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* Machines can now be pried open multiple times and maintain their initial densities (#74163) ## About The Pull Request These changes fix how machines are pried open with crowbars. Currently, most machines can be pried open, but many of them have no method for being closed again. This means they can be pried once, and then never again (as their internal logic has them stuck in an "open" state). Additionally, the densities of these machines is also inconsistent, as density is tied to the procs for opening/closing machines (open = non-dense, closed = dense). Thus, these new changes allow desired densities to be passed to `open_machine()` and `close_machine()`, as well as `default_pry_open()`, meaning that atypical machine densities can be maintained (e.g. machines that should remain dense when open, or non-dense when closed). I've also added a `close_after_pry` boolean parameter to the `default_pry_open()` proc, which determines whether to immediately close a machine after opening it. This is useful for machines that don't really have a use case for remaining open, often lacking a sprite to represent this state as well. * Note: Opening and immediately closing machines with this boolean will still drop their contents onto the floor, but will now immediately "close" in their logic, allowing for further prying attempts in the future. It's worth noting that this implements default density values for these procs, which match the existing behavior for machines, so as to (hopefully) not disrupt existing or expected machine behavior. Two caveats to these changes currently exist: 1. On machines that immediately close after prying, the prying action can now be spammed to the chat with repeated clicking. I'm uncertain if this needs some sort of spam protection or if it's fine as is. 2. I've only been able to manually test this code. I'd love to write unit tests for it, as it affects a lot of different machines, but don't know where to begin with DM Unit Testing (or which files would be good examples to reference in the code base). * Note: I did manually test each and every machine that calls `default_pry_open()` and they all seem to be working correctly. (Except for `obj/machinery/plumbing/sender`, but that doesn't seem to need prying, as it has no contents to drop, only reagents.) As always, let me know if any improvements/changes should be made. This closes #26833. ## Why It's Good For The Game These changes allow crowbar prying to correctly occur multiple times on any machine, which is intended behavior. It prevents player confusion that could occur when a machine couldn't be pried open a second time during a shift, even though it had previously been pried before, forcing players to question themselves. (Are they missing something? Did they perform the action a different way last time? Is the machine actually still powered on instead of off? Etc.) These changes also maintain the correct density for machines after prying, preventing scenarios where a machine might behave differently once it had been pried open. (An example of this was being able to walk through a smartfridge after prying it open.) Additionally, players are no longer required to know/use workarounds (such as machine disassembly) to retrieve a powered-off machine's contents. Overall, these changes improve consistency around machines, creating more scenarios where they behave as players would expect. ## Changelog 🆑 fix: machines can now be pried open more than once. fix: machines now have the correct density when pried open. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Machines can now be pried open multiple times and maintain their initial densities * wew --------- Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
293 lines
9.2 KiB
Plaintext
293 lines
9.2 KiB
Plaintext
/**
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* Finds and extracts seeds from an object
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*
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* Checks if the object is such that creates a seed when extracted. Used by seed
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* extractors or posably anything that would create seeds in some way. The seeds
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* are dropped either at the extractor, if it exists, or where the original object
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* was and it qdel's the object
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*
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* Arguments:
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* * O - Object containing the seed, can be the loc of the dumping of seeds
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* * t_max - Amount of seed copies to dump, -1 is ranomized
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* * extractor - Seed Extractor, used as the dumping loc for the seeds and seed multiplier
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* * user - checks if we can remove the object from the inventory
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* *
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*/
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/proc/seedify(obj/item/O, t_max, obj/machinery/seed_extractor/extractor, mob/living/user)
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var/t_amount = 0
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var/list/seeds = list()
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if(t_max == -1)
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if(extractor)
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t_max = rand(1,4) * extractor.seed_multiplier
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else
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t_max = rand(1,4)
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var/seedloc = O.loc
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if(extractor)
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seedloc = extractor.loc
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if(istype(O, /obj/item/food/grown/))
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var/obj/item/food/grown/F = O
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if(F.seed)
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if(user && !user.temporarilyRemoveItemFromInventory(O)) //couldn't drop the item
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return
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while(t_amount < t_max)
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var/obj/item/seeds/t_prod = F.seed.Copy()
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seeds.Add(t_prod)
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t_prod.forceMove(seedloc)
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t_amount++
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qdel(O)
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return seeds
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else if(istype(O, /obj/item/grown))
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var/obj/item/grown/F = O
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if(F.seed)
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if(user && !user.temporarilyRemoveItemFromInventory(O))
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return
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while(t_amount < t_max)
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var/obj/item/seeds/t_prod = F.seed.Copy()
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t_prod.forceMove(seedloc)
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t_amount++
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qdel(O)
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return 1
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return 0
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/obj/machinery/seed_extractor
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name = "seed extractor"
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desc = "Extracts and bags seeds from produce."
