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