mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-12 08:36:00 +01:00
bc2215667f
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
122 lines
3.6 KiB
Plaintext
122 lines
3.6 KiB
Plaintext
#define UNREADY 0
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#define IDLE 1
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#define READY 2
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/obj/machinery/plumbing/buffer
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name = "automatic buffer"
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desc = "A chemical holding tank that waits for neighbouring automatic buffers to complete before allowing a withdrawal. Connect/reset by screwdrivering"
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icon_state = "buffer"
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pass_flags_self = PASSMACHINE | LETPASSTHROW // It looks short enough.
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buffer = 200
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var/datum/buffer_net/buffer_net
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var/activation_volume = 100
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var/mode
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/obj/machinery/plumbing/buffer/Initialize(mapload, bolt, layer)
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. = ..()
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AddComponent(/datum/component/plumbing/buffer, bolt, layer)
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/obj/machinery/plumbing/buffer/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagent_change))
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/obj/machinery/plumbing/buffer/proc/on_reagent_change()
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SIGNAL_HANDLER
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if(!buffer_net)
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return
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if(reagents.total_volume >= activation_volume && mode == UNREADY)
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mode = IDLE
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buffer_net.check_active()
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else if(reagents.total_volume < activation_volume && mode != UNREADY)
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mode = UNREADY
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buffer_net.check_active()
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/obj/machinery/plumbing/buffer/update_icon()
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. = ..()
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icon_state = initial(icon_state)
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if(buffer_net)
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switch(mode)
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if(UNREADY)
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icon_state += "_red"
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if(IDLE)
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icon_state += "_yellow"
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if(READY)
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icon_state += "_green"
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/obj/machinery/plumbing/buffer/proc/attempt_connect()
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for(var/direction in GLOB.cardinals)
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var/turf/T = get_step(src, direction)
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for(var/atom/movable/movable in T)
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if(istype(movable, /obj/machinery/plumbing/buffer))
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var/obj/machinery/plumbing/buffer/neighbour = movable
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if(neighbour.buffer_net != buffer_net)
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neighbour.buffer_net?.destruct()
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//we could put this on a proc, but its so simple I dont think its worth the overhead
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buffer_net.buffer_list += neighbour
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neighbour.buffer_net = buffer_net
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neighbour.attempt_connect() //technically this would runtime if you made about 200~ buffers
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add_overlay(icon_state + "_alert")
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, cut_overlay), icon_state + "_alert"), 2 SECONDS)
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/obj/machinery/plumbing/buffer/attack_hand_secondary(mob/user, modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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. = SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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var/new_volume = tgui_input_number(user, "Enter new activation threshold", "Beepityboop", activation_volume, buffer)
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if(!new_volume || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return
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activation_volume = new_volume
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to_chat(user, span_notice("New activation threshold is now [activation_volume]."))
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return
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/obj/machinery/plumbing/buffer/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
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if(item.tool_behaviour == TOOL_SCREWDRIVER)
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to_chat(user, span_notice("You reset the automatic buffer."))
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//reset the net
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buffer_net?.destruct()
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buffer_net = new()
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LAZYADD(buffer_net.buffer_list, src)
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attempt_connect()
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else
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return . = ..()
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/obj/machinery/plumbing/buffer/doMove(destination)
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. = ..()
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buffer_net?.destruct()
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/datum/buffer_net
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var/list/obj/machinery/plumbing/buffer/buffer_list
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/datum/buffer_net/proc/destruct()
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for(var/obj/machinery/plumbing/buffer/buffer in buffer_list)
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buffer.buffer_net = null
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buffer_list.Cut()
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qdel(src)
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/datum/buffer_net/proc/check_active()
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var/ready = TRUE
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for(var/obj/machinery/plumbing/buffer/buffer in buffer_list)
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if(buffer.mode == UNREADY)
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ready = FALSE
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break
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for(var/obj/machinery/plumbing/buffer/buffer in buffer_list)
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if(buffer.mode == READY && !ready)
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buffer.mode = IDLE
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else if(buffer.mode == IDLE && ready)
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buffer.mode = READY
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buffer.update_icon()
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#undef UNREADY
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#undef IDLE
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#undef READY
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