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Paradise/code/game/objects/items/weapons/tanks/tanks.dm
T
warriorstar-orionandGitHub 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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/obj/item/tank
name = "tank"
icon = 'icons/obj/tank.dmi'
flags = CONDUCT
slot_flags = ITEM_SLOT_BACK
hitsound = 'sound/weapons/smash.ogg'
w_class = WEIGHT_CLASS_NORMAL
pressure_resistance = ONE_ATMOSPHERE * 5
force = 5
throwforce = 10
throw_speed = 1
throw_range = 4
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 80, ACID = 30)
actions_types = list(/datum/action/item_action/set_internals)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
var/volume = 70
/obj/item/tank/New()
..()
air_contents = new /datum/gas_mixture()
air_contents.volume = volume //liters
air_contents.set_temperature(T20C)
populate_gas()
START_PROCESSING(SSobj, src)
return
/obj/item/tank/Destroy()
QDEL_NULL(air_contents)
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/tank/proc/populate_gas()
return
/obj/item/tank/ui_action_click(mob/user)
toggle_internals(user)
/obj/item/tank/proc/toggle_internals(mob/user, silent = FALSE)
var/mob/living/carbon/C = user
if(!istype(C))
return FALSE
if(C.internal == src)
to_chat(C, "<span class='notice'>You close \the [src] valve.</span>")
C.internal = null
else
if(!C.get_organ_slot("breathing_tube")) // Breathing tubes can always use internals, if they have one, skip ahead and turn internals on/off
if(!C.wear_mask) // Do we have a mask equipped?
return FALSE
var/obj/item/clothing/mask/M = C.wear_mask
// If the "mask" isn't actually a mask OR That mask isn't internals compatible AND Their headgear isn't internals compatible
if(!istype(M) || (!(initial(M.flags) & AIRTIGHT) && !(C.head && C.head.flags & AIRTIGHT)))
if(!silent)
to_chat(C, "<span class='warning'>You are not wearing a suitable mask or helmet.</span>")
return FALSE
if(M.up) // If the mask is equipped but pushed away
M.adjustmask(C) // Adjust it back
if(!silent)
if(C.internal)
to_chat(C, "<span class='notice'>You switch your internals to [src].</span>")
else
to_chat(C, "<span class='notice'>You open \the [src] valve.</span>")
C.internal = src
C.update_action_buttons_icon()
/obj/item/tank/examine(mob/user)
. = ..()
var/obj/icon = src
if(istype(loc, /obj/item/assembly))
icon = loc
if(!in_range(src, user))
if(icon == src)
. += "<span class='notice'>It's [p_a()] [bicon(icon)] [name]! If you want any more information you'll need to get closer.</span>"
return
var/celsius_temperature = air_contents.temperature() - T0C
var/descriptive
if(celsius_temperature < 20)
descriptive = "cold"
else if(celsius_temperature < 40)
descriptive = "room temperature"
else if(celsius_temperature < 80)
descriptive = "lukewarm"
else if(celsius_temperature < 100)
descriptive = "warm"
else if(celsius_temperature < 300)
descriptive = "hot"
else
descriptive = "furiously hot"
. += "<span class='notice'>\The [bicon(icon)][src] feels [descriptive]</span>"
. += "<span class='notice'>The pressure gauge displays [round(air_contents.return_pressure())] kPa</span>"
/obj/item/tank/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
var/turf/location = get_turf(src)
if(!location)
qdel(src)
if(air_contents)
location.blind_release_air(air_contents)
qdel(src)
/obj/item/tank/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
user.visible_message("<span class='suicide'>[user] is putting [src]'s valve to [user.p_their()] lips! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
if(!QDELETED(H) && air_contents && air_contents.return_pressure() >= 1000)
var/obj/item/organ/external/head/head = H.get_organ("head")
head?.disfigure()
H.inflate_gib()
return OBLITERATION
to_chat(user, "<span class='warning'>There isn't enough pressure in [src] to commit suicide with...</span>")
return SHAME
/obj/item/tank/deconstruct(disassembled = TRUE)
if(!disassembled)
var/turf/T = get_turf(src)
if(T)
T.blind_release_air(air_contents)
playsound(src.loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
