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Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑
153 lines
7.1 KiB
Plaintext
153 lines
7.1 KiB
Plaintext
/**
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* Component that can be used to clean things.
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* Takes care of duration, cleaning skill and special cleaning interactions.
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* A callback can be set by the datum holding the cleaner to add custom functionality.
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* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
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*/
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/datum/component/cleaner
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/// The time it takes to clean something, without reductions from the cleaning skill modifier.
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var/base_cleaning_duration
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/// Offsets the cleaning duration modifier that you get from your cleaning skill, the duration won't be modified to be more than the base duration.
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var/skill_duration_modifier_offset
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/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
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var/cleaning_strength
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/// Gets called before you start cleaning, returns TRUE/FALSE whether the clean should actually wash tiles, or DO_NOT_CLEAN to not clean at all.
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var/datum/callback/pre_clean_callback
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/// Gets called when something is successfully cleaned.
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var/datum/callback/on_cleaned_callback
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/datum/component/cleaner/Initialize(
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base_cleaning_duration = 3 SECONDS,
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skill_duration_modifier_offset = 0,
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cleaning_strength = CLEAN_SCRUB,
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datum/callback/pre_clean_callback = null,
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datum/callback/on_cleaned_callback = null,
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)
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src.base_cleaning_duration = base_cleaning_duration
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src.skill_duration_modifier_offset = skill_duration_modifier_offset
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src.cleaning_strength = cleaning_strength
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src.pre_clean_callback = pre_clean_callback
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src.on_cleaned_callback = on_cleaned_callback
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/datum/component/cleaner/Destroy(force)
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pre_clean_callback = null
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on_cleaned_callback = null
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return ..()
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/datum/component/cleaner/RegisterWithParent()
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if(ismob(parent))
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RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(on_interaction))
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/datum/component/cleaner/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_ITEM_INTERACTING_WITH_ATOM,
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COMSIG_LIVING_UNARMED_ATTACK,
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))
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/**
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* Handles the COMSIG_LIVING_UNARMED_ATTACK signal used for cleanbots
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* Redirects to afterattack, while setting parent (the bot) as user.
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*/
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/datum/component/cleaner/proc/on_unarmed_attack(datum/source, atom/target, proximity_flags, modifiers)
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SIGNAL_HANDLER
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if(on_interaction(source, source, target, modifiers) & ITEM_INTERACT_ANY_BLOCKER)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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return NONE
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/**
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* Handles the COMSIG_ITEM_INTERACTING_WITH_ATOM signal by calling the clean proc.
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*/
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/datum/component/cleaner/proc/on_interaction(datum/source, mob/living/user, atom/target, list/modifiers)
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SIGNAL_HANDLER
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if(isitem(source) && SHOULD_SKIP_INTERACTION(target, source, user))
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return NONE
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// By default, give XP
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var/give_xp = TRUE
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if(pre_clean_callback)
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var/callback_return = pre_clean_callback.Invoke(source, target, user)
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if(callback_return & CLEAN_BLOCKED)
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return (callback_return & CLEAN_DONT_BLOCK_INTERACTION) ? NONE : ITEM_INTERACT_BLOCKING
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if(callback_return & CLEAN_NO_XP)
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give_xp = FALSE
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INVOKE_ASYNC(src, PROC_REF(clean), source, target, user, give_xp)
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return ITEM_INTERACT_SUCCESS
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/**
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* Cleans something using this cleaner.
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* The cleaning duration is modified by the cleaning skill of the user.
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* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
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*
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* Arguments
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* * source the datum that sent the signal to start cleaning
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* * target the thing being cleaned
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* * user the person doing the cleaning
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* * clean_target set this to false if the target should not be washed and if experience should not be awarded to the user
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*/
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/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, clean_target = TRUE)
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//make sure we don't attempt to clean something while it's already being cleaned
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if(HAS_TRAIT(target, TRAIT_CURRENTLY_CLEANING) || (SEND_SIGNAL(target, COMSIG_ATOM_PRE_CLEAN, user) & COMSIG_ATOM_CANCEL_CLEAN))
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return
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//add the trait and overlay
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ADD_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
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// We need to update our planes on overlay changes
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RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(cleaning_target_moved))
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var/mutable_appearance/low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, target, GAME_PLANE)
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var/mutable_appearance/high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, target, ABOVE_GAME_PLANE)
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var/list/icon_offsets = target.get_oversized_icon_offsets()
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low_bubble.pixel_x = icon_offsets["x"]
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low_bubble.pixel_y = icon_offsets["y"]
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high_bubble.pixel_x = icon_offsets["x"]
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high_bubble.pixel_y = icon_offsets["y"]
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if(target.plane > low_bubble.plane) //check if the higher overlay is necessary
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target.add_overlay(high_bubble)
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else if(target.plane == low_bubble.plane)
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if(target.layer > low_bubble.layer)
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target.add_overlay(high_bubble)
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else
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target.add_overlay(low_bubble)
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else //(target.plane < low_bubble.plane)
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target.add_overlay(low_bubble)
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//set the cleaning duration
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var/cleaning_duration = base_cleaning_duration
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if(user.mind) //higher cleaning skill can make the duration shorter
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//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
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cleaning_duration = (cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset, 1))
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//do the cleaning
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var/clean_succeeded = FALSE
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if(do_after(user, cleaning_duration, target = target))
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clean_succeeded = TRUE
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if(clean_target)
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for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
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user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
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if(target.wash(cleaning_strength))
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user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
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on_cleaned_callback?.Invoke(source, target, user, clean_succeeded)
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//remove the cleaning overlay
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target.cut_overlay(low_bubble)
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target.cut_overlay(high_bubble)
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UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
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REMOVE_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
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/datum/component/cleaner/proc/cleaning_target_moved(atom/movable/source, turf/old_turf, turf/new_turf, same_z_layer)
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if(same_z_layer)
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return
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// First, get rid of the old overlay
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var/mutable_appearance/old_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, old_turf, GAME_PLANE)
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var/mutable_appearance/old_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, old_turf, ABOVE_GAME_PLANE)
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source.cut_overlay(old_low_bubble)
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source.cut_overlay(old_high_bubble)
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// Now, add the new one
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var/mutable_appearance/new_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, new_turf, GAME_PLANE)
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var/mutable_appearance/new_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, new_turf, ABOVE_GAME_PLANE)
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source.add_overlay(new_low_bubble)
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source.add_overlay(new_high_bubble)
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