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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 /🆑
106 lines
3.6 KiB
Plaintext
106 lines
3.6 KiB
Plaintext
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#define TORN_WALL_RUINED 2
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#define TORN_WALL_DAMAGED 1
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#define TORN_WALL_INITIAL 0
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/**
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* Component applied to a wall to progressively destroy it.
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* If component is applied to something which already has it, stage increases.
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* Wall is destroyed on third application.
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* Can be fixed using a welder
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*/
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/datum/component/torn_wall
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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var/current_stage = TORN_WALL_INITIAL
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/datum/component/torn_wall/Initialize()
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. = ..()
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if (!isclosedturf(parent) || isindestructiblewall(parent))
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return COMPONENT_INCOMPATIBLE
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/datum/component/torn_wall/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examined))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_WELDER), PROC_REF(on_welded))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(parent, COMSIG_TURF_CHANGE, PROC_REF(on_turf_changed))
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apply_visuals()
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/datum/component/torn_wall/UnregisterFromParent()
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var/atom/atom_parent = parent
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UnregisterSignal(parent, list(
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COMSIG_ATOM_EXAMINE,
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COMSIG_ATOM_TOOL_ACT(TOOL_WELDER),
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_TURF_CHANGE,
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))
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atom_parent.update_appearance(UPDATE_ICON)
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/datum/component/torn_wall/InheritComponent(datum/component/C, i_am_original)
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increase_stage()
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/// Play a fun animation and make our wall look damaged
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/datum/component/torn_wall/proc/apply_visuals()
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var/atom/atom_parent = parent
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playsound(atom_parent, 'sound/effects/bang.ogg', 50, vary = TRUE)
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atom_parent.update_appearance(UPDATE_ICON)
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atom_parent.Shake(shake_interval = 0.1 SECONDS, duration = 0.5 SECONDS)
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/// Make the effect more dramatic
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/datum/component/torn_wall/proc/increase_stage()
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current_stage++
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if (current_stage != TORN_WALL_RUINED)
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apply_visuals()
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return
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var/turf/closed/wall/attached_wall = parent
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playsound(attached_wall, 'sound/effects/meteorimpact.ogg', 100, vary = TRUE)
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if(ismineralturf(attached_wall))
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var/turf/closed/mineral/mineral_turf = attached_wall
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mineral_turf.gets_drilled()
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return
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attached_wall.dismantle_wall(devastated = TRUE)
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/// Fix it up on weld
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/datum/component/torn_wall/proc/on_welded(atom/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(try_repair), source, user, tool)
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return ITEM_INTERACT_BLOCKING
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/// Fix us up
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/datum/component/torn_wall/proc/try_repair(atom/source, mob/user, obj/item/tool)
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source.balloon_alert(user, "repairing...")
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if(!tool.use_tool(source, user, 5 SECONDS, amount = 2, volume = 50))
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source.balloon_alert(user, "interrupted!")
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return
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current_stage--
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if (current_stage < TORN_WALL_INITIAL)
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qdel(src)
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return
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source.update_appearance(UPDATE_ICON)
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try_repair(source, user, tool) // Keep going
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/// Give them a hint
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/datum/component/torn_wall/proc/on_examined(atom/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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var/intensity = (current_stage == TORN_WALL_INITIAL) ? "slightly" : "badly"
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examine_list += span_notice("It looks [intensity] damaged.")
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examine_list += span_info("You may be able to repair it using a welding tool.")
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/// Show a little crack on here
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/datum/component/torn_wall/proc/on_update_overlays(turf/source, list/overlays)
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SIGNAL_HANDLER
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var/mutable_appearance/crack = mutable_appearance('icons/turf/overlays.dmi', "explodable", source.layer + 0.1)
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if (current_stage == TORN_WALL_INITIAL)
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crack.alpha *= 0.5
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overlays += crack
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/// If the wall becomes any other turf, delete us. Transforming into a different works fine as a fix.
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/datum/component/torn_wall/proc/on_turf_changed()
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SIGNAL_HANDLER
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qdel(src)
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#undef TORN_WALL_RUINED
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#undef TORN_WALL_DAMAGED
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#undef TORN_WALL_INITIAL
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