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "sextractor"
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density = TRUE
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circuit = /obj/item/circuitboard/machine/seed_extractor
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/// Associated list of seeds, they are all weak refs. We check the len to see how many refs we have for each
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// seed
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var/list/piles = list()
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var/max_seeds = 1000
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var/seed_multiplier = 1
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/obj/machinery/seed_extractor/Initialize(mapload, obj/item/seeds/new_seed)
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. = ..()
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register_context()
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/obj/machinery/seed_extractor/add_context(
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atom/source,
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list/context,
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obj/item/held_item,
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mob/living/user,
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)
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if(held_item?.get_plant_seed())
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context[SCREENTIP_CONTEXT_LMB] = "Make seeds"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/storage/bag/plants) && (locate(/obj/item/seeds) in held_item.contents))
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context[SCREENTIP_CONTEXT_LMB] = "Store seeds"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/obj/machinery/seed_extractor/RefreshParts()
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. = ..()
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for(var/datum/stock_part/matter_bin/matter_bin in component_parts)
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max_seeds = initial(max_seeds) * matter_bin.tier
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for(var/datum/stock_part/manipulator/manipulator in component_parts)
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seed_multiplier = initial(seed_multiplier) * manipulator.tier
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/obj/machinery/seed_extractor/examine(mob/user)
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. = ..()
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if(in_range(user, src) || isobserver(user))
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. += span_notice("The status display reads: Extracting <b>[seed_multiplier] to [seed_multiplier * 4]</b> seed(s) per piece of produce.<br>Machine can store up to <b>[max_seeds]</b> seeds.")
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/obj/machinery/seed_extractor/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/seed_extractor/attackby(obj/item/attacking_item, mob/living/user, params)
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if(!isliving(user) || user.combat_mode)
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return ..()
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if(default_deconstruction_screwdriver(user, "sextractor_open", "sextractor", attacking_item))
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return TRUE
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if(default_pry_open(attacking_item, close_after_pry = TRUE))
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return TRUE
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if(default_deconstruction_crowbar(attacking_item))
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return TRUE
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if(istype(attacking_item, /obj/item/storage/bag/plants))
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var/loaded = 0
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for(var/obj/item/seeds/to_store in attacking_item.contents)
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if(contents.len >= max_seeds)
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to_chat(user, span_warning("[src] is full."))
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break
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if(!add_seed(to_store, attacking_item))
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continue
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loaded += 1
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if(loaded)
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to_chat(user, span_notice("You put as many seeds from [attacking_item] into [src] as you can."))
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else
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to_chat(user, span_warning("There are no seeds in [attacking_item]."))
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return TRUE
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if(seedify(attacking_item, -1, src, user))
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to_chat(user, span_notice("You extract some seeds."))
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return TRUE
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else if(istype(attacking_item, /obj/item/seeds))
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if(contents.len >= max_seeds)
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to_chat(user, span_warning("[src] is full."))
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else if(add_seed(attacking_item, user))
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to_chat(user, span_notice("You add [attacking_item] to [src]."))
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else
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to_chat(user, span_warning("You can't seem to add [attacking_item] to [src]."))
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return TRUE
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else if(!attacking_item.tool_behaviour) // Using the wrong tool shouldn't assume you want to turn it into seeds.
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to_chat(user, span_warning("You can't extract any seeds from [attacking_item]!"))
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return TRUE
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return ..()
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/**
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* Generate seed string
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*
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* Creates a string based of the traits of a seed. We use this string as a bucket for all
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* seeds that match as well as the key the ui uses to get the seed. We also use the key
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* for the data shown in the ui. Javascript parses this string to display
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*
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* Arguments:
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* * O - seed to generate the string from
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*/
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/obj/machinery/seed_extractor/proc/generate_seed_hash(obj/item/seeds/O)
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var/genes = list2params(O.genes)
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return md5("[O.name][O.lifespan][O.endurance][O.maturation][O.production][O.yield][O.potency][O.instability][genes]");
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/** Add Seeds Proc.
