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Bubberstation/code/datums/components/lockable_storage.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

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/**
* ##lockable_storage
* Adds a UI to the object that triggers when you use it in hand (if item) or attack (everything else).
* The UI is a lock that, when unlocked, allows you to access the contents inside of it.
* When using this, make sure you have icons for `on_update_icon_state`.
*/
/datum/component/lockable_storage
///Boolean on whether the panel has been hacked open with a screwdriver.
var/panel_open = FALSE
///The number currently sitting in the briefcase's panel.
var/numeric_input
///The code that will open this safe, set by usually players.
///Importantly, can be null if there's no password.
var/lock_code
///Boolean on whether the storage can be hacked open with a multitool.
var/can_hack_open
/datum/component/lockable_storage/Initialize(
lock_code,
can_hack_open = TRUE,
)
. = ..()
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
var/atom/atom_parent = parent
atom_parent.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
if(!atom_parent.atom_storage)
atom_parent.create_storage(
max_specific_storage = WEIGHT_CLASS_GIGANTIC,
max_total_storage = 14,
canthold = list(/obj/item/storage/briefcase/secure),
)
src.lock_code = lock_code
if(!isnull(lock_code))
atom_parent.atom_storage.locked = STORAGE_FULLY_LOCKED
src.can_hack_open = can_hack_open
atom_parent.update_appearance()
/datum/component/lockable_storage/RegisterWithParent()
. = ..()
if(can_hack_open)
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver_act))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL), PROC_REF(on_multitool_act))
RegisterSignal(parent, COMSIG_ATOM_STORAGE_ITEM_INTERACT_INSERT, PROC_REF(block_insert))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_interact))
else
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_interact))
/datum/component/lockable_storage/UnregisterFromParent()
if(can_hack_open)
UnregisterSignal(parent, list(
COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
COMSIG_ATOM_TOOL_ACT(TOOL_MULTITOOL),
COMSIG_ATOM_STORAGE_ITEM_INTERACT_INSERT,
))
UnregisterSignal(parent, list(
COMSIG_ATOM_EXAMINE,
COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM,
COMSIG_ATOM_UPDATE_ICON_STATE,
))
if(isitem(parent))
UnregisterSignal(parent, COMSIG_ITEM_ATTACK_SELF)
else
UnregisterSignal(parent, COMSIG_ATOM_ATTACK_HAND)
return ..()
/**
* Adds context screentips to the locked item.
* Arguments:
* * source - The item that will display its screentip
* * context - The list of context that will be displayed. We add onto this list for it to show up.
* * held_item - The item in your hand, which in this case should be a screwdriver or multitool, if necessary.
* * user - The user who is going to see the screentips.
*/
/datum/component/lockable_storage/proc/on_requesting_context_from_item(datum/source, list/context, obj/item/held_item, mob/user)
SIGNAL_HANDLER
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Open storage"
return CONTEXTUAL_SCREENTIP_SET
if(can_hack_open)
switch(held_item.tool_behaviour)
if(TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] panel"
return CONTEXTUAL_SCREENTIP_SET
if(TOOL_MULTITOOL)
context[SCREENTIP_CONTEXT_LMB] = "Hack panel open"
return CONTEXTUAL_SCREENTIP_SET
return NONE
///Called when examining the storage item.
/datum/component/lockable_storage/proc/on_examine(atom/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(can_hack_open)
examine_list += "The service panel is currently <b>[panel_open ? "unscrewed" : "screwed shut"]</b>."
/**
* Called when a screwdriver is used on the parent, if it's hackable.
*/
/datum/component/lockable_storage/proc/on_screwdriver_act(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(!can_hack_open || !source.atom_storage.locked)
return NONE
panel_open = !panel_open
source.balloon_alert(user, "panel [panel_open ? "opened" : "closed"]")
return ITEM_INTERACT_SUCCESS
/**
* Called when a multitool is used on the parent, if it's hackable.
* Checks if we can start hacking and, if so, will begin the hacking process.
*/
/datum/component/lockable_storage/proc/on_multitool_act(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(!can_hack_open || !source.atom_storage.locked)
return NONE
if(!panel_open)
source.balloon_alert(user, "panel closed!")
return ITEM_INTERACT_BLOCKING
source.balloon_alert(user, "hacking...")
INVOKE_ASYNC(src, PROC_REF(hack_open), source, user, tool)
return ITEM_INTERACT_SUCCESS
///Does a do_after to hack the storage open, takes a long time cause idk.
/datum/component/lockable_storage/proc/hack_open(atom/source, mob/user, obj/item/tool)
if(!tool.use_tool(parent, user, 40 SECONDS))
return
source.balloon_alert(user, "hacked")
lock_code = null
/// Stops you from shoving your tools into the storage if you're trying to hack it
/datum/component/lockable_storage/proc/block_insert(atom/source, obj/item/inserting, mob/living/user)
SIGNAL_HANDLER
if(!can_hack_open || !source.atom_storage.locked)
return NONE // allow insert
if(inserting.tool_behaviour == TOOL_MULTITOOL || inserting.tool_behaviour == TOOL_SCREWDRIVER)
return BLOCK_STORAGE_INSERT // block insert
return NONE
///Updates the icon state depending on if we're locked or not.
/datum/component/lockable_storage/proc/on_update_icon_state(obj/source)
SIGNAL_HANDLER
source.icon_state = "[source.base_icon_state][source.atom_storage.locked ? "_locked" : null]"
///Called when interacted with in-hand or on attack, opens the UI.
/datum/component/lockable_storage/proc/on_interact(atom/source, mob/user)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(ui_interact), user)
/datum/component/lockable_storage/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "LockedSafe", parent)
ui.open()
/datum/component/lockable_storage/ui_data(mob/user)
var/list/data = list()
var/atom/source = parent
data["input_code"] = numeric_input || "*****"
data["locked"] = source.atom_storage.locked
data["lock_code"] = !!lock_code //we just need to know if it has one.
return data
/datum/component/lockable_storage/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(action != "keypad")
return TRUE
var/digit = params["digit"]
switch(digit)
//locking it back up
if("C")
var/atom/source = parent
numeric_input = ""
//you can't lock it if it's already locked or lacks a lock code.
if(source.atom_storage.locked || isnull(lock_code))
return TRUE
source.atom_storage.locked = STORAGE_FULLY_LOCKED
source.atom_storage.hide_contents(usr)
source.update_appearance(UPDATE_ICON)
return TRUE
//setting a password & unlocking
if("E")
//inputting a new code if there isn't one set.
if(!lock_code)
if(length(numeric_input) != 5)
return TRUE
lock_code = numeric_input
numeric_input = ""
return TRUE
//unlocking the current code.
if(numeric_input != lock_code)
return TRUE
var/atom/source = parent
source.atom_storage.locked = STORAGE_NOT_LOCKED
numeric_input = ""
source.update_appearance(UPDATE_ICON)
return TRUE
//putting digits in.
if("0", "1", "2", "3", "4", "5", "6", "7", "8", "9")
if(length(numeric_input) == 5)
return
numeric_input += digit
return TRUE