Files
Bubberstation/code/game/objects/structures/fireaxe.dm
SkyratBot 6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* Standardizes attack chain signal returns and fixes a tk bug (#54475)

The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00

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/obj/structure/fireaxecabinet
name = "fire axe cabinet"
desc = "There is a small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
icon = 'icons/obj/wallmounts.dmi'
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
var/open = FALSE
var/obj/item/fireaxe/fireaxe
/obj/structure/fireaxecabinet/Initialize()
. = ..()
fireaxe = new
update_icon()
/obj/structure/fireaxecabinet/Destroy()
if(fireaxe)
QDEL_NULL(fireaxe)
return ..()
/obj/structure/fireaxecabinet/attackby(obj/item/I, mob/user, params)
if(iscyborg(user) || I.tool_behaviour == TOOL_MULTITOOL)
toggle_lock(user)
else if(I.tool_behaviour == TOOL_WELDER && user.a_intent == INTENT_HELP && !broken)
if(obj_integrity < max_integrity)
if(!I.tool_start_check(user, amount=2))
return
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
if(I.use_tool(src, user, 40, volume=50, amount=2))
obj_integrity = max_integrity
update_icon()
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
else if(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, "<span class='warning'>You need two glass sheets to fix [src]!</span>")
return
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src) && G.use(2))
broken = FALSE
obj_integrity = max_integrity
update_icon()
else if(open || broken)
if(istype(I, /obj/item/fireaxe) && !fireaxe)
var/obj/item/fireaxe/F = I
if(F?.wielded)
to_chat(user, "<span class='warning'>Unwield the [F.name] first.</span>")
return
if(!user.transferItemToLoc(F, src))
return
fireaxe = F
to_chat(user, "<span class='notice'>You place the [F.name] back in the [name].</span>")
update_icon()
return
else if(!broken)
toggle_open()
else
return ..()
/obj/structure/fireaxecabinet/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(broken)
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, TRUE)
else
playsound(loc, 'sound/effects/glasshit.ogg', 90, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
/obj/structure/fireaxecabinet/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = TRUE, attack_dir)
if(open)
return
. = ..()
if(.)
update_icon()
/obj/structure/fireaxecabinet/obj_break(damage_flag)
if(!broken && !(flags_1 & NODECONSTRUCT_1))
update_icon()
broken = TRUE
playsound(src, 'sound/effects/glassbr3.ogg', 100, TRUE)
new /obj/item/shard(loc)
new /obj/item/shard(loc)
/obj/structure/fireaxecabinet/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(fireaxe && loc)
fireaxe.forceMove(loc)
fireaxe = null
new /obj/item/stack/sheet/metal(loc, 2)
qdel(src)
/obj/structure/fireaxecabinet/blob_act(obj/structure/blob/B)
if(fireaxe)
fireaxe.forceMove(loc)
fireaxe = null
qdel(src)
/obj/structure/fireaxecabinet/attack_hand(mob/user)
. = ..()
if(.)
return
if(open || broken)
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
to_chat(user, "<span class='notice'>You take the fire axe from the [name].</span>")
src.add_fingerprint(user)
update_icon()
return
if(locked)
to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
return
else
open = !open
update_icon()
return
/obj/structure/fireaxecabinet/attack_paw(mob/living/user)
return attack_hand(user)
/obj/structure/fireaxecabinet/attack_ai(mob/user)
toggle_lock(user)
return
/obj/structure/fireaxecabinet/attack_tk(mob/user)
. = COMPONENT_CANCEL_ATTACK_CHAIN
if(locked)
to_chat(user, "<span class='warning'>The [name] won't budge!</span>")
return
open = !open
update_icon()
/obj/structure/fireaxecabinet/update_overlays()
. = ..()
if(fireaxe)
. += "axe"
if(!open)
var/hp_percent = obj_integrity/max_integrity * 100
if(broken)
. += "glass4"
else
switch(hp_percent)
if(-INFINITY to 40)
. += "glass3"
if(40 to 60)
. += "glass2"
if(60 to 80)
. += "glass1"
if(80 to INFINITY)
. += "glass"
if(locked)
. += "locked"
else
. += "unlocked"
else
. += "glass_raised"
/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
to_chat(user, "<span class='notice'>Resetting circuitry...</span>")
playsound(src, 'sound/machines/locktoggle.ogg', 50, TRUE)
if(do_after(user, 20, target = src))
to_chat(user, "<span class='notice'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
locked = !locked
update_icon()
/obj/structure/fireaxecabinet/verb/toggle_open()
set name = "Open/Close"
set category = "Object"
set src in oview(1)
if(locked)
to_chat(usr, "<span class='warning'>The [name] won't budge!</span>")
return
else
open = !open
update_icon()
return