Files
Bubberstation/code/modules/mod/mod_construction.dm
T
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

311 lines
10 KiB
Plaintext

/obj/item/mod/construction
desc = "A part used in MOD construction."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
inhand_icon_state = "rack_parts"
/obj/item/mod/construction/helmet
name = "MOD helmet"
icon_state = "helmet"
/obj/item/mod/construction/helmet/examine(mob/user)
. = ..()
. += span_notice("You could insert it into a <b>MOD shell</b>...")
/obj/item/mod/construction/chestplate
name = "MOD chestplate"
icon_state = "chestplate"
/obj/item/mod/construction/chestplate/examine(mob/user)
. = ..()
. += span_notice("You could insert it into a <b>MOD shell</b>...")
/obj/item/mod/construction/gauntlets
name = "MOD gauntlets"
icon_state = "gauntlets"
/obj/item/mod/construction/gauntlets/examine(mob/user)
. = ..()
. += span_notice("You could insert these into a <b>MOD shell</b>...")
/obj/item/mod/construction/boots
name = "MOD boots"
icon_state = "boots"
/obj/item/mod/construction/boots/examine(mob/user)
. = ..()
. += span_notice("You could insert these into a <b>MOD shell</b>...")
/obj/item/mod/construction/broken_core
name = "broken MOD core"
icon_state = "mod-core"
desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
/obj/item/mod/construction/broken_core/examine(mob/user)
. = ..()
. += span_notice("You could repair it with a <b>screwdriver</b>...")
/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
balloon_alert(user, "repairing...")
if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
balloon_alert(user, "interrupted!")
return
new /obj/item/mod/core/standard(drop_location())
qdel(src)
/obj/item/mod/construction/lavalandcore
name = "plasma flower"
icon_state = "plasma-flower"
desc = "A strange flower from the desolate wastes of lavaland. It pulses with a bright purple glow. \
Its shape is remarkably similar to that of a MOD core."
light_system = OVERLAY_LIGHT
light_color = "#cc00cc"
light_range = 2.5
light_power = 1.5
/obj/item/mod/construction/lavalandcore/examine(mob/user)
. = ..()
. += span_notice("You could probably attach some <b>wires</b> to it...")
/obj/item/mod/construction/lavalandcore/attackby(obj/item/weapon, mob/user, list/modifiers)
if(!istype(weapon, /obj/item/stack/cable_coil))
return ..()
if(!weapon.tool_start_check(user, amount=2))
return
balloon_alert(user, "installing wires...")
if(!weapon.use_tool(src, user, 5 SECONDS, amount = 2, volume = 30))
balloon_alert(user, "interrupted!")
return
new /obj/item/mod/core/plasma/lavaland(drop_location())
qdel(src)
/obj/item/mod/construction/plating
name = "MOD external plating"
desc = "External plating used to finish a MOD control unit."
icon_state = "standard-plating"
var/datum/mod_theme/theme = /datum/mod_theme
/obj/item/mod/construction/plating/Initialize(mapload)
. = ..()
var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
name = "MOD [used_theme.name] external plating"
desc = "[desc] [used_theme.desc]"
icon_state = "[used_theme.default_skin]-plating"
/obj/item/mod/construction/plating/civilian
theme = /datum/mod_theme/civilian
/obj/item/mod/construction/plating/engineering
theme = /datum/mod_theme/engineering
/obj/item/mod/construction/plating/atmospheric
theme = /datum/mod_theme/atmospheric
/obj/item/mod/construction/plating/medical
theme = /datum/mod_theme/medical
/obj/item/mod/construction/plating/security
theme = /datum/mod_theme/security
/obj/item/mod/construction/plating/cosmohonk
theme = /datum/mod_theme/cosmohonk
#define START_STEP "start"
#define CORE_STEP "core"
#define SCREWED_CORE_STEP "screwed_core"
#define HELMET_STEP "helmet"
#define CHESTPLATE_STEP "chestplate"
#define GAUNTLETS_STEP "gauntlets"
#define BOOTS_STEP "boots"
#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
/obj/item/mod/construction/shell
name = "MOD shell"
icon_state = "mod-construction_start"
desc = "A MOD shell."
