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Aurora.3/code/modules/tables/interactions.dm
Cody Brittain 0a3dac31e0 Refactored do_after to use a flag-based system for options (#17127)
* Refactored do_after to use a flag-based system for options

* More flags

* Ditto

* Use the HAS_FLAG macro

* do_after pass

* Fix burning paper code

* Resolve issues from Fluffy's code reviews

* .
2023-09-27 12:17:14 +00:00

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/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover,/obj/item/projectile))
return (check_cover(mover,target))
if (flipped == 1)
if (get_dir(loc, target) == dir)
return !density
else
return 1
if(istype(mover, /obj/structure/closet/crate))
return TRUE
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(locate(/obj/structure/table) in get_turf(mover))
return 1
return 0
//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)
var/turf/cover
if(flipped==1)
cover = get_turf(src)
else if(flipped==0)
cover = get_step(loc, get_dir(from, loc))
if(!cover)
return 1
if (get_dist(P.starting, loc) <= 1) //Tables won't help you if people are THIS close
return 1
if (get_turf(P.original) == cover)
var/chance = 20
if (ismob(P.original))
var/mob/M = P.original
if (M.lying)
chance += 20 //Lying down lets you catch less bullets
if(flipped==1)
if(get_dir(loc, from) == dir) //Flipped tables catch mroe bullets
chance += 20
else
return 1 //But only from one side
if(prob(chance))
health -= P.damage/2
if (health > 0)
visible_message("<span class='warning'>[P] hits \the [src]!</span>")
return 0
else
visible_message(SPAN_WARNING("[src] breaks down!"))
break_to_parts()
return 1
return 1
/obj/structure/table/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSTABLE))
return 1
if (flipped==1)
if (get_dir(loc, target) == dir)
return !density
else
return 1
return 1
/obj/structure/table/Crossed(var/atom/movable/am as mob|obj)
..()
if(ishuman(am))
var/mob/living/carbon/human/H = am
if(H.a_intent != I_HELP || H.m_intent == M_RUN)
throw_things(H)
else if(H.is_diona() || H.species.get_bodytype() == BODYTYPE_IPC_INDUSTRIAL)
throw_things(H)
else if((isliving(am) && !issmall(am)) || isslime(am))
throw_things(am)
/obj/structure/table/proc/throw_things(var/mob/living/user)
var/list/targets = list(get_step(src,dir),get_step(src,turn(dir, 45)),get_step(src,turn(dir, -45)))
var/turf/T = get_turf(src)
var/anything_moved = FALSE
for (var/obj/item/I in T)
if (I.simulated && !I.anchored)
INVOKE_ASYNC(I, TYPE_PROC_REF(/atom/movable, throw_at), pick(targets), 1, 1)
anything_moved = TRUE
CHECK_TICK
if (user && anything_moved)
user.visible_message(
"<span class='notice'>[user] kicks everything off [src].</span>",
"<span class='notice'>You kick everything off [src].</span>"
)
/obj/structure/table/structure_shaken()
..()
throw_things()
/obj/structure/table/do_climb(var/mob/living/user)
if (!can_climb(user))
return
user.visible_message(
"<span class='warning'>[user] starts climbing onto \the [src]!</span>",
"<span class='warning'>You start climbing onto \the [src]!</span>"
)
LAZYADD(climbers, user)
if(!do_after(user, 2.5 SECONDS))
LAZYREMOVE(climbers, user)
return
if (!can_climb(user, post_climb_check=1))
LAZYREMOVE(climbers, user)
return
user.forceMove(get_turf(src))
if (get_turf(user) == get_turf(src))
user.visible_message(
"<span class='warning'>[user] climbs onto \the [src]!</span>",
"<span class='warning'>You climb onto \the [src]!</span>"
)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.a_intent != I_HELP || H.m_intent == M_RUN)
