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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 /🆑
127 lines
4.4 KiB
Plaintext
127 lines
4.4 KiB
Plaintext
// A receptionist's bell
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/obj/structure/desk_bell
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name = "desk bell"
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desc = "The cornerstone of any customer service job. You feel an unending urge to ring it."
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "desk_bell"
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layer = OBJ_LAYER
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anchored = FALSE
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pass_flags = PASSTABLE // Able to place on tables
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max_integrity = 5000 // To make attacking it not instantly break it
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/// The amount of times this bell has been rang, used to check the chance it breaks
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var/times_rang = 0
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/// Is this bell broken?
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var/broken_ringer = FALSE
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/// The cooldown for ringing the bell
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COOLDOWN_DECLARE(ring_cooldown)
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/// The length of the cooldown. Setting it to 0 will skip all cooldowns alltogether.
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var/ring_cooldown_length = 0.3 SECONDS // This is here to protect against tinnitus.
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/// The sound the bell makes
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var/ring_sound = 'sound/machines/microwave/microwave-end.ogg'
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/obj/structure/desk_bell/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/desk_bell/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(held_item?.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Disassemble"
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return CONTEXTUAL_SCREENTIP_SET
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if(broken_ringer)
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if(held_item?.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "Fix"
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else
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var/click_context = "Ring"
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if(prob(1))
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click_context = "Annoy"
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context[SCREENTIP_CONTEXT_LMB] = click_context
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/desk_bell/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, ring_cooldown) && ring_cooldown_length)
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return TRUE
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if(!ring_bell(user))
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to_chat(user, span_notice("[src] is silent. Some idiot broke it."))
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if(ring_cooldown_length)
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COOLDOWN_START(src, ring_cooldown, ring_cooldown_length)
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return TRUE
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/obj/structure/desk_bell/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/desk_bell/attackby(obj/item/weapon, mob/living/user, params)
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. = ..()
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times_rang += weapon.force
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ring_bell(user)
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// Fix the clapper
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/obj/structure/desk_bell/screwdriver_act(mob/living/user, obj/item/tool)
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if(broken_ringer)
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balloon_alert(user, "repairing...")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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balloon_alert_to_viewers("repaired")
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playsound(user, 'sound/items/change_drill.ogg', 50, vary = TRUE)
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broken_ringer = FALSE
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times_rang = 0
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return ITEM_INTERACT_SUCCESS
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return FALSE
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return ..()
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// Deconstruct
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/obj/structure/desk_bell/wrench_act_secondary(mob/living/user, obj/item/tool)
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balloon_alert(user, "taking apart...")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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balloon_alert(user, "disassembled")
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playsound(user, 'sound/items/deconstruct.ogg', 50, vary = TRUE)
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if(!broken_ringer) // Drop 2 if it's not broken.
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new/obj/item/stack/sheet/iron(drop_location())
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new/obj/item/stack/sheet/iron(drop_location())
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/// Check if the clapper breaks, and if it does, break it
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/obj/structure/desk_bell/proc/check_clapper(mob/living/user)
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if(((times_rang >= 10000) || prob(times_rang/100)) && ring_cooldown_length)
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to_chat(user, span_notice("You hear [src]'s clapper fall off of its hinge. Nice job, you broke it."))
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broken_ringer = TRUE
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/// Ring the bell
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/obj/structure/desk_bell/proc/ring_bell(mob/living/user)
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if(broken_ringer)
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return FALSE
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check_clapper(user)
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// The lack of varying is intentional. The only variance occurs on the strike the bell breaks.
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playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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flick("desk_bell_ring", src)
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times_rang++
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return TRUE
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// A warning to all who enter; the ringing sound STACKS. It won't be deafening because it only goes every decisecond,
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// but I did feel like my ears were going to start bleeding when I tested it with my autoclicker.
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/obj/structure/desk_bell/speed_demon
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desc = "The cornerstone of any customer service job. This one's been modified for hyper-performance."
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ring_cooldown_length = 0
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/obj/structure/desk_bell/MouseDrop(obj/over_object, src_location, over_location)
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if(!istype(over_object, /obj/vehicle/ridden/wheelchair))
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return
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if(!Adjacent(over_object) || !Adjacent(usr))
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return
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var/obj/vehicle/ridden/wheelchair/target = over_object
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if(target.bell_attached)
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usr.balloon_alert(usr, "already has a bell!")
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return
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usr.balloon_alert(usr, "attaching bell...")
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if(!do_after(usr, 0.5 SECONDS))
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return
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target.attach_bell(src)
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return ..()
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