var/obj/item/core
var/obj/item/helmet
var/obj/item/chestplate
var/obj/item/gauntlets
var/obj/item/boots
var/step = START_STEP
/obj/item/mod/construction/shell/examine(mob/user)
. = ..()
var/display_text
switch(step)
if(START_STEP)
display_text = "It looks like it's missing a <b>MOD core</b>..."
if(CORE_STEP)
display_text = "The core seems <b>loose</b>..."
if(SCREWED_CORE_STEP)
display_text = "It looks like it's missing a <b>helmet</b>..."
if(HELMET_STEP)
display_text = "It looks like it's missing a <b>chestplate</b>..."
if(CHESTPLATE_STEP)
display_text = "It looks like it's missing <b>gauntlets</b>..."
if(GAUNTLETS_STEP)
display_text = "It looks like it's missing <b>boots</b>..."
if(BOOTS_STEP)
display_text = "The assembly seems <b>unsecured</b>..."
if(WRENCHED_ASSEMBLY_STEP)
display_text = "The assembly seems <b>loose</b>..."
if(SCREWED_ASSEMBLY_STEP)
display_text = "All it's missing is <b>external plating</b>..."
. += span_notice(display_text)
/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, list/modifiers)
. = ..()
switch(step)
if(START_STEP)
if(!istype(part, /obj/item/mod/core))
return
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "core inserted")
core = part
step = CORE_STEP
if(CORE_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core screwed")
step = SCREWED_CORE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
core.forceMove(drop_location())
balloon_alert(user, "core taken out")
step = START_STEP
if(SCREWED_CORE_STEP)
if(istype(part, /obj/item/mod/construction/helmet)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "helmet added")
helmet = part
step = HELMET_STEP
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core unscrewed")
step = CORE_STEP
if(HELMET_STEP)
if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "chestplate added")
chestplate = part
step = CHESTPLATE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
helmet.forceMove(drop_location())
balloon_alert(user, "helmet removed")
helmet = null
step = SCREWED_CORE_STEP
if(CHESTPLATE_STEP)
if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "gauntlets added")
gauntlets = part
step = GAUNTLETS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
chestplate.forceMove(drop_location())
balloon_alert(user, "chestplate removed")
chestplate = null
step = HELMET_STEP
if(GAUNTLETS_STEP)
if(istype(part, /obj/item/mod/construction/boots)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "boots added")
boots = part
step = BOOTS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
gauntlets.forceMove(drop_location())
balloon_alert(user, "gauntlets removed")
gauntlets = null
step = CHESTPLATE_STEP
if(BOOTS_STEP)
if(part.tool_behaviour == TOOL_WRENCH) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly secured")
step = WRENCHED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
boots.forceMove(drop_location())
balloon_alert(user, "boots removed")
boots = null
step = GAUNTLETS_STEP
if(WRENCHED_ASSEMBLY_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly screwed")
step = SCREWED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unsecured")
step = BOOTS_STEP
if(SCREWED_ASSEMBLY_STEP)
if(istype(part, /obj/item/mod/construction/plating)) //Construct
var/obj/item/mod/construction/plating/external_plating = part
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
var/obj/item/mod = new /obj/item/mod/control(drop_location(), external_plating.theme, null, core)
core = null
qdel(src)
user.put_in_hands(mod)
mod.balloon_alert(user, "unit finished")
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unscrewed")
step = SCREWED_ASSEMBLY_STEP
update_icon_state()
/obj/item/mod/construction/shell/update_icon_state()
. = ..()
icon_state = "mod-construction_[step]"
/obj/item/mod/construction/shell/Destroy()
QDEL_NULL(core)
QDEL_NULL(helmet)
QDEL_NULL(chestplate)
QDEL_NULL(gauntlets)
QDEL_NULL(boots)
return ..()
/obj/item/mod/construction/shell/Exited(atom/movable/gone, direction)
. = ..()
if(gone == core)
core = null
if(gone == helmet)
helmet = null
if(gone == chestplate)
chestplate = null
if(gone == gauntlets)
gauntlets = null
if(gone == boots)
boots = null
#undef START_STEP
#undef CORE_STEP
#undef SCREWED_CORE_STEP
#undef HELMET_STEP
#undef CHESTPLATE_STEP
#undef GAUNTLETS_STEP
#undef BOOTS_STEP
#undef WRENCHED_ASSEMBLY_STEP
#undef SCREWED_ASSEMBLY_STEP