second pass over the SC/FISHER code, incl. bitflags and PDAs (#78330)

## About The Pull Request
makes `COMSIG_HIT_BY_SABOTEUR` return a bitflag in order to close #78297
(i am very sorry)
fixes #78298
extends flashlight disabling to modular computers incl. PDAs because
somehow i forgot that they had flashlights.
## Why It's Good For The Game
my code sucks and i should make it suck less, actually

## Changelog
i don't think i get to put a code improvement tag if it's not
playerfacing and it's my own fault
🆑
fix: Flares and candles no longer sound like flashlights when being
turned on.
fix: Getting shot by an SC/FISHER now disables PDA lights for
consistency's sake.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
This commit is contained in:
Hatterhat
2023-09-15 08:18:50 -05:00
committed by GitHub
parent 5bb5b94310
commit c6ac468b90
11 changed files with 38 additions and 14 deletions

View File

@@ -65,6 +65,8 @@
///If the computer has a flashlight/LED light built-in.
var/has_light = FALSE
/// If the computer's flashlight/LED light has forcibly disabled for a temporary amount of time.
COOLDOWN_DECLARE(disabled_time)
/// How far the computer's light can reach, is not editable by players.
var/comp_light_luminosity = 3
/// The built-in light's color, editable by players.
@@ -127,6 +129,7 @@
UpdateDisplay()
if(has_light)
add_item_action(/datum/action/item_action/toggle_computer_light)
RegisterSignal(src, COMSIG_HIT_BY_SABOTEUR, PROC_REF(on_saboteur))
if(inserted_disk)
inserted_disk = new inserted_disk(src)
if(internal_cell)
@@ -657,7 +660,7 @@
/obj/item/modular_computer/ui_action_click(mob/user, actiontype)
if(istype(actiontype, /datum/action/item_action/toggle_computer_light))
toggle_flashlight()
toggle_flashlight(user)
return
return ..()
@@ -668,14 +671,32 @@
* Called from ui_act(), does as the name implies.
* It is separated from ui_act() to be overwritten as needed.
*/
/obj/item/modular_computer/proc/toggle_flashlight()
/obj/item/modular_computer/proc/toggle_flashlight(mob/user)
if(!has_light)
return FALSE
if(!COOLDOWN_FINISHED(src, disabled_time))
balloon_alert(user, "disrupted!")
return FALSE
set_light_on(!light_on)
update_appearance()
update_item_action_buttons(force = TRUE) //force it because we added an overlay, not changed its icon
return TRUE
/**
* Disables the computer's flashlight/LED light, if it has one, for a given disrupt_duration.
*
* Called when sent COMSIG_HIT_BY_SABOTEUR.
*/
/obj/item/modular_computer/proc/on_saboteur(datum/source, disrupt_duration)
SIGNAL_HANDLER
if(!has_light)
return
set_light_on(FALSE)
update_appearance()
update_item_action_buttons(force = TRUE) //force it because we added an overlay, not changed its icon
COOLDOWN_START(src, disabled_time, disrupt_duration)
return COMSIG_SABOTEUR_SUCCESS
/**
* Sets the computer's light color, if it has a light.
*

View File

@@ -374,7 +374,7 @@
.["comp_light_color"] = robo.lamp_color
//Makes the flashlight button affect the borg rather than the tablet
/obj/item/modular_computer/pda/silicon/toggle_flashlight()
/obj/item/modular_computer/pda/silicon/toggle_flashlight(mob/user)
if(!silicon_owner || QDELETED(silicon_owner))
return FALSE
if(iscyborg(silicon_owner))