Files
Bubberstation/code/game/objects/objs.dm
Leland Kemble 348789fa8d The Renamening- upgrades UNIQUE_RENAME and moves a lot of renaming implementations under it (#93115)
## About The Pull Request

Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.

This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.

## Why It's Good For The Game

moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:

- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming

Additionally, this fixes:

- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments

This'll make it easier to make renameable objects in the future, as
well.

## Changelog
🆑

fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME

/🆑
2025-10-17 01:56:09 +02:00

366 lines
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Plaintext

/obj
abstract_type = /obj
animate_movement = SLIDE_STEPS
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
/// Extra examine line to describe controls, such as right-clicking, left-clicking, etc.
var/desc_controls
/// The context returned when an attack against this object doesn't deal any traditional damage to the object.
var/no_damage_feedback = "without leaving a mark"
/// Icon to use as a 32x32 preview in crafting menus and such
var/icon_preview
var/icon_state_preview
/// The vertical pixel_z offset applied when the object is anchored on a tile with table
/// Ignored when set to 0 - to avoid shifting directional wall-mounted objects above tables
var/anchored_tabletop_offset = 0
var/damtype = BRUTE
var/force = 0
/// How good a given object is at causing wounds on carbons. Higher values equal better shots at creating serious wounds.
var/wound_bonus = 0
/// 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
var/exposed_wound_bonus = 0
/// A multiplier to an object's force when used against a structure, vehicle, machine, or robot.
/// Use [/obj/proc/get_demolition_modifier] to get the value.
var/demolition_mod = 1
/// Cached custom fire overlay
var/custom_fire_overlay
/// Particles this obj uses when burning, if any
var/burning_particles
var/drag_slowdown // Amount of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
/// Map tag for something. Tired of it being used on snowflake items. Moved here for some semblance of a standard.
/// Next pr after the network fix will have me refactor door interactions, so help me god.
var/id_tag = null
/// The sound this obj makes when something is buckled to it
var/buckle_sound = null
/// The sound this obj makes when something is unbuckled from it
var/unbuckle_sound = null
uses_integrity = TRUE
/obj/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, obj_flags))
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
return ..()
/// A list of all /obj by their id_tag
GLOBAL_LIST_EMPTY(objects_by_id_tag)
/obj/Initialize(mapload)
. = ..()
check_on_table()
if (id_tag)
GLOB.objects_by_id_tag[id_tag] = src
/obj/Destroy(force)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
GLOB.objects_by_id_tag -= id_tag
. = ..()
/obj/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
if(!attacking_item.force)
return 0
var/demo_mod = attacking_item.get_demolition_modifier(src)
var/total_force = CALCULATE_FORCE(attacking_item, attack_modifiers) * demo_mod
var/damage = take_damage(total_force, attacking_item.damtype, MELEE, TRUE, get_dir(src, user), attacking_item.armour_penetration)
if(!LAZYACCESS(attack_modifiers, SILENCE_DEFAULT_MESSAGES))
// Sanity in case one is null for some reason
var/picked_index = rand(max(length(attacking_item.attack_verb_simple), length(attacking_item.attack_verb_continuous)))
var/message_verb_continuous = "attacks"
var/message_verb_simple = "attack"
// Sanity in case one is... longer than the other?
if (picked_index && length(attacking_item.attack_verb_continuous) >= picked_index)
message_verb_continuous = attacking_item.attack_verb_continuous[picked_index]
if (picked_index && length(attacking_item.attack_verb_simple) >= picked_index)
message_verb_simple = attacking_item.attack_verb_simple[picked_index]
if(demo_mod > 1 && prob(damage * 5))
if(HAS_TRAIT(src, TRAIT_INVERTED_DEMOLITION))
message_verb_simple = "shred"
message_verb_continuous = "shreds"
else
message_verb_simple = "pulverise"
message_verb_continuous = "pulverises"
if(demo_mod < 1)
message_verb_simple = "ineffectively " + message_verb_simple
message_verb_continuous = "ineffectively " + message_verb_continuous
user.visible_message(
span_danger("[user] [message_verb_continuous] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"),
span_danger("You [message_verb_simple] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]!"]"),
null,
COMBAT_MESSAGE_RANGE,
)
log_combat(user, src, "attacked", attacking_item)
return damage
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
ui_interact(user)
/obj/singularity_pull(atom/singularity, current_size)
..()
if(move_resist == INFINITY)
return
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src, singularity)
/obj/get_dumping_location()
return get_turf(src)
/obj/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---")
VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
/obj/vv_do_topic(list/href_list)
. = ..()
if(!.)
return
if(href_list[VV_HK_OSAY])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/object_say, src)
if(href_list[VV_HK_MASS_DEL_TYPE])
if(!check_rights(R_DEBUG|R_SERVER))
return
var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
if(action_type == "Cancel" || !action_type)
return
if(tgui_alert(usr, "Are you really sure you want to delete all objects of type [type]?",,list("Yes","No")) != "Yes")
return
if(tgui_alert(usr, "Second confirmation required. Delete?",,list("Yes","No")) != "Yes")
return
var/O_type = type
switch(action_type)
if("Strict type")
var/i = 0
