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BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00

303 lines
8.9 KiB
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//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting stuff manually
//as they handle all relevant stuff like adding it to the player's screen and such
//Returns the thing in our active hand (whatever is in our active module-slot, in this case)
/mob/living/silicon/robot/get_active_hand()
return module_active
/mob/living/silicon/robot/proc/return_wirecutter()
for(var/obj/item/I in list(module_state_1, module_state_2, module_state_3))
if(I.tool_behaviour == TOOL_WIRECUTTER)
return I
return
/mob/living/silicon/robot/proc/return_multitool()
for(var/obj/item/I in list(module_state_1, module_state_2, module_state_3))
if(I.tool_behaviour == TOOL_MULTITOOL)
return I
return
/*-------TODOOOOOOOOOO--------*/
//Verbs used by hotkeys.
/mob/living/silicon/robot/verb/cmd_unequip_module()
set name = "unequip-module"
set hidden = 1
drop_item()
/mob/living/silicon/robot/verb/cmd_toggle_module(module as num)
set name = "toggle-module"
set hidden = 1
toggle_module(module)
/mob/living/silicon/robot/proc/uneq_active()
if(isnull(module_active))
return
if(module_state_1 == module_active)
store_module(module_state_1)
set_module_active(null)
module_state_1 = null
inv1.icon_state = "inv1"
else if(module_state_2 == module_active)
store_module(module_state_2)
set_module_active(null)
module_state_2 = null
inv2.icon_state = "inv2"
else if(module_state_3 == module_active)
store_module(module_state_3)
set_module_active(null)
module_state_3 = null
inv3.icon_state = "inv3"
hud_used.update_robot_modules_display()
/mob/living/silicon/robot/proc/uneq_all()
set_module_active(null)
if(module_state_1)
store_module(module_state_1)
module_state_1 = null
inv1.icon_state = "inv1"
if(module_state_2)
store_module(module_state_2)
module_state_2 = null
inv2.icon_state = "inv2"
if(module_state_3)
store_module(module_state_3)
module_state_3 = null
inv3.icon_state = "inv3"
update_icon()
if(hud_used)
hud_used.update_robot_modules_display()
/mob/living/silicon/robot/proc/activated(obj/item/O)
update_icon()
if(module_state_1 == O)
return 1
else if(module_state_2 == O)
return 1
else if(module_state_3 == O)
return 1
else
return 0
//Helper procs for cyborg modules on the UI.
//These are hackish but they help clean up code elsewhere.
//module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
/mob/living/silicon/robot/proc/module_selected(var/module) //Module is 1-3
return module == get_selected_module()
//module_active(module) - Checks whether there is a module active in the slot specified by "module".
/mob/living/silicon/robot/proc/module_active(var/module) //Module is 1-3
if(module < 1 || module > 3) return 0
switch(module)
if(1)
if(module_state_1)
return 1
if(2)
if(module_state_2)
return 1
if(3)
if(module_state_3)
return 1
return 0
//get_selected_module() - Returns the slot number of the currently selected module. Returns 0 if no modules are selected.
/mob/living/silicon/robot/proc/get_selected_module()
if(module_state_1 && module_active == module_state_1)
return 1
else if(module_state_2 && module_active == module_state_2)
return 2
else if(module_state_3 && module_active == module_state_3)
return 3
return 0
//select_module(module) - Selects the module slot specified by "module"
/mob/living/silicon/robot/proc/select_module(var/module) //Module is 1-3
if(module < 1 || module > 3) return
if(!module_active(module)) return
switch(module)
if(1)
if(module_active != module_state_1)
inv1.icon_state = "inv1 +a"
inv2.icon_state = "inv2"
inv3.icon_state = "inv3"
set_module_active(module_state_1)
return
if(2)
if(module_active != module_state_2)
inv1.icon_state = "inv1"
inv2.icon_state = "inv2 +a"
inv3.icon_state = "inv3"
set_module_active(module_state_2)
return
if(3)
if(module_active != module_state_3)
inv1.icon_state = "inv1"
inv2.icon_state = "inv2"
inv3.icon_state = "inv3 +a"
set_module_active(module_state_3)
return
return
//deselect_module(module) - Deselects the module slot specified by "module"
/mob/living/silicon/robot/proc/deselect_module(var/module) //Module is 1-3
if(module < 1 || module > 3) return
switch(module)
if(1)
if(module_active == module_state_1)
inv1.icon_state = "inv1"
set_module_active(null)
return
if(2)
if(module_active == module_state_2)
inv2.icon_state = "inv2"
set_module_active(null)
return
if(3)
if(module_active == module_state_3)
inv3.icon_state = "inv3"
set_module_active(null)
return
return
//toggle_module(module) - Toggles the selection of the module slot specified by "module".
