Files
Paradise/code/game/objects/objs.dm
CRUNCH bb61976b97 Makes /obj documentation better. (#30433)
* Update objs.dm

* Update objs.dm

* Apply suggestions from code review

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>

---------

Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2025-09-27 20:34:24 +00:00

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/obj
animate_movement = SLIDE_STEPS
/// Used by R&D to determine what research bonuses it grants.
var/origin_tech = null
/// A list of otherwise restricted /datum/species type paths that are permitted to wear this item.
var/list/species_exception = null
/// Can this object cut?
var/sharp = FALSE
/// If we have a user using us, this will become `TRUE`. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
var/in_use = FALSE
/// What type of damage does this object deal?
var/damtype = "brute"
/// How much damage this object does in melee.
var/force = 0
// You can define armor as a list in datum definition (e.g. `armor = list("fire" = 80, "brute" = 10)`),
// which would be converted to armor datum during initialization.
// Setting `armor` to a list on an *existing* object would inevitably runtime. Use `getArmor()` instead.
var/datum/armor/armor
/// Health of the object. If unspecified, defaults to `max_integrity`.
var/obj_integrity
/// Maximum health of the object, and default value of `obj_integrity`.
var/max_integrity = 500
/// Health threshold below which the object will break. Defaults to 0 for no special broken behavior.
var/integrity_failure = 0
/// Damage under this value will be completely ignored.
var/damage_deflection = 0
/// Flags that make this object harder to destroy, e.g. [ACID_PROOF], [FIRE_PROOF], [INDESTRUCTIBLE].
var/resistance_flags = NONE
/// If provided, a custom overlay representing being the object being on fire.
var/custom_fire_overlay
/// How much acid is on this object?
var/acid_level = 0
/// Can this object be attacked in melee?
var/can_be_hit = TRUE
/// Is this object currently being zapped by lightning?
var/being_shocked = FALSE
/// Should this object speed process? Greatly increases the frequency of process events (5 times more frequent).
var/speed_process = FALSE
/// Are we visible on the station blueprints at roundstart?
var/on_blueprints = FALSE
/// Forces the object to be on the blueprints, regardless of when it was created.
var/force_blueprints = FALSE
/// Does this object require you to hold it to commit suicide with it?
var/suicidal_hands = FALSE
/// Is this object emagged?
var/emagged = FALSE
// Access-related fields
/// A list of accesses as defined by `code/__DEFINES/access_defines.dm`. All accesses are required when checking.
var/list/req_access = null
/// A list of accesses as defined by `code/__DEFINES/access_defines.dm`. At least one access is required when checking.
var/list/req_one_access = null
/obj/Initialize(mapload)
. = ..()
if(islist(armor))
armor = getArmor(arglist(armor))
else if(!armor)
armor = getArmor()
else if(!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(sharp)
AddComponent(/datum/component/surgery_initiator)
if(obj_integrity == null)
obj_integrity = max_integrity
if(on_blueprints && isturf(loc))
var/turf/T = loc
if(force_blueprints)
T.add_blueprints(src)
else
T.add_blueprints_preround(src)
/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
// Calling Topic without a corresponding window open causes runtime errors
if(!nowindow && ..())
return TRUE
// In the far future no checks are made in an overriding Topic() beyond if(..()) return
// Instead any such checks are made in CanUseTopic()
if(ui_status(usr, state, href_list) == UI_INTERACTIVE)
var/atom/host = ui_host()
host.add_fingerprint(usr)
return FALSE
return TRUE
/obj/Destroy()
if(!ismachinery(src))
if(!speed_process)
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
// AA 2024-05-20 - processing var?????
else
STOP_PROCESSING(SSfastprocess, src)
return ..()
/// Override this to enable special self-termination interactions on an object when using the suicide command.
/obj/proc/suicide_act(mob/user)
return FALSE
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request, datum/gas_mixture/environment)
//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/air = return_obj_air()
if(isnull(air))
air = environment
if(isnull(air))
return
var/breath_percentage = BREATH_VOLUME / air.return_volume()
return air.remove(air.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if(M.client && M.machine == src)
is_in_use = TRUE
src.attack_hand(M)
if(is_ai(usr) || isrobot(usr))
if(!(usr in nearby))
if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = TRUE
src.attack_ai(usr)
// check for TK users
if(ishuman(usr))
if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
if(!(usr in nearby))
if(usr.client && usr.machine == src)
is_in_use = TRUE
src.attack_hand(usr)
in_use = is_in_use
/obj/proc/updateDialog()