for(var/obj/Obj in world)
if(Obj.type == O_type)
i++
qdel(Obj)
CHECK_TICK
if(!i)
to_chat(usr, "No objects of this type exist")
return
log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
message_admins(span_notice("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) "))
if("Type and subtypes")
var/i = 0
for(var/obj/Obj in world)
if(istype(Obj,O_type))
i++
qdel(Obj)
CHECK_TICK
if(!i)
to_chat(usr, "No objects of this type exist")
return
log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
message_admins(span_notice("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) "))
/obj/examine(mob/user)
. = ..()
if(desc_controls)
. += span_notice(desc_controls)
/obj/examine_tags(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
.["renameable"] = "Use a pen on it to rename it or change its description."
if(obj_flags & CONDUCTS_ELECTRICITY)
.["conductive"] = "It appears to be a good conductor of electricity."
/obj/analyzer_act(mob/living/user, obj/item/analyzer/tool)
if(atmos_scan(user=user, target=src, silent=FALSE))
return TRUE
return ..()
/obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced)
return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced)
// Should move all contained objects to its location.
/obj/proc/dump_contents()
SHOULD_CALL_PARENT(FALSE)
CRASH("Unimplemented.")
/obj/handle_ricochet(obj/projectile/proj)
. = ..()
if(. && receive_ricochet_damage_coeff)
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
/// Handles exposing an object to reagents.
/obj/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
. = ..()
if(. & COMPONENT_NO_EXPOSE_REAGENTS)
return
SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_OBJ, src, reagents, methods, volume_modifier, show_message)
for(var/datum/reagent/reagent as anything in reagents)
var/reac_volume = reagents[reagent]
. |= reagent.expose_obj(src, reac_volume, methods, show_message)
/// Attempt to freeze this obj if possible. returns TRUE if it succeeded, FALSE otherwise.
/obj/proc/freeze()
if(HAS_TRAIT(src, TRAIT_FROZEN))
return FALSE
if(resistance_flags & FREEZE_PROOF)
return FALSE
AddElement(/datum/element/frozen)
return TRUE
/// Unfreezes this obj if its frozen
/obj/proc/unfreeze()
SEND_SIGNAL(src, COMSIG_OBJ_UNFREEZE)
/// If we can unwrench this object; returns SUCCESSFUL_UNFASTEN and FAILED_UNFASTEN, which are both TRUE, or CANT_UNFASTEN, which isn't.
/obj/proc/can_be_unfasten_wrench(mob/user, silent)
if(!(isfloorturf(loc) || isindestructiblefloor(loc)) && !anchored)
to_chat(user, span_warning("[src] needs to be on the floor to be secured!"))
return FAILED_UNFASTEN
return SUCCESSFUL_UNFASTEN
/// Try to unwrench an object in a WONDERFUL DYNAMIC WAY
/obj/proc/default_unfasten_wrench(mob/user, obj/item/wrench, time = 2 SECONDS)
if(wrench.tool_behaviour != TOOL_WRENCH)
return CANT_UNFASTEN
var/turf/ground = get_turf(src)
if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
to_chat(user, span_notice("You fail to secure [src]."))
return CANT_UNFASTEN
var/can_be_unfasten = can_be_unfasten_wrench(user)
if(!can_be_unfasten || can_be_unfasten == FAILED_UNFASTEN)
return can_be_unfasten
if(time)
to_chat(user, span_notice("You begin [anchored ? "un" : ""]securing [src]..."))
wrench.play_tool_sound(src, 50)
var/prev_anchored = anchored
//as long as we're the same anchored state and we're either on a floor or are anchored, toggle our anchored state
if(!wrench.use_tool(src, user, time, extra_checks = CALLBACK(src, PROC_REF(unfasten_wrench_check), prev_anchored, user)))
return FAILED_UNFASTEN
if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
to_chat(user, span_notice("You fail to secure [src]."))
return CANT_UNFASTEN
to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
set_anchored(!anchored)
check_on_table()
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
SEND_SIGNAL(src, COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH, anchored)
return SUCCESSFUL_UNFASTEN
/// For the do_after, this checks if unfastening conditions are still valid
/obj/proc/unfasten_wrench_check(prev_anchored, mob/user)
if(anchored != prev_anchored)
return FALSE
if(can_be_unfasten_wrench(user, TRUE) != SUCCESSFUL_UNFASTEN) //if we aren't explicitly successful, cancel the fuck out
return FALSE
return TRUE
/// Adjusts the vertical pixel_z offset when the object is anchored on a tile with table
/obj/proc/check_on_table()
if(anchored_tabletop_offset == 0)
return
if(istype(src, /obj/structure/table))
return
if(anchored && locate(/obj/structure/table) in loc)
pixel_z = anchored_tabletop_offset
else
pixel_z = initial(pixel_z)
/obj/apply_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
return
var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
force *= strength_mod
throwforce *= strength_mod
///This proc is called when the material is removed from an object specifically.
/obj/remove_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS))
return
var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
force /= strength_mod
throwforce /= strength_mod
/// Returns modifier to how much damage this object does to a target considered vulnerable to "demolition" (other objects, robots, etc)
/obj/proc/get_demolition_modifier(obj/target)
if(HAS_TRAIT(target, TRAIT_INVERTED_DEMOLITION))
return (1 / demolition_mod)
return demolition_mod
/// Checks performed by a renamable object(through UNIQUE_RENAME obj_flag) before renaming begins.
/obj/proc/rename_checks(mob/living/user)
return TRUE
/// Returns the final name of the object, and does any side effects of renaming, such as sounds.
/obj/proc/nameformat(input, mob/living/user)
return input
/// Same as nameformat, but for desc.
/obj/proc/descformat(input, mob/living/user)
return input
/// Called when UNIQUE_RENAME is reset
/obj/proc/rename_reset()
return