Files
Bubberstation/code/modules/detectivework/evidence.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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//CONTAINS: Evidence bags
/obj/item/evidencebag
name = "evidence bag"
desc = "An empty evidence bag."
icon = 'icons/obj/storage/storage.dmi'
icon_state = "evidenceobj"
inhand_icon_state = ""
w_class = WEIGHT_CLASS_TINY
item_flags = NOBLUDGEON
/obj/item/evidencebag/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(interacting_with == loc || !isitem(interacting_with) || HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
return NONE
if(evidencebagEquip(interacting_with, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/evidencebag/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(evidencebagEquip(tool, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/evidencebag/Exited(atom/movable/gone, direction)
. = ..()
cut_overlays()
update_weight_class(initial(w_class))
icon_state = initial(icon_state)
desc = initial(desc)
/obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
if(!istype(I) || I.anchored)
return FALSE
if(loc.atom_storage && I.atom_storage)
to_chat(user, span_warning("No matter what way you try, you can't get [I] to fit inside [src]."))
return TRUE //begone infinite storage ghosts, begone from me
if(HAS_TRAIT(I, TRAIT_NO_STORAGE_INSERT))
to_chat(user, span_warning("No matter what way you try, you can't get [I] to fit inside [src]."))
return TRUE
if(istype(I, /obj/item/evidencebag))
to_chat(user, span_warning("You find putting an evidence bag in another evidence bag to be slightly absurd."))
return TRUE //now this is podracing
if(loc in I.get_all_contents()) // fixes tg #39452, evidence bags could store their own location, causing I to be stored in the bag while being present inworld still, and able to be teleported when removed.
to_chat(user, span_warning("You find putting [I] in [src] while it's still inside it quite difficult!"))
return TRUE
if(I.w_class > WEIGHT_CLASS_NORMAL)
to_chat(user, span_warning("[I] won't fit in [src]!"))
return TRUE
if(contents.len)
to_chat(user, span_warning("[src] already has something inside it!"))
return TRUE
if(!isturf(I.loc)) //If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
if(I.loc.atom_storage) //in a container.
I.loc.atom_storage.remove_single(user, I, src)
if(!user.is_holding(I) || HAS_TRAIT(I, TRAIT_NODROP))
return TRUE
if(QDELETED(I))
return TRUE
user.visible_message(span_notice("[user] puts [I] into [src]."), span_notice("You put [I] inside [src]."),\
span_hear("You hear a rustle as someone puts something into a plastic bag."))
icon_state = "evidence"
var/mutable_appearance/in_evidence = new(I)
in_evidence.plane = FLOAT_PLANE
in_evidence.layer = FLOAT_LAYER
in_evidence.pixel_x = 0
in_evidence.pixel_y = 0
add_overlay(in_evidence)
add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey.
desc = "An evidence bag containing [I]. [I.desc]"
I.forceMove(src)
update_weight_class(I.w_class)
return TRUE
/obj/item/evidencebag/attack_self(mob/user)
if(contents.len)
var/obj/item/I = contents[1]
user.visible_message(span_notice("[user] takes [I] out of [src]."), span_notice("You take [I] out of [src]."),\
span_hear("You hear someone rustle around in a plastic bag, and remove something."))
cut_overlays() //remove the overlays
user.put_in_hands(I)
update_weight_class(WEIGHT_CLASS_TINY)
icon_state = "evidenceobj"
desc = "An empty evidence bag."
else
to_chat(user, span_notice("[src] is empty."))
icon_state = "evidenceobj"
return
/obj/item/storage/box/evidence
name = "evidence bag box"
desc = "A box claiming to contain evidence bags."
/obj/item/storage/box/evidence/PopulateContents()
for(var/i in 1 to 6)
new /obj/item/evidencebag(src)