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Bubberstation/code/modules/assembly/holder.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

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/obj/item/assembly_holder
name = "Assembly"
icon = 'icons/obj/devices/new_assemblies.dmi'
icon_state = "assembly_holder"
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 7
/// used to store the list of assemblies making up our assembly holder
var/list/obj/item/assembly/assemblies
/obj/item/assembly_holder/Initialize(mapload)
. = ..()
AddComponent(/datum/component/simple_rotation)
/obj/item/assembly_holder/Destroy()
QDEL_LAZYLIST(assemblies)
return ..()
/obj/item/assembly_holder/Exited(atom/movable/gone, direction)
. = ..()
LAZYREMOVE(assemblies, gone)
/obj/item/assembly_holder/IsAssemblyHolder()
return TRUE
/obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user)
attach(A,user)
attach(A2,user)
name = "[A.name]-[A2.name] assembly"
update_appearance()
SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]")
/**
* on_attach: Pass on_attach message to child assemblies
*
*/
/obj/item/assembly_holder/proc/on_attach()
var/obj/item/newloc = loc
if(!newloc.IsSpecialAssembly() && !newloc.IsAssemblyHolder())
return
for(var/obj/item/assembly/assembly in assemblies)
assembly.on_attach()
/obj/item/assembly_holder/proc/try_add_assembly(obj/item/assembly/attached_assembly, mob/user)
if(attached_assembly.secured)
balloon_alert(user, "not attachable!")
return FALSE
if(LAZYLEN(assemblies) >= HOLDER_MAX_ASSEMBLIES)
balloon_alert(user, "too many assemblies!")
return FALSE
if(attached_assembly.assembly_flags & ASSEMBLY_NO_DUPLICATES)
if(locate(attached_assembly.type) in assemblies)
balloon_alert(user, "can't attach another of that!")
return FALSE
add_assembly(attached_assembly, user)
balloon_alert(user, "part attached")
return TRUE
/**
* Adds an assembly to the assembly holder
*
* This proc is used to add an assembly to the assembly holder, update the appearance, and the name of it.
* Arguments:
* * attached_assembly - assembly we are adding to the assembly holder
* * user - user we pass into attach()
*/
/obj/item/assembly_holder/proc/add_assembly(obj/item/assembly/attached_assembly, mob/user)
attach(attached_assembly, user)
name = ""
for(var/obj/item/assembly/assembly as anything in assemblies)
name += "[assembly.name]-"
name = splicetext(name, length(name), length(name) + 1, "")
name += " assembly"
update_appearance()
/obj/item/assembly_holder/proc/attach(obj/item/assembly/A, mob/user)
if(!A.remove_item_from_storage(src, user))
if(user)
user.transferItemToLoc(A, src)
else
A.forceMove(src)
A.holder = src
A.toggle_secure()
LAZYADD(assemblies, A)
A.holder_movement()
A.on_attach()
/obj/item/assembly_holder/update_appearance(updates=ALL)
. = ..()
master?.update_appearance(updates)
/obj/item/assembly_holder/update_overlays()
. = ..()
for(var/i in 1 to LAZYLEN(assemblies))
if(IS_LEFT_INDEX(i))
var/obj/item/assembly/assembly = assemblies[i]
. += "[assembly.icon_state]_left"
for(var/left_overlay in assembly.attached_overlays)
. += "[left_overlay]_l"
if(IS_RIGHT_INDEX(i))
var/obj/item/assembly/assembly = assemblies[i]
var/mutable_appearance/right = mutable_appearance(icon, "[assembly.icon_state]_left")
right.transform = matrix(-1, 0, 0, 0, 1, 0)
for(var/right_overlay in assembly.attached_overlays)
right.add_overlay("[right_overlay]_l")
. += right
/obj/item/assembly_holder/on_found(mob/finder)
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.on_found(finder)
/obj/item/assembly_holder/setDir()
. = ..()
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.holder_movement()
/obj/item/assembly_holder/dropped(mob/user)
. = ..()
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.dropped()
/obj/item/assembly_holder/attack_hand(mob/living/user, list/modifiers)//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
. = ..()
if(.)
return
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.attack_hand(user, modifiers) // Note override in assembly.dm to prevent side effects here
/obj/item/assembly_holder/attackby(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers)
if(isassembly(weapon))
try_add_assembly(weapon, user)
return
return ..()
/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/tool)
loc.balloon_alert(user, "disassembled")
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/item/assembly_holder/atom_deconstruct(disassembled)
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.on_detach()
LAZYREMOVE(assemblies, assembly)
/obj/item/assembly_holder/attack_self(mob/user)
src.add_fingerprint(user)
if(LAZYLEN(assemblies) == 1)
balloon_alert(user, "part missing!")
return
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.attack_self(user)
/**
* this proc is used to process the activation of the assembly holder
*
* This proc is usually called by signalers, timers, or anything that can trigger and
* send a pulse to the assembly holder, which then calls this proc that actually activates the assemblies
* Arguments:
* * /obj/device - the device we sent the pulse from which called this proc
*/
/obj/item/assembly_holder/proc/process_activation(obj/device)
if(!device)
return FALSE
if(LAZYLEN(assemblies) >= 2)
for(var/obj/item/assembly/assembly as anything in assemblies)
if(assembly != device)
assembly.pulsed()
if(master)
master.receive_signal()
return TRUE