throw_things(H)
else if(H.is_diona() || H.species.get_bodytype() == BODYTYPE_IPC_INDUSTRIAL)
throw_things(H)
else if(!issmall(user) || isslime(user))
throw_things(user)
LAZYREMOVE(climbers, user)
/obj/structure/table/MouseDrop_T(obj/O, mob/user, src_location, over_location, src_control, over_control, params)
if(ismob(O.loc)) //If placing an item
if(!isitem(O) || user.get_active_hand() != O)
return ..()
if(isrobot(user))
return
user.drop_item()
if(O.loc != src.loc)
step(O, get_dir(O, src))
else if(isturf(O.loc) && isitem(O)) //If pushing an item on the tabletop
var/obj/item/I = O
if(I.anchored)
return
if(!use_check_and_message(user))
if(O.w_class <= user.can_pull_size)
O.forceMove(loc)
auto_align(I, params, TRUE)
else
to_chat(user, SPAN_WARNING("\The [I] is too big for you to move!"))
return
return ..()
/obj/structure/table/attack_hand(mob/user)
. = ..()
if(ishuman(user))
if(!use_check_and_message(user))
var/mob/living/carbon/human/H = user
if((H.zone_sel.selecting in list(BP_R_HAND, BP_L_HAND)))
if(H.last_special + 1 SECOND < world.time)
H.last_special = world.time
switch(H.a_intent)
if(I_GRAB)
H.visible_message(SPAN_NOTICE("[H] knocks on the table!"))
playsound(src, 'sound/effects/table_knock.ogg')
if(I_HURT)
H.do_attack_animation(src)
H.visible_message(SPAN_WARNING("[H] slams [H.get_pronoun("his")] hand on the table!"))
playsound(src, 'sound/effects/table_slam.ogg')
if(material.hardness > 15) //15 wood, 60 steel
var/obj/item/organ/external/hand/hand = H.zone_sel.selecting
if(!BP_IS_ROBOTIC(hand))
H.apply_damage(5, DAMAGE_BRUTE, H.zone_sel.selecting, armor_pen = 10)
to_chat(H, SPAN_WARNING("Ow! That hurt..."))
else
for(var/obj/item/O in get_turf(src))
if(!O.anchored && O.w_class < ITEMSIZE_HUGE)
animate(O, pixel_y = 3, time = 2, loop = 1, easing = BOUNCE_EASING)
addtimer(CALLBACK(O, TYPE_PROC_REF(/obj/item, reset_table_position), 2))
/obj/item/proc/reset_table_position()
animate(src, pixel_y = 0, time = 2, loop = 1, easing = BOUNCE_EASING)
/obj/structure/table/attackby(obj/item/W, mob/user, var/click_parameters)
if (!W)
return
// Handle harm intent grabbing/tabling.
if(istype(W, /obj/item/grab) && get_dist(src,user)<2)
var/obj/item/grab/G = W
if(istype(G.affecting, /mob/living))
var/mob/living/M = G.affecting
var/obj/occupied = turf_is_crowded()
if(occupied)
to_chat(user, "<span class='danger'>There's \a [occupied] in the way.</span>")
return
if(!user.Adjacent(M))
return
if(G.state > GRAB_AGGRESSIVE && world.time >= G.last_action + UPGRADE_COOLDOWN)
if(user.a_intent == I_HURT)
var/blocked = M.get_blocked_ratio(BP_HEAD, DAMAGE_BRUTE, damage = 8)
if (prob(30 * (1 - blocked)))
M.Weaken(5)
M.apply_damage(8, DAMAGE_BRUTE, BP_HEAD)
visible_message("<span class='danger'>[G.assailant] slams [G.affecting]'s face against \the [src]!</span>")
if(material)
playsound(loc, material.tableslam_noise, 50, 1)
else
playsound(loc, 'sound/weapons/tablehit1.ogg', 50, 1)
// Shards. Extra damage, plus potentially the fact YOU LITERALLY HAVE A PIECE OF GLASS/METAL/WHATEVER IN YOUR FACE
var/sanity_counter = 0
for(var/obj/item/material/shard/S in get_turf(src))
if(prob(50))
M.visible_message("<span class='danger'>\The [S] slices [M]'s face messily!</span>",
"<span class='danger'>\The [S] slices your face messily!</span>")
M.apply_damage(10, DAMAGE_BRUTE, BP_HEAD)
sanity_counter++
if(sanity_counter >= 3)
break
G.last_action = world.time
else
G.affecting.forceMove(src.loc)
G.affecting.Weaken(rand(2,4))