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*
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* Adds the seeds to the contents and to an associated list that pregenerates the data
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* needed to go to the ui handler
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*
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* to_add - what seed are we adding?
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* taking_from - where are we taking the seed from? A mob, a bag, etc?
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* user - who is inserting the seed?
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**/
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/obj/machinery/seed_extractor/proc/add_seed(obj/item/seeds/to_add, atom/taking_from)
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if(ismob(taking_from))
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var/mob/mob_loc = taking_from
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if(!mob_loc.transferItemToLoc(to_add, src))
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return FALSE
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else if(!taking_from.atom_storage?.attempt_remove(to_add, src, silent = TRUE))
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return FALSE
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var/seed_id = generate_seed_hash(to_add)
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if(piles[seed_id])
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piles[seed_id]["refs"] += WEAKREF(to_add)
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else
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var/list/seed_data = list()
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seed_data["icon"] = sanitize_css_class_name("[initial(to_add.icon)][initial(to_add.icon_state)]")
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seed_data["name"] = capitalize(replacetext(to_add.name,"pack of ", ""));
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seed_data["lifespan"] = to_add.lifespan
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seed_data["endurance"] = to_add.endurance
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seed_data["maturation"] = to_add.maturation
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seed_data["production"] = to_add.production
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seed_data["yield"] = to_add.yield
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seed_data["potency"] = to_add.potency
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seed_data["instability"] = to_add.instability
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seed_data["refs"] = list(WEAKREF(to_add))
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seed_data["traits"] = list()
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for(var/datum/plant_gene/trait/trait in to_add.genes)
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seed_data["traits"] += trait.type
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seed_data["reagents"] = list()
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for(var/datum/plant_gene/reagent/reagent in to_add.genes)
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seed_data["reagents"] += list(list(
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"name" = reagent.name,
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"rate" = reagent.rate
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))
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seed_data["volume_mod"] = (locate(/datum/plant_gene/trait/maxchem) in to_add.genes) ? 2 : 1
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piles[seed_id] = seed_data
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return TRUE
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/obj/machinery/seed_extractor/ui_state(mob/user)
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return GLOB.notcontained_state
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/obj/machinery/seed_extractor/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, "SeedExtractor", name)
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ui.open()
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/obj/machinery/seed_extractor/ui_data()
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var/list/seeds = list()
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for(var/seed_id in piles)
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if (!length(piles[seed_id]["refs"]))
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piles.Remove(seed_id) // This shouldn't happen but still
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continue
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var/list/seed_data = piles[seed_id]
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seed_data = seed_data.Copy()
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seed_data["key"] = seed_id
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seed_data["amount"] = length(seed_data["refs"])
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seed_data.Remove("refs")
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seeds += list(seed_data)
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. = list()
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.["seeds"] = seeds
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/obj/machinery/seed_extractor/ui_static_data(mob/user)
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var/list/data = list()
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data["cycle_seconds"] = HYDROTRAY_CYCLE_DELAY / 10
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data["trait_db"] = list()
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for(var/trait_path in subtypesof(/datum/plant_gene/trait))
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var/datum/plant_gene/trait/trait = new trait_path
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var/trait_data = list(list(
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"path" = trait.type,
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"name" = trait.name,
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"icon" = trait.icon,
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"description" = trait.description
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))
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data["trait_db"] += trait_data
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return data
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/obj/machinery/seed_extractor/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("scrap")
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var/item = params["item"]
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if(piles[item])
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piles.Remove(item)
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. = TRUE
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if("take")
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var/item = params["item"]
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if(piles[item] && length(piles[item]) > 0)
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var/datum/weakref/found_seed_weakref = piles[item]["refs"][1]
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var/obj/item/seeds/found_seed = found_seed_weakref.resolve()
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if(!found_seed)
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return
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piles[item]["refs"] -= found_seed_weakref
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if(usr)
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var/mob/user = usr
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if(user.put_in_hands(found_seed))
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to_chat(user, span_notice("You take [found_seed] out of the slot."))
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else
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to_chat(user, span_notice("[found_seed] falls onto the floor."))
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else
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found_seed.forceMove(drop_location())
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visible_message(span_notice("[found_seed] falls onto the floor."), null, span_hear("You hear a soft clatter."), COMBAT_MESSAGE_RANGE)
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. = TRUE
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/obj/machinery/seed_extractor/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet/seeds)
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)
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