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Bubberstation/code/datums/actions/items/beserk.dm
SmArtKar 589cf0a904 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)
```
2025-03-12 16:53:44 -04:00

31 lines
1011 B
Plaintext

/datum/action/item_action/berserk_mode
name = "Berserk"
desc = "Increase your movement and melee speed while also increasing your melee armor for a short amount of time."
button_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "berserk_mode"
background_icon_state = "bg_demon"
overlay_icon_state = "bg_demon_border"
/datum/action/item_action/berserk_mode/do_effect(trigger_flags)
var/obj/item/clothing/head/hooded/berserker/berserk = target
berserk.berserk_mode(owner)
return TRUE
/datum/action/item_action/berserk_mode/IsAvailable(feedback = FALSE)
. = ..()
if(!.)
return FALSE
if(!istype(target, /obj/item/clothing/head/hooded/berserker))
return FALSE
var/obj/item/clothing/head/hooded/berserker/berserk = target
if(berserk.berserk_active)
if(feedback)
to_chat(owner, span_warning("You are already berserk!"))
return FALSE
if(berserk.berserk_charge < 100)
if(feedback)
to_chat(owner, span_warning("You don't have a full charge."))
return FALSE
return TRUE