Files
Bubberstation/code/datums/components/lockable_storage.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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/**
* ##lockable_storage
* Adds a UI to the object that triggers when you use it in hand (if item) or attack (everything else).
* The UI is a lock that, when unlocked, allows you to access the contents inside of it.
* When using this, make sure you have icons for `on_update_icon_state`.
*/
/datum/component/lockable_storage
///Boolean on whether the panel has been hacked open with a screwdriver.
var/panel_open = FALSE
///The number currently sitting in the briefcase's panel.
var/numeric_input
///The code that will open this safe, set by usually players.
///Importantly, can be null if there's no password.
var/lock_code
///Boolean on whether the storage can be hacked open with a multitool.
var/can_hack_open
/datum/component/lockable_storage/Initialize(
lock_code,
can_hack_open = TRUE,
)
. = ..()
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
var/atom/atom_parent = parent
atom_parent.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
if(!atom_parent.atom_storage)
atom_parent.create_storage(
max_specific_storage = WEIGHT_CLASS_GIGANTIC,
max_total_storage = 14,
canthold = list(/obj/item/storage/briefcase/secure),
)
src.lock_code = lock_code
if(!isnull(lock_code))
atom_parent.atom_storage.locked = STORAGE_FULLY_LOCKED
src.can_hack_open = can_hack_open
atom_parent.update_appearance()
/datum/component/lockable_storage/RegisterWithParent()
. = ..()
if(can_hack_open)
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver_act))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(on_multitool_act))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_interact))
else
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_interact))
/datum/component/lockable_storage/UnregisterFromParent()
if(can_hack_open)
UnregisterSignal(parent, list(
COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL),
))
UnregisterSignal(parent, list(
COMSIG_ATOM_EXAMINE,
COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM,
COMSIG_ATOM_UPDATE_ICON_STATE,
))
if(isitem(parent))
UnregisterSignal(parent, COMSIG_ITEM_ATTACK_SELF)
else
UnregisterSignal(parent, COMSIG_ATOM_ATTACK_HAND)
return ..()
/**
* Adds context screentips to the locked item.
* Arguments:
* * source - The item that will display its screentip
* * context - The list of context that will be displayed. We add onto this list for it to show up.
* * held_item - The item in your hand, which in this case should be a screwdriver or multitool, if necessary.
* * user - The user who is going to see the screentips.
*/
/datum/component/lockable_storage/proc/on_requesting_context_from_item(datum/source, list/context, obj/item/held_item, mob/user)
SIGNAL_HANDLER
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Open storage"
return CONTEXTUAL_SCREENTIP_SET
if(can_hack_open)
switch(held_item.tool_behaviour)
if(TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] panel"
return CONTEXTUAL_SCREENTIP_SET
if(TOOL_MULTITOOL)
context[SCREENTIP_CONTEXT_LMB] = "Hack panel open"
return CONTEXTUAL_SCREENTIP_SET
return NONE
///Called when examining the storage item.
/datum/component/lockable_storage/proc/on_examine(atom/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(can_hack_open)
examine_list += "The service panel is currently <b>[panel_open ? "unscrewed" : "screwed shut"]</b>."
/**
* Called when a screwdriver is used on the parent, if it's hackable.
*/
/datum/component/lockable_storage/proc/on_screwdriver_act(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(!can_hack_open || !source.atom_storage.locked)
return NONE
panel_open = !panel_open
tool.play_tool_sound(source)
source.balloon_alert(user, "panel [panel_open ? "opened" : "closed"]")
return ITEM_INTERACT_SUCCESS
/**
* Called when a multitool is used on the parent, if it's hackable.
* Checks if we can start hacking and, if so, will begin the hacking process.
*/
/datum/component/lockable_storage/proc/on_multitool_act(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(!can_hack_open || !source.atom_storage.locked)
return NONE
if(!panel_open)
source.balloon_alert(user, "panel closed!")
return ITEM_INTERACT_BLOCKING
source.balloon_alert(user, "hacking...")
INVOKE_ASYNC(src, PROC_REF(hack_open), source, user, tool)
return ITEM_INTERACT_SUCCESS
///Does a do_after to hack the storage open, takes a long time cause idk.
/datum/component/lockable_storage/proc/hack_open(atom/source, mob/user, obj/item/tool)
if(!tool.use_tool(parent, user, 40 SECONDS, volume = 50))
return
source.balloon_alert(user, "hacked")
lock_code = null
///Updates the icon state depending on if we're locked or not.
/datum/component/lockable_storage/proc/on_update_icon_state(obj/source)
SIGNAL_HANDLER
source.icon_state = "[source.base_icon_state][source.atom_storage.locked ? "_locked" : null]"
///Called when interacted with in-hand or on attack, opens the UI.
/datum/component/lockable_storage/proc/on_interact(atom/source, mob/user)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(ui_interact), user)
/datum/component/lockable_storage/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "LockedSafe", parent)
ui.open()
/datum/component/lockable_storage/ui_data(mob/user)
var/list/data = list()
var/atom/source = parent
data["input_code"] = numeric_input || "*****"
data["locked"] = source.atom_storage.locked
data["lock_code"] = !!lock_code //we just need to know if it has one.
return data
/datum/component/lockable_storage/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(action != "keypad")
return TRUE
var/digit = params["digit"]
switch(digit)
//locking it back up
if("C")
var/atom/source = parent
numeric_input = ""
//you can't lock it if it's already locked or lacks a lock code.
if(source.atom_storage.locked || isnull(lock_code))
return TRUE
source.atom_storage.locked = STORAGE_FULLY_LOCKED
source.atom_storage.hide_contents(usr)
source.update_appearance(UPDATE_ICON)
return TRUE
//setting a password & unlocking
if("E")
//inputting a new code if there isn't one set.
if(!lock_code)
if(length(numeric_input) != 5)
return TRUE
lock_code = numeric_input
numeric_input = ""
return TRUE
//unlocking the current code.
if(numeric_input != lock_code)
return TRUE
var/atom/source = parent
source.atom_storage.locked = STORAGE_NOT_LOCKED
numeric_input = ""
source.update_appearance(UPDATE_ICON)
return TRUE
//putting digits in.
if("0", "1", "2", "3", "4", "5", "6", "7", "8", "9")
if(length(numeric_input) == 5)
return
numeric_input += digit
return TRUE