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Bubberstation/code/datums/components/cleaner.dm
MrMelbert 8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
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.
/🆑
2024-09-12 23:48:19 +02:00

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/**
* Component that can be used to clean things.
* Takes care of duration, cleaning skill and special cleaning interactions.
* A callback can be set by the datum holding the cleaner to add custom functionality.
* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
*/
/datum/component/cleaner
/// The time it takes to clean something, without reductions from the cleaning skill modifier.
var/base_cleaning_duration
/// 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.
var/skill_duration_modifier_offset
/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
var/cleaning_strength
/// 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.
var/datum/callback/pre_clean_callback
/// Gets called when something is successfully cleaned.
var/datum/callback/on_cleaned_callback
/datum/component/cleaner/Initialize(
base_cleaning_duration = 3 SECONDS,
skill_duration_modifier_offset = 0,
cleaning_strength = CLEAN_SCRUB,
datum/callback/pre_clean_callback = null,
datum/callback/on_cleaned_callback = null,
)
src.base_cleaning_duration = base_cleaning_duration
src.skill_duration_modifier_offset = skill_duration_modifier_offset
src.cleaning_strength = cleaning_strength
src.pre_clean_callback = pre_clean_callback
src.on_cleaned_callback = on_cleaned_callback
/datum/component/cleaner/Destroy(force)
pre_clean_callback = null
on_cleaned_callback = null
return ..()
/datum/component/cleaner/RegisterWithParent()
if(ismob(parent))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(on_interaction))
/datum/component/cleaner/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_ITEM_INTERACTING_WITH_ATOM,
COMSIG_LIVING_UNARMED_ATTACK,
))
/**
* Handles the COMSIG_LIVING_UNARMED_ATTACK signal used for cleanbots
* Redirects to afterattack, while setting parent (the bot) as user.
*/
/datum/component/cleaner/proc/on_unarmed_attack(datum/source, atom/target, proximity_flags, modifiers)
SIGNAL_HANDLER
if(on_interaction(source, source, target, modifiers) & ITEM_INTERACT_ANY_BLOCKER)
return COMPONENT_CANCEL_ATTACK_CHAIN
return NONE
/**
* Handles the COMSIG_ITEM_INTERACTING_WITH_ATOM signal by calling the clean proc.
*/
/datum/component/cleaner/proc/on_interaction(datum/source, mob/living/user, atom/target, list/modifiers)
SIGNAL_HANDLER
if(isitem(source) && SHOULD_SKIP_INTERACTION(target, source, user))
return NONE
// By default, give XP
var/give_xp = TRUE
if(pre_clean_callback)
var/callback_return = pre_clean_callback.Invoke(source, target, user)
if(callback_return & CLEAN_BLOCKED)
return (callback_return & CLEAN_DONT_BLOCK_INTERACTION) ? NONE : ITEM_INTERACT_BLOCKING
if(callback_return & CLEAN_NO_XP)
give_xp = FALSE
INVOKE_ASYNC(src, PROC_REF(clean), source, target, user, give_xp)
return ITEM_INTERACT_SUCCESS
/**
* Cleans something using this cleaner.
* The cleaning duration is modified by the cleaning skill of the user.
* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
*
* Arguments
* * source the datum that sent the signal to start cleaning
* * target the thing being cleaned
* * user the person doing the cleaning
* * clean_target set this to false if the target should not be washed and if experience should not be awarded to the user
*/
/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, clean_target = TRUE)
//make sure we don't attempt to clean something while it's already being cleaned
if(HAS_TRAIT(target, TRAIT_CURRENTLY_CLEANING) || (SEND_SIGNAL(target, COMSIG_ATOM_PRE_CLEAN, user) & COMSIG_ATOM_CANCEL_CLEAN))
return
//add the trait and overlay
ADD_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
// We need to update our planes on overlay changes
RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(cleaning_target_moved))
var/mutable_appearance/low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, target, GAME_PLANE)
var/mutable_appearance/high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, target, ABOVE_GAME_PLANE)
var/list/icon_offsets = target.get_oversized_icon_offsets()
low_bubble.pixel_x = icon_offsets["x"]
low_bubble.pixel_y = icon_offsets["y"]
high_bubble.pixel_x = icon_offsets["x"]
high_bubble.pixel_y = icon_offsets["y"]
if(target.plane > low_bubble.plane) //check if the higher overlay is necessary
target.add_overlay(high_bubble)
else if(target.plane == low_bubble.plane)
if(target.layer > low_bubble.layer)
target.add_overlay(high_bubble)
else
target.add_overlay(low_bubble)
else //(target.plane < low_bubble.plane)
target.add_overlay(low_bubble)
//set the cleaning duration
var/cleaning_duration = base_cleaning_duration
if(user.mind) //higher cleaning skill can make the duration shorter
//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
cleaning_duration = (cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset, 1))
//do the cleaning
var/clean_succeeded = FALSE
if(do_after(user, cleaning_duration, target = target))
clean_succeeded = TRUE
if(clean_target)
for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
if(target.wash(cleaning_strength))
user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
on_cleaned_callback?.Invoke(source, target, user, clean_succeeded)
//remove the cleaning overlay
target.cut_overlay(low_bubble)
target.cut_overlay(high_bubble)
UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
REMOVE_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
/datum/component/cleaner/proc/cleaning_target_moved(atom/movable/source, turf/old_turf, turf/new_turf, same_z_layer)
if(same_z_layer)
return
// First, get rid of the old overlay
var/mutable_appearance/old_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, old_turf, GAME_PLANE)
var/mutable_appearance/old_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, old_turf, ABOVE_GAME_PLANE)
source.cut_overlay(old_low_bubble)
source.cut_overlay(old_high_bubble)
// Now, add the new one
var/mutable_appearance/new_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, new_turf, GAME_PLANE)
var/mutable_appearance/new_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, new_turf, ABOVE_GAME_PLANE)
source.add_overlay(new_low_bubble)
source.add_overlay(new_high_bubble)