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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request ### Dilemma So we've been running into a dilemma recently as we move more and more items over (#84070, #83910) Some things like modsuits, tables, washing machines, storage items want to do their tool acts before their item interactions In the past this was perfectly fine, because it was `tool_act` -> `attack`, but now it's a problem, because it's `item_interaction` -> `tool_act` -> `attack`. Rather than resort to snowflaking, my idea is that we can move tools back up the chain so deconstruction and other similar effects are handled first, before anything else like putting the tool onto the table. ### So why does it require non-combat-mode? A large amount of tool acts early return if the user's on combat mode to allow the user to smack the thing instead of using the tool on it. So I've decided to walk back on what I said like a week ago and make this standardized behavior. ### Misc Reintroducing `tool_act` as a proc that exist means that atoms can easily hook certain interactions that must happen very high in the click chain, such as doing something that block storage insertion. Moves some of the behaviors I put on the (admittedly rather hacky) new proc to that. (Also cleaned up a bit of lockbox and medbot code) ## Changelog 🆑 Melbert fix: Fixed modsuit interactions slightly. No longer requires combat mode to use tools on it, plasma core works as intended as well. (Using combat mode, however, will make you insert the item) refactor: Refactored lockboxes refactor: Refactored medbot skin application /🆑
209 lines
7.0 KiB
Plaintext
209 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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COMSIG_ATOM_STORAGE_ITEM_INTERACT_INSERT,
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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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