/mob/living/silicon/robot/proc/toggle_module(var/module) //Module is 1-3
if(module < 1 || module > 3) return
if(module_selected(module))
deselect_module(module)
else
if(module_active(module))
select_module(module)
else
deselect_module(get_selected_module()) //If we can't do select anything, at least deselect the current module.
return
//cycle_modules() - Cycles through the list of selected modules.
/mob/living/silicon/robot/proc/cycle_modules()
var/slot_start = get_selected_module()
if(slot_start) deselect_module(slot_start) //Only deselect if we have a selected slot.
var/slot_num
if(slot_start == 0)
slot_num = 1
slot_start = 2
else
slot_num = slot_start + 1
while(slot_start != slot_num) //If we wrap around without finding any free slots, just give up.
if(module_active(slot_num))
select_module(slot_num)
return
slot_num++
if(slot_num > 3) slot_num = 1 //Wrap around.
return
/mob/living/silicon/robot/proc/activate_module(var/obj/item/O)
if(!(locate(O) in src.module.modules) && O != src.module.emag)
return
if(activated(O))
to_chat(src, SPAN_NOTICE("Already activated"))
return
if(!module_state_1)
module_state_1 = O
O.hud_layerise()
O.screen_loc = inv1.screen_loc
contents += O
O.on_module_hotbar(src)
else if(!module_state_2)
module_state_2 = O
O.hud_layerise()
O.screen_loc = inv2.screen_loc
contents += O
O.on_module_hotbar(src)
else if(!module_state_3)
module_state_3 = O
O.hud_layerise()
O.screen_loc = inv3.screen_loc
contents += O
O.on_module_hotbar(src)
else
to_chat(src, SPAN_NOTICE("You need to disable a module first!"))
/mob/living/silicon/robot/put_in_hands(obj/item/item_to_equip) // Maybe hands.
if(QDELETED(item_to_equip) || !istype(item_to_equip))
return FALSE
var/obj/item/gripper/G = get_active_hand()
if (istype(G))
if(!G.wrapped && G.grip_item(item_to_equip, src, TRUE))
return TRUE
if (istype(module_state_1, /obj/item/gripper))
G = module_state_1
if (!G.wrapped && G.grip_item(item_to_equip, src, TRUE))
return TRUE
else if (istype(module_state_2, /obj/item/gripper))
G = module_state_2
if (!G.wrapped && G.grip_item(item_to_equip, src, TRUE))
return TRUE
else if (istype(module_state_3, /obj/item/gripper))
G = module_state_3
if (!G.wrapped && G.grip_item(item_to_equip, src, TRUE))
return TRUE
item_to_equip.forceMove(get_turf(src))
return FALSE
/mob/living/silicon/robot/remove_from_mob(var/obj/O) //Necessary to clear gripper when trying to place items in things (grinders, smartfridges, vendors, etc)
if(istype(module_active, /obj/item/gripper))
var/obj/item/gripper/G = module_active
if(G.wrapped == O)
G.drop(get_turf(src), src, FALSE) //We don't need to see the "released X item" message if we're putting stuff in fridges and the like.
/mob/living/silicon/robot/drop_item()
if(istype(module_active, /obj/item/gripper))
var/obj/item/gripper/G = module_active
if(G.wrapped)
G.drop_item()
return
uneq_active()
/mob/living/silicon/robot/drop_from_inventory(var/obj/item/W, var/atom/target = null)
var/do_feedback = target ? FALSE : TRUE //Do not do feedback messages if dropping to a target, to avoid duplicate "You release X" messages.
if(W)
if(!target)
target = loc
if (istype(W.loc, /obj/item/gripper))
var/obj/item/gripper/G = W.loc
G.drop(target, src, do_feedback)
return TRUE
return FALSE
/mob/living/silicon/robot/canUnEquip(obj/item/I)
if(!I) //If there's nothing to drop, the drop is automatically successful.
return TRUE
if (I.loc != src)
return TRUE //Allows objects inside grippers
return FALSE //don't allow dropping our modules
/mob/living/silicon/robot/proc/describe_module(var/slot)
var/list/index_module = list(module_state_1,module_state_2,module_state_3)
var/result = " Hardpoint [slot] holds "
result += (index_module[slot]) ? "[icon2html(index_module[slot], viewers(get_turf(src)))] [index_module[slot]]." : "nothing."
return result
/mob/living/silicon/robot/proc/describe_all_modules()
var/result="It has three tool hardpoints."
for (var/x = 1; x <=3; x++)
result += describe_module(x)
var/selected = get_selected_module()
if (selected)
result += "The activity light on hardpoint [selected] is on."
return result