// Check that people are actually using the machine. If not, don't update anymore.
if(in_use)
var/list/nearby = viewers(1, src)
var/is_in_use = FALSE
for(var/mob/M in nearby)
if(M.client && M.machine == src)
is_in_use = TRUE
src.interact(M)
var/ai_in_use = AutoUpdateAI(src)
if(!ai_in_use && !is_in_use)
in_use = FALSE
/obj/proc/interact(mob/user)
return
/mob/proc/unset_machine()
if(machine)
UnregisterSignal(machine, COMSIG_PARENT_QDELETING)
machine = null
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.in_use = TRUE
RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine))
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self__legacy__attackchain(M)
/obj/proc/hide(h)
return
/obj/proc/hear_talk(mob/M, list/message_pieces)
return
/obj/proc/hear_message(mob/M, text)
return
/// Returns `TRUE` if the object was successfully repaired. Fully repairs an object (setting `BROKEN` to `FALSE`), default repair time = 40.
/obj/proc/default_welder_repair(mob/user, obj/item/I)
if(obj_integrity >= max_integrity)
to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
return
if(I.tool_behaviour != TOOL_WELDER)
return
if(!I.tool_use_check(user, 0))
return
var/time = max(50 * (1 - obj_integrity / max_integrity), 5)
WELDER_ATTEMPT_REPAIR_MESSAGE
if(I.use_tool(src, user, time, volume = I.tool_volume))
WELDER_REPAIR_SUCCESS_MESSAGE
obj_integrity = max_integrity
update_icon()
return TRUE
/// Handles (un)anchoring. Returns `TRUE` if successful, otherwise returns `FALSE`.
/obj/proc/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
if(!anchored && !isfloorturf(loc))
user.visible_message("<span class='warning'>A floor must be present to secure [src]!</span>")
return FALSE
if(I.tool_behaviour != TOOL_WRENCH)
return FALSE
if(!I.tool_use_check(user, 0))
return FALSE
if(!(flags & NODECONSTRUCT))
to_chat(user, "<span class='notice'>Now [anchored ? "un" : ""]securing [name].</span>")
if(I.use_tool(src, user, time, volume = I.tool_volume))
to_chat(user, "<span class='notice'>You've [anchored ? "un" : ""]secured [name].</span>")
anchored = !anchored
return TRUE
return FALSE
/obj/water_act(volume, temperature, source, method = REAGENT_TOUCH)
. = ..()
extinguish()
acid_level = 0
if(temperature > VIRUS_DISINFECTION_TEMP)
SEND_SIGNAL(src, COMSIG_ATOM_DISINFECTED)
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src, S)
/obj/proc/container_resist(mob/living)
return
/obj/proc/on_mob_move(dir, mob/user)
return
/obj/proc/makeSpeedProcess()
if(speed_process)
return
speed_process = TRUE
STOP_PROCESSING(SSobj, src)
START_PROCESSING(SSfastprocess, src)
/obj/proc/makeNormalProcess()
if(!speed_process)
return
speed_process = FALSE
START_PROCESSING(SSobj, src)
STOP_PROCESSING(SSfastprocess, src)
/obj/proc/check_uplink_validity()
return TRUE
/obj/proc/cult_conceal() //Called by cult conceal spell
return
/obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible
return
/// Set whether the item should be sharp or not
/obj/proc/set_sharpness(new_sharp_val)
if(sharp == new_sharp_val)
return
sharp = new_sharp_val
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
if(!sharp && new_sharp_val)
AddComponent(/datum/component/surgery_initiator)
/// This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
/obj/proc/force_eject_occupant(mob/target)
// In the event that the object doesn't have an overriden version of this proc to do it, log a runtime so one can be added.
CRASH("Proc force_eject_occupant() is not overridden on a machine containing a mob.")
/obj/hit_by_thrown_mob(mob/living/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
damage *= 0.75 //Define this probably somewhere, we want objects to hurt less than walls, unless special impact effects.
playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
if(mob_hurt) //Density check probably not needed, one should only bump into something if it is dense, and blob tiles are not dense, because of course they are not.
return
C.visible_message("<span class='danger'>[C] slams into [src]!</span>", "<span class='userdanger'>You slam into [src]!</span>")
if(!self_hurt)
take_damage(damage, BRUTE)
if(issilicon(C))
C.Weaken(3 SECONDS)
C.adjustBruteLoss(damage)
else
var/obj/item/organ/external/affecting = C.get_organ(ran_zone(throwingdatum.target_zone))
if(affecting)
var/armor_block = C.run_armor_check(affecting, MELEE)
C.apply_damage(damage, BRUTE, affecting, armor_block)
else
C.take_organ_damage(damage)
C.KnockDown(3 SECONDS)
/obj/handle_ricochet(obj/item/projectile/P)
. = ..()
if(. && receive_ricochet_damage_coeff)
// pass along receive_ricochet_damage_coeff damage to the structure for the ricochet
take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, REVERSE_DIR(P.dir), P.armor_penetration_flat, P.armor_penetration_percentage)
/obj/proc/return_obj_air()
RETURN_TYPE(/datum/gas_mixture)
if(isobj(loc))
var/obj/O = loc
return O.return_obj_air()
else
return null