Commit Graph

8 Commits

Author SHA1 Message Date
Ghom
339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
Mothblocks
f54dcda1c0 afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.

I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
2023-01-04 21:10:41 -08:00
oranges
74e43bc556 Improve the naming of the element argument hash index selector (#71319)
So confusing name
2022-11-19 17:04:28 -08:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
Mothblocks
60ee087b16 Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.

ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.

Sometimes you want this, for instance:

```dm
/datum/element/point_of_interest/Detach(datum/target)
	SSpoints_of_interest.on_poi_element_removed(target)
	return ..()
```

This Detach cleans up a reference that would have hung if target was
destroyed without this being called.

However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!

I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,

---

An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
2022-11-05 15:00:59 +01:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
coiax
c98438a861 Improve plastic kitchenware messages and code (#59398)
* Improve plastic kitchenware messages and code

- When shattering a plastic tool through random chance, the message
  printed will now say the tool has broken, and not whatever you broke
  it on.
- The code for plastic spoons, plastic knives, and plastic forks
  breaking has been refactored into a new "easily_fragmented" element.
2021-06-04 13:22:05 -07:00