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Bubberstation/code/modules/mod/modules/module_pathfinder.dm
SmArtKar 4dd6cdeb72 Refactors how item actions are handled (#89654)
## About The Pull Request

This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.

This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.

Closes #89653

## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
	if(istype(action, /datum/action/item_action/halt))
		halt()
	else
		adjust_visor(user)
```
2025-03-01 12:02:07 -06:00

192 lines
6.9 KiB
Plaintext

///Pathfinder - Can fly the suit from a long distance to an implant installed in someone.
/obj/item/mod/module/pathfinder
name = "MOD pathfinder module"
desc = "This module, brought to you by Nakamura Engineering, has two components. \
The first component is a series of thrusters and a computerized location subroutine installed into the \
very control unit of the suit, allowing it flight at highway speeds using the suit's access locks \
to navigate through the station, and to be able to locate the second part of the system; \
a pathfinding implant installed into the base of the user's spine, \
broadcasting their location to the suit and allowing them to recall it to their person at any time. \
The implant is stored in the module and needs to be injected in a human to function. \
Nakamura Engineering swears up and down there's airbrakes."
icon_state = "pathfinder"
complexity = 1
module_type = MODULE_USABLE
use_energy_cost = DEFAULT_CHARGE_DRAIN * 10
incompatible_modules = list(/obj/item/mod/module/pathfinder)
required_slots = list(ITEM_SLOT_BACK|ITEM_SLOT_BELT)
/// The pathfinding implant.
var/obj/item/implant/mod/implant
/obj/item/mod/module/pathfinder/Initialize(mapload)
. = ..()
implant = new(src)
/obj/item/mod/module/pathfinder/Destroy()
QDEL_NULL(implant)
return ..()
/obj/item/mod/module/pathfinder/Exited(atom/movable/gone, direction)
if(gone == implant)
implant = null
update_icon_state()
return ..()
/obj/item/mod/module/pathfinder/update_icon_state()
. = ..()
icon_state = implant ? "pathfinder" : "pathfinder_empty"
/obj/item/mod/module/pathfinder/examine(mob/user)
. = ..()
if(implant)
. += span_notice("Use it on a human to implant them.")
else
. += span_warning("The implant is missing.")
/obj/item/mod/module/pathfinder/attack(mob/living/target, mob/living/user, params)
if(!ishuman(target) || !implant)
return
if(!do_after(user, 1.5 SECONDS, target = target))
balloon_alert(user, "interrupted!")
return
if(!implant.implant(target, user))
balloon_alert(user, "can't implant!")
return
if(target == user)
to_chat(user, span_notice("You implant yourself with [implant]."))
else
target.visible_message(span_notice("[user] implants [target]."), span_notice("[user] implants you with [implant]."))
playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
module_type = MODULE_PASSIVE
/obj/item/mod/module/pathfinder/on_use()
. = ..()
if (!ishuman(mod.wearer) || !implant)
return
if(!implant.implant(mod.wearer, mod.wearer))
balloon_alert(mod.wearer, "can't implant!")
return
balloon_alert(mod.wearer, "implanted")
playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
module_type = MODULE_PASSIVE
var/datum/action/item_action/mod/pinnable/module/existing_action = pinned_to[REF(mod.wearer)]
if(existing_action)
mod.remove_item_action(existing_action)
/obj/item/mod/module/pathfinder/proc/attach(mob/living/user)
if(!ishuman(user))
return
var/mob/living/carbon/human/human_user = user
if(human_user.get_item_by_slot(mod.slot_flags) && !human_user.dropItemToGround(human_user.get_item_by_slot(mod.slot_flags)))
return
if(!human_user.equip_to_slot_if_possible(mod, mod.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
return
