit by a tesla bolt.
/obj/zap_act(power, zap_flags)
if(QDELETED(src))
return 0
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
return power / 2
//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
/obj/proc/zap_buckle_check(strength)
if(has_buckled_mobs())
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
buckled_mob.electrocute_act((clamp(round(strength * 1.25e-3), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
/**
* Custom behaviour per atom subtype on how they should deconstruct themselves
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/atom_deconstruct(disassembled = TRUE)
PROTECTED_PROC(TRUE)
return
/**
* The interminate proc between deconstruct() & atom_deconstruct(). By default this delegates deconstruction to
* atom_deconstruct if NO_DEBRIS_AFTER_DECONSTRUCTION is absent but subtypes can override this to handle NO_DEBRIS_AFTER_DECONSTRUCTION in their
* own unique way. Override this if for example you want to dump out important content like mobs from the
* atom before deconstruction regardless if NO_DEBRIS_AFTER_DECONSTRUCTION is present or not
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/handle_deconstruct(disassembled = TRUE)
SHOULD_CALL_PARENT(FALSE)
if(!(obj_flags & NO_DEBRIS_AFTER_DECONSTRUCTION))
atom_deconstruct(disassembled)
/**
* The obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
* Arguments
*
* * disassembled - TRUE means we cleanly took this atom apart using tools. FALSE means this was destroyed in a violent way
*/
/obj/proc/deconstruct(disassembled = TRUE)
SHOULD_NOT_OVERRIDE(TRUE)
//allow objects to deconstruct themselves
handle_deconstruct(disassembled)
//inform objects we were deconstructed
SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
//delete our self
qdel(src)
///what happens when the obj's integrity reaches zero.
/obj/atom_destruction(damage_flag)
. = ..()
if(damage_flag == ACID)
acid_melt()
else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
///returns how much the object blocks an explosion. Used by subtypes.
/obj/proc/GetExplosionBlock()
CRASH("Unimplemented GetExplosionBlock()")