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https://github.com/Bubberstation/Bubberstation.git
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* Refactor several log lines to use datum_info_line and atom_loc_line * Add default return strings from datum_info_line and atom_loc_line * Add parentheses around atom_loc_line data * Change more logs to use atom_loc_line * Add check in atom_loc_line for turfs to avoid calling get_turf on them * Re-add removed 'at' * Replace datum_info_line with key_name and atom_loc_line with loc_name * Refactor logging functions * Avoid double-logging self-interactions * Fallback to simple stringification if all else fails in key_name() * Rewrite muscle spasm logging to use log_message * Standardize logging of martial arts * Tweak individual logging panel look * Fix individual logging panel source * When I typed || I really meant && * Fix Telecomms logging always showing client logs in the panel * Reverts addition of buggy ownership log to panel * Remove colon * Fix missing log_directed_talk tag * Add warning for missing type in log_direted_talk * Change warnings to stack_traces * Add square brackets around fallthrough key_name() case to help parsing * Allow atom arguments/src in log_*() functions * Change log_combat call with null argument to log_message * Change mecha types' log_message() arguments to match atom and mob version * Add key_name() case for atoms * Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it * Fix log_globally logic * Add logging for hitting objects with items * Move log_combat() to atoms.dm * Use utility functions for object stringification in log_combat() * Use utility functions for object stringification in log_combat() * Add missing logs for interacting with display cases * Rewrite log_combat() comment * Add missing space in log_combat() * Add logging for hitting grilles barehanded * Add missing ..()
111 lines
3.6 KiB
Plaintext
111 lines
3.6 KiB
Plaintext
/obj/structure
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icon = 'icons/obj/structures.dmi'
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pressure_resistance = 8
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max_integrity = 300
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interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT
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var/climb_time = 20
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var/climb_stun = 20
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var/climbable = FALSE
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var/mob/living/structureclimber
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var/broken = 0 //similar to machinery's stat BROKEN
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/obj/structure/Initialize()
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if (!armor)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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. = ..()
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if(smooth)
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queue_smooth(src)
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queue_smooth_neighbors(src)
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icon_state = ""
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GLOB.cameranet.updateVisibility(src)
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/obj/structure/Destroy()
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GLOB.cameranet.updateVisibility(src)
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if(smooth)
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queue_smooth_neighbors(src)
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return ..()
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/obj/structure/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(structureclimber && structureclimber != user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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structureclimber.Knockdown(40)
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structureclimber.visible_message("<span class='warning'>[structureclimber] has been knocked off [src].", "You're knocked off [src]!", "You see [structureclimber] get knocked off [src].</span>")
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/obj/structure/ui_act(action, params)
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..()
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add_fingerprint(usr)
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/obj/structure/MouseDrop_T(atom/movable/O, mob/user)
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. = ..()
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if(!climbable)
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return
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if(user == O && iscarbon(O))
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if(user.canmove)
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climb_structure(user)
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return
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if(!istype(O, /obj/item) || user.get_active_held_item() != O)
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return
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if(iscyborg(user))
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return
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if(!user.dropItemToGround(O))
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return
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if (O.loc != src.loc)
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step(O, get_dir(O, src))
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/obj/structure/proc/do_climb(atom/movable/A)
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if(climbable)
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density = FALSE
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. = step(A,get_dir(A,src.loc))
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density = TRUE
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/obj/structure/proc/climb_structure(mob/living/user)
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src.add_fingerprint(user)
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user.visible_message("<span class='warning'>[user] starts climbing onto [src].</span>", \
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"<span class='notice'>You start climbing onto [src]...</span>")
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var/adjusted_climb_time = climb_time
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if(user.restrained()) //climbing takes twice as long when restrained.
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adjusted_climb_time *= 2
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if(isalien(user))
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adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
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if(user.has_trait(TRAIT_FREERUNNING)) //do you have any idea how fast I am???
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adjusted_climb_time *= 0.8
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structureclimber = user
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if(do_mob(user, user, adjusted_climb_time))
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if(src.loc) //Checking if structure has been destroyed
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if(do_climb(user))
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user.visible_message("<span class='warning'>[user] climbs onto [src].</span>", \
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"<span class='notice'>You climb onto [src].</span>")
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log_combat(user, src, "climbed onto")
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if(climb_stun)
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user.Stun(climb_stun)
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. = 1
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else
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to_chat(user, "<span class='warning'>You fail to climb onto [src].</span>")
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structureclimber = null
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/obj/structure/examine(mob/user)
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..()
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if(!(resistance_flags & INDESTRUCTIBLE))
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if(resistance_flags & ON_FIRE)
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to_chat(user, "<span class='warning'>It's on fire!</span>")
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if(broken)
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to_chat(user, "<span class='notice'>It appears to be broken.</span>")
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var/examine_status = examine_status(user)
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if(examine_status)
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to_chat(user, examine_status)
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/obj/structure/proc/examine_status(mob/user) //An overridable proc, mostly for falsewalls.
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var/healthpercent = (obj_integrity/max_integrity) * 100
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switch(healthpercent)
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if(50 to 99)
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return "It looks slightly damaged."
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if(25 to 50)
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return "It appears heavily damaged."
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if(0 to 25)
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if(!broken)
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return "<span class='warning'>It's falling apart!</span>"
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