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Bubberstation/code/game/objects/objs.dm
SmArtKar 44c968f75e Adds a unit test for techweb design presence, puts some missing designs into protolathes (#90219)
## About The Pull Request

Adds a unit test that checks that all designs are accessible through
some source, be it techweb, disks, or innate designs. Certain designs,
like pocket extinguishers, entertainment screens, etc, that have been
present in autolathes but not in the techweb despite having PROTOLATHE
flag assigned have been put into protolathes (where it made sense,
otherwise the flag was removed).
An important change is that restaurant portals are now printable, and
thus can be constructed and deconstructed. Indestructible portals have
been a major gripe of mine for a while, and I don't see a solid reason
for keeping them indestructible if they can easily be printed from the
service protolathe.

Closes #90212

## Why It's Good For The Game

Initial argument for keeping portals unbreakable was to prevent people
from griefing the chef/bartender, but by that logic we can make most
machinery unbreakable too. I don't think that having an unbreakable
portal is good if its locking us out from allowing chefs/bartenders to
reorder or even outright reposition their lunchroom/bar.

## Changelog

🆑
balance: Restaurant portals can now be printed, constructed and
deconstructed. They're also no longer completely invulnerable.
/🆑
2025-04-03 08:05:08 +02:00

336 lines
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/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/bare_wound_bonus = 0
/// A multiplier to an object's force when used against a structure, vehicle, machine, or robot.
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)
if(!attacking_item.force)
return
var/total_force = (attacking_item.force * attacking_item.demolition_mod)
var/damage = take_damage(total_force, attacking_item.damtype, MELEE, TRUE, get_dir(src, user), attacking_item.armour_penetration)
// 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(attacking_item.demolition_mod > 1 && prob(damage * 5))
message_verb_simple = "pulverise"
message_verb_continuous = "pulverises"
if(attacking_item.demolition_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)
/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."
/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/integrity_mod = GET_MATERIAL_MODIFIER(material.integrity_modifier, multiplier)
modify_max_integrity(ceil(max_integrity * integrity_mod))
var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
force *= strength_mod
throwforce *= strength_mod
var/list/armor_mods = material.get_armor_modifiers(multiplier)
set_armor(get_armor().generate_new_with_multipliers(armor_mods))
///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/integrity_mod = GET_MATERIAL_MODIFIER(material.integrity_modifier, multiplier)
modify_max_integrity(floor(max_integrity / integrity_mod))
var/strength_mod = GET_MATERIAL_MODIFIER(material.strength_modifier, multiplier)
force /= strength_mod
throwforce /= strength_mod
var/list/armor_mods = material.get_armor_modifiers(1 / multiplier)
set_armor(get_armor().generate_new_with_multipliers(armor_mods))