qdel(src)
/obj/item/tank/attackby__legacy__attackchain(obj/item/W as obj, mob/user as mob, params)
..()
add_fingerprint(user)
if(istype(loc, /obj/item/assembly))
icon = loc
if(istype(W, /obj/item/assembly_holder))
bomb_assemble(W,user)
/obj/item/tank/attack_self__legacy__attackchain(mob/user as mob)
if(!(air_contents))
return
ui_interact(user)
/obj/item/tank/ui_state(mob/user)
return GLOB.inventory_state
/obj/item/tank/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Tank", name)
ui.open()
/obj/item/tank/ui_data(mob/user)
var/list/data = list()
data["tankPressure"] = round(air_contents.return_pressure())
data["releasePressure"] = round(distribute_pressure)
data["defaultReleasePressure"] = round(TANK_DEFAULT_RELEASE_PRESSURE)
data["minReleasePressure"] = round(TANK_MIN_RELEASE_PRESSURE)
data["maxReleasePressure"] = round(TANK_MAX_RELEASE_PRESSURE)
var/mob/living/carbon/C = user
if(!istype(C))
C = loc.loc
if(!istype(C))
return data
data["has_mask"] = C.wear_mask ? TRUE : FALSE
data["connected"] = (C.internal && C.internal == src) ? TRUE : FALSE
return data
/obj/item/tank/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("pressure")
var/pressure = params["pressure"]
if(pressure == "reset")
pressure = initial(distribute_pressure)
else if(pressure == "min")
pressure = TANK_MIN_RELEASE_PRESSURE
else if(pressure == "max")
pressure = TANK_MAX_RELEASE_PRESSURE
else if(text2num(pressure) != null)
pressure = text2num(pressure)
else
. = FALSE
if(.)
distribute_pressure = clamp(round(pressure), TANK_MIN_RELEASE_PRESSURE, TANK_MAX_RELEASE_PRESSURE)
if("internals")
toggle_internals(usr)
else
. = FALSE
if(.)
add_fingerprint(usr)
/obj/item/tank/return_obj_air()
RETURN_TYPE(/datum/gas_mixture)
return air_contents
/obj/item/tank/return_analyzable_air()
return air_contents
/obj/item/tank/proc/remove_air_volume(volume_to_return)
if(!air_contents)
return null
var/tank_pressure = air_contents.return_pressure()
var/actual_distribute_pressure = clamp(tank_pressure, 0, distribute_pressure)
var/moles_needed = actual_distribute_pressure * volume_to_return / (R_IDEAL_GAS_EQUATION * air_contents.temperature())
return air_contents.remove(moles_needed)
/obj/item/tank/process()
//Allow for reactions
air_contents.react()
check_status()
/obj/item/tank/proc/check_status()
//Handle exploding, leaking, and rupturing of the tank
if(!air_contents)
return 0
var/pressure = air_contents.return_pressure()
if(pressure > TANK_FRAGMENT_PRESSURE)
if(!istype(loc,/obj/item/transfer_valve))
message_admins("Explosive tank rupture! last key to touch the tank was [fingerprintslast] (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
log_game("Explosive tank rupture! last key to touch the tank was [fingerprintslast] at [x], [y], [z]")
// to_chat(world, "<span class='notice'>[x],[y] tank is exploding: [pressure] kPa</span>")
//Give the gas a chance to build up more pressure through reacting
air_contents.react()
air_contents.react()
air_contents.react()
pressure = air_contents.return_pressure()
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
var/turf/epicenter = get_turf(loc)
// to_chat(world, "<span class='notice'>Exploding Pressure: [pressure] kPa, intensity: [range]</span>")
explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5))
if(istype(loc,/obj/item/transfer_valve))
qdel(loc)
else
qdel(src)
else if(pressure > TANK_RUPTURE_PRESSURE)
// to_chat(world, "<span class='notice'>[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]</span>")
if(integrity <= 0)
var/turf/simulated/T = get_turf(src)
if(!T)
return
T.blind_release_air(air_contents)
playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
qdel(src)
else
integrity--
else if(pressure > TANK_LEAK_PRESSURE)
// to_chat(world, "<span class='notice'>[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]</span>")
if(integrity <= 0)
var/turf/simulated/T = get_turf(src)
if(!T)
return
var/datum/gas_mixture/leaked_gas = air_contents.remove_ratio(0.25)
T.blind_release_air(leaked_gas)
else
integrity--
else if(integrity < 3)
integrity++