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Bubberstation/code/modules/paperwork/desk_bell.dm
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MrMelbertandGitHub 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

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
/🆑
2023-12-08 23:50:19 -07:00

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