From eb16791c11e76d2156aacfdd825357705f65cbac Mon Sep 17 00:00:00 2001 From: spacegeese <136994596+spacegeese@users.noreply.github.com> Date: Thu, 6 Nov 2025 19:26:50 -0800 Subject: [PATCH] review+linters --- code/game/machinery/deployable.dm | 1 - code/game/machinery/doors/door.dm | 61 +++++++++---------- code/game/objects/structures/mineral_doors.dm | 61 +++++++++---------- 3 files changed, 60 insertions(+), 63 deletions(-) diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index b7752c37f8d..45091182ca1 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -172,7 +172,6 @@ /obj/structure/barricade/wooden/crude/snow desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow." icon_state = "woodenbarricade-snow-old" - max_integrity = 75 /obj/structure/barricade/sandbags name = "sandbags" diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index f75f9ab58a6..e9f5de16d00 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -278,42 +278,41 @@ return /obj/machinery/door/proc/construct_barricade(obj/item/Q, mob/user) - if(istype(Q, /obj/item/stack/sheet/wood) && user.a_intent == INTENT_HELP) - var/obj/item/stack/sheet/wood/S = Q - if(!density) - to_chat(user, "[src] must be closed before you can barricade it!") - return ITEM_INTERACT_COMPLETE - if(S.get_amount() < 2) - to_chat(user, "You need at least 2 planks of wood to barricade [src]!") - return ITEM_INTERACT_COMPLETE - if(barricaded) - to_chat(user, "There's already a barricade here!") - return ITEM_INTERACT_COMPLETE - var/turf/buildloc = get_turf(src) - for(var/atom/blocker in buildloc.contents) - if(blocker != src) - if(blocker.density) - to_chat(user, "There's something preventing [src] from closing!") - return ITEM_INTERACT_COMPLETE - to_chat(user, "You start barricading [src]...") - if(do_after_once(user, 4 SECONDS, target = src)) - if(!S.use(2)) - to_chat(user, "You've run out of wood!") - return ITEM_INTERACT_COMPLETE - else if(!barricaded) //one last check in case someone pre-barricades it - close() - user.visible_message( - "[user] barricades [src] shut!", - "You barricade [src] shut." - ) - var/obj/structure/barricade/wooden/crude/newbarricade = new(loc) - transfer_fingerprints_to(newbarricade) + var/obj/item/stack/sheet/wood/S = Q + if(!density) + to_chat(user, "[src] must be closed before you can barricade it!") + return ITEM_INTERACT_COMPLETE + if(S.get_amount() < 2) + to_chat(user, "You need at least 2 planks of wood to barricade [src]!") + return ITEM_INTERACT_COMPLETE + if(barricaded) + to_chat(user, "There's already a barricade here!") + return ITEM_INTERACT_COMPLETE + var/turf/buildloc = get_turf(src) + for(var/atom/blocker in buildloc.contents) + if(blocker != src) + if(blocker.density) + to_chat(user, "There's something preventing [src] from closing!") return ITEM_INTERACT_COMPLETE + to_chat(user, "You start barricading [src]...") + if(do_after_once(user, 4 SECONDS, target = src)) + if(!S.use(2)) + to_chat(user, "You've run out of wood!") + return ITEM_INTERACT_COMPLETE + else if(!barricaded) //one last check in case someone pre-barricades it + close() + user.visible_message( + "[user] barricades [src] shut!", + "You barricade [src] shut." + ) + var/obj/structure/barricade/wooden/crude/newbarricade = new(loc) + transfer_fingerprints_to(newbarricade) + return ITEM_INTERACT_COMPLETE /obj/machinery/door/item_interaction(mob/living/user, obj/item/used, list/modifiers) if(HAS_TRAIT(src, TRAIT_CMAGGED) && used.can_clean()) //If the cmagged door is being hit with cleaning supplies, don't open it, it's being cleaned! return ITEM_INTERACT_SKIP_TO_AFTER_ATTACK - else if(!barricaded && user.a_intent != INTENT_HARM) + else if(is_type(used, /obj/item/stack/sheet/wood) && user.a_intent != INTENT_HARM) construct_barricade(used, user) return ITEM_INTERACT_COMPLETE else if(!(used.flags & NOBLUDGEON) && user.a_intent != INTENT_HARM) diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index 60ebdfb3ea9..ae0902dc4ed 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -115,38 +115,37 @@ addtimer(CALLBACK(src, PROC_REF(operate)), close_delay) /obj/structure/mineral_door/proc/construct_barricade(obj/item/Q, mob/user) - if(istype(Q, /obj/item/stack/sheet/wood) && user.a_intent == INTENT_HELP) - var/obj/item/stack/sheet/wood/S = Q - if(!density) - to_chat(user, "[src] must be closed!") - return ITEM_INTERACT_COMPLETE - if(S.get_amount() < 2) - to_chat(user, "You need at least 2 planks of wood to barricade [src]!") - return ITEM_INTERACT_COMPLETE - if(barricaded) - to_chat(user, "There's already a barricade here!") - return ITEM_INTERACT_COMPLETE - var/turf/buildloc = get_turf(src) - for(var/atom/blocker in buildloc.contents) - if(blocker != src) - if(blocker.density) - to_chat(user, "There's something preventing [src] from closing!") - return ITEM_INTERACT_COMPLETE - to_chat(user, "You start barricading [src]...") - if(do_after_once(user, 4 SECONDS, target = src)) - if(!S.use(2)) - to_chat(user, "You've run out of wood!") - return ITEM_INTERACT_COMPLETE - else if(!barricaded) //one last check in case someone pre-barricades it - if(!density) - operate() - user.visible_message( - "[user] barricades [src] shut.", - "You barricade [src] shut." - ) - var/obj/structure/barricade/wooden/crude/newbarricade = new(loc) - transfer_fingerprints_to(newbarricade) + var/obj/item/stack/sheet/wood/S = Q + if(!density) + to_chat(user, "[src] must be closed!") + return ITEM_INTERACT_COMPLETE + if(S.get_amount() < 2) + to_chat(user, "You need at least 2 planks of wood to barricade [src]!") + return ITEM_INTERACT_COMPLETE + if(barricaded) + to_chat(user, "There's already a barricade here!") + return ITEM_INTERACT_COMPLETE + var/turf/buildloc = get_turf(src) + for(var/atom/blocker in buildloc.contents) + if(blocker != src) + if(blocker.density) + to_chat(user, "There's something preventing [src] from closing!") return ITEM_INTERACT_COMPLETE + to_chat(user, "You start barricading [src]...") + if(do_after_once(user, 4 SECONDS, target = src)) + if(!S.use(2)) + to_chat(user, "You've run out of wood!") + return ITEM_INTERACT_COMPLETE + else if(!barricaded) //one last check in case someone pre-barricades it + if(!density) + operate() + user.visible_message( + "[user] barricades [src] shut.", + "You barricade [src] shut." + ) + var/obj/structure/barricade/wooden/crude/newbarricade = new(loc) + transfer_fingerprints_to(newbarricade) + return ITEM_INTERACT_COMPLETE /obj/structure/mineral_door/update_icon_state() if(state_open)