mod.quick_deploy(user)
human_user.update_action_buttons(TRUE)
balloon_alert(human_user, "[mod] attached")
playsound(mod, 'sound/machines/ping.ogg', 50, TRUE)
drain_power(use_energy_cost)
/obj/item/implant/mod
name = "MOD pathfinder implant"
desc = "Lets you recall a MODsuit to you at any time."
actions_types = list(/datum/action/item_action/mod_recall)
/// The pathfinder module we are linked to.
var/obj/item/mod/module/pathfinder/module
/// The jet icon we apply to the MOD.
var/image/jet_icon
/obj/item/implant/mod/Initialize(mapload)
. = ..()
if(!istype(loc, /obj/item/mod/module/pathfinder))
return INITIALIZE_HINT_QDEL
module = loc
jet_icon = image(icon = 'icons/obj/clothing/modsuit/mod_modules.dmi', icon_state = "mod_jet", layer = LOW_ITEM_LAYER)
/obj/item/implant/mod/Destroy()
if(module?.mod?.ai_controller)
end_recall(successful = FALSE)
module = null
jet_icon = null
return ..()
/obj/item/implant/mod/get_data()
return "<b>Implant Specifications:</b><BR> \
<b>Name:</b> Nakamura Engineering Pathfinder Implant<BR> \
<b>Implant Details:</b> Allows for the recall of a Modular Outerwear Device by the implant owner at any time.<BR>"
/obj/item/implant/mod/proc/recall()
if(!module?.mod)
balloon_alert(imp_in, "no connected unit!")
return FALSE
if(module.mod.open)
balloon_alert(imp_in, "cover open!")
return FALSE
if(module.mod.ai_controller)
balloon_alert(imp_in, "already moving!")
return FALSE
if(ismob(get_atom_on_turf(module.mod)))
balloon_alert(imp_in, "already on someone!")
return FALSE
if(module.z != z || get_dist(imp_in, module.mod) > MOD_AI_RANGE)
balloon_alert(imp_in, "too far!")
return FALSE
var/datum/ai_controller/mod_ai = new /datum/ai_controller/mod(module.mod)
module.mod.ai_controller = mod_ai
mod_ai.set_movement_target(type, imp_in)
mod_ai.set_blackboard_key(BB_MOD_TARGET, imp_in)
mod_ai.set_blackboard_key(BB_MOD_IMPLANT, src)
module.mod.interaction_flags_item &= ~INTERACT_ITEM_ATTACK_HAND_PICKUP
module.mod.AddElement(/datum/element/movetype_handler)
ADD_TRAIT(module.mod, TRAIT_MOVE_FLYING, MOD_TRAIT)
animate(module.mod, 0.2 SECONDS, pixel_x = base_pixel_y, pixel_y = base_pixel_y)
module.mod.add_overlay(jet_icon)
RegisterSignal(module.mod, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
balloon_alert(imp_in, "suit recalled")
return TRUE
/obj/item/implant/mod/proc/end_recall(successful = TRUE)
if(!module?.mod)
return
QDEL_NULL(module.mod.ai_controller)
module.mod.interaction_flags_item |= INTERACT_ITEM_ATTACK_HAND_PICKUP
REMOVE_TRAIT(module.mod, TRAIT_MOVE_FLYING, MOD_TRAIT)
module.mod.RemoveElement(/datum/element/movetype_handler)
module.mod.cut_overlay(jet_icon)
module.mod.transform = matrix()
UnregisterSignal(module.mod, COMSIG_MOVABLE_MOVED)
if(!successful)
balloon_alert(imp_in, "suit lost connection!")
/obj/item/implant/mod/proc/on_move(atom/movable/source, atom/old_loc, dir, forced)
SIGNAL_HANDLER
var/matrix/mod_matrix = matrix()
mod_matrix.Turn(get_angle(source, imp_in))
source.transform = mod_matrix
/datum/action/item_action/mod_recall
name = "Recall MOD"
desc = "Recall a MODsuit anyplace, anytime."
check_flags = AB_CHECK_CONSCIOUS
background_icon_state = "bg_mod"
overlay_icon_state = "bg_mod_border"
button_icon = 'icons/mob/actions/actions_mod.dmi'
button_icon_state = "recall"
/// The cooldown for the recall.
COOLDOWN_DECLARE(recall_cooldown)
/datum/action/item_action/mod_recall/New(Target)
..()
if(!istype(Target, /obj/item/implant/mod))
qdel(src)
return
/datum/action/item_action/mod_recall/do_effect(trigger_flags)
var/obj/item/implant/mod/implant = target
if(!COOLDOWN_FINISHED(src, recall_cooldown))
implant.balloon_alert(implant.imp_in, "on cooldown!")
return
if(implant.recall())
COOLDOWN_START(src, recall_cooldown, 15 SECONDS)