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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
207 lines
6.9 KiB
Plaintext
207 lines
6.9 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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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))
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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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