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