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Bubberstation/code/modules/bitrunning/objects/byteforge.dm
T
MrMelbert 4eadf5caf7 The big tooltype_act de-cargo-cult-ing (#95408)
## About The Pull Request

Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`

ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
	return default_deconstruction_screwdriver(user, tool)

/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
	return default_deconstruction_crowbar(user, tool)
```

`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.

## Why It's Good For The Game

Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action

Streamlining it makes it easier for coders to understand and work with

## Changelog

🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
2026-04-14 19:46:24 -04:00

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/obj/machinery/byteforge
name = "byteforge"
circuit = /obj/item/circuitboard/machine/byteforge
desc = "A machine used by the quantum server. Quantum code converges here, materializing decrypted assets from the virtual abyss."
icon = 'icons/obj/machines/bitrunning.dmi'
icon_state = "byteforge"
base_icon_state = "byteforge"
obj_flags = BLOCKS_CONSTRUCTION | CAN_BE_HIT
/// Idle particles
var/mutable_appearance/byteforge_particles
/obj/machinery/byteforge/Initialize(mapload)
. = ..()
register_context()
/obj/machinery/byteforge/post_machine_initialize()
. = ..()
setup_particles()
/obj/machinery/byteforge/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = NONE
if(isnull(held_item))
return
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] Panel"
return CONTEXTUAL_SCREENTIP_SET
else if(held_item.tool_behaviour == TOOL_CROWBAR && panel_open)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
/obj/machinery/byteforge/examine(mob/user)
. = ..()
. += span_notice("Must be within 4 tiles of the quantum server.")
. += span_notice("Its maintenance panel can be [EXAMINE_HINT("screwed")] [panel_open ? "close" : "open"].")
if(panel_open)
. += span_notice("It can be [EXAMINE_HINT("pried")] apart.")
/obj/machinery/byteforge/update_appearance(updates)
. = ..()
setup_particles()
/obj/machinery/byteforge/screwdriver_act(mob/living/user, obj/item/screwdriver)
return default_deconstruction_screwdriver(user, screwdriver)
/obj/machinery/byteforge/crowbar_act(mob/living/user, obj/item/crowbar)
return default_deconstruction_crowbar(user, crowbar)
/obj/machinery/byteforge/update_icon_state()
. = ..()
icon_state = panel_open ? "[base_icon_state]_panel" : base_icon_state
/// Does some sparks after it's done
/obj/machinery/byteforge/proc/flash(atom/movable/thing)
playsound(src, 'sound/effects/magic/blink.ogg', 50, TRUE)
do_sparks(5, TRUE, loc, spark_type = /datum/effect_system/basic/spark_spread/quantum)
set_light(l_on = FALSE)
/// Forge begins to process
/obj/machinery/byteforge/proc/flicker(angry = FALSE)
var/mutable_appearance/lighting = mutable_appearance(initial(icon), "on_overlay[angry ? "_angry" : ""]")
flick_overlay_view(lighting, 1 SECONDS)
set_light(l_range = 2, l_power = 1.5, l_color = angry ? LIGHT_COLOR_BUBBLEGUM : LIGHT_COLOR_BABY_BLUE, l_on = TRUE)
/// Adds the particle overlays to the byteforge
/obj/machinery/byteforge/proc/setup_particles(angry = FALSE)
cut_overlay(byteforge_particles)
byteforge_particles = mutable_appearance(initial(icon), "on_particles[angry ? "_angry" : ""]", ABOVE_MOB_LAYER)
if(is_operational)
add_overlay(byteforge_particles)
/// Forge is done processing
/obj/machinery/byteforge/proc/spawn_cache(obj/cache)
if(QDELETED(cache))
return
flash()
cache.forceMove(loc)
/// Timed flash
/obj/machinery/byteforge/proc/start_to_spawn(obj/cache)
flicker()
addtimer(CALLBACK(src, PROC_REF(spawn_cache), cache), 1 SECONDS)