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Bubberstation/code/datums/components/lockable_storage.dm
MrMelbert 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

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
/🆑
2023-12-08 23:50:19 -07:00

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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
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))
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