visible_message("<span class='danger'>[G.assailant] puts [G.affecting] on \the [src].</span>")
qdel(W)
return
else
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
if(!W.dropsafety())
return
if(istype(W, /obj/item/melee/energy/blade))
var/obj/item/melee/energy/blade/blade = W
blade.spark_system.queue()
playsound(src.loc, 'sound/weapons/blade.ogg', 50, 1)
playsound(src.loc, /singleton/sound_category/spark_sound, 50, 1)
user.visible_message("<span class='danger'>\The [src] was sliced apart by [user]!</span>")
break_to_parts()
return
if(can_plate && !material)
to_chat(user, "<span class='warning'>There's nothing to put \the [W] on! Try adding plating to \the [src] first.</span>")
return
if(W.ishammer() && user.a_intent != I_HURT)
var/obj/item/I = usr.get_inactive_hand()
if(I && istype(I, /obj/item/stack))
var/obj/item/stack/D = I
if(D.get_material_name() != material.name)
return ..()
if(health < maxhealth)
if(D.get_amount() < 1)
to_chat(user, SPAN_WARNING("You need one sheet of [material.display_name] to repair \the [src]."))
return
user.visible_message("<b>[user]</b> begins to repair \the [src].", SPAN_NOTICE("You begin to repair \the [src]."))
if(do_after(user, 2 SECONDS) && health < maxhealth)
if(D.use(1))
health = maxhealth
visible_message("<b>[user]</b> repairs \the [src].", SPAN_NOTICE("You repair \the [src]."))
// Placing stuff on tables
if(user.unEquip(W, 0, loc)) //Loc is intentional here so we don't forceMove() items into oblivion
user.make_item_drop_sound(W)
auto_align(W, click_parameters)
return
#define CELLS 8 //Amount of cells per row/column in grid
#define CELLSIZE (world.icon_size/CELLS) //Size of a cell in pixels
/*
Automatic alignment of items to an invisible grid, defined by CELLS and CELLSIZE.
Since the grid will be shifted to own a cell that is perfectly centered on the turf, we end up with two 'cell halves'
on edges of each row/column.
Each item defines a center_of_mass, which is the pixel of a sprite where its projected center of mass toward a turf
surface can be assumed. For a piece of paper, this will be in its center. For a bottle, it will be (near) the bottom
of the sprite.
auto_align() will then place the sprite so the defined center_of_mass is at the bottom left corner of the grid cell
closest to where the cursor has clicked on.
Note: This proc can be overwritten to allow for different types of auto-alignment.
*/
/obj/item/var/list/center_of_mass = list("x" = 16,"y" = 16)
/obj/structure/table/proc/auto_align(obj/item/W, click_parameters, var/animate = FALSE)
if(!W.center_of_mass)
W.randpixel_xy()
W.layer = initial(W.layer) + ((32 - W.pixel_y) / 1000)
return
if(!click_parameters)
return
var/list/mouse_control = mouse_safe_xy(click_parameters)
var/mouse_x = mouse_control["icon-x"]
var/mouse_y = mouse_control["icon-y"]
if(isnum(mouse_x) && isnum(mouse_y))
var/cell_x = max(0, min(CELLS-1, round(mouse_x/CELLSIZE)))
var/cell_y = max(0, min(CELLS-1, round(mouse_y/CELLSIZE)))
var/target_x = (CELLSIZE * (cell_x + 0.5)) - W.center_of_mass["x"]
var/target_y = (CELLSIZE * (cell_y + 0.5)) - W.center_of_mass["y"]
if(animate)
var/dist_x = abs(W.pixel_x - target_x)
var/dist_y = abs(W.pixel_y - target_y)
var/dist = sqrt((dist_x*dist_x)+(dist_y*dist_y))
animate(W, pixel_x=target_x, pixel_y=target_y,time=dist*0.5)
else
W.pixel_x = target_x
W.pixel_y = target_y
W.layer = initial(W.layer) + ((32 - W.pixel_y) / 1000)
#undef CELLS
#undef CELLSIZE
/obj/structure/table/do_simple_ranged_interaction(var/mob/user)
return