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## 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) ```
155 lines
5.5 KiB
Plaintext
155 lines
5.5 KiB
Plaintext
/*
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Slimecrossing Armor
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Armor added by the slimecrossing system.
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Collected here for clarity.
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*/
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//Rebreather mask - Chilling Blue
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/obj/item/clothing/mask/nobreath
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name = "rebreather mask"
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desc = "A transparent mask, resembling a conventional breath mask, but made of bluish slime. Seems to lack any air supply tube, though."
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icon_state = "slime"
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inhand_icon_state = "b_mask"
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body_parts_covered = NONE
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w_class = WEIGHT_CLASS_SMALL
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clothing_traits = list(TRAIT_NOBREATH)
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armor_type = /datum/armor/mask_nobreath
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flags_cover = MASKCOVERSMOUTH
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resistance_flags = NONE
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interaction_flags_mouse_drop = NEED_HANDS
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/datum/armor/mask_nobreath
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bio = 50
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/obj/item/clothing/mask/nobreath/equipped(mob/living/carbon/human/user, slot)
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. = ..()
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if(slot & ITEM_SLOT_MASK)
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user.failed_last_breath = FALSE
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user.clear_alert(ALERT_NOT_ENOUGH_OXYGEN)
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user.apply_status_effect(/datum/status_effect/rebreathing)
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/obj/item/clothing/mask/nobreath/dropped(mob/living/carbon/human/user)
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..()
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user.remove_status_effect(/datum/status_effect/rebreathing)
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/obj/item/clothing/glasses/prism_glasses
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name = "prism glasses"
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desc = "The lenses seem to glow slightly, and reflect light into dazzling colors."
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icon = 'icons/obj/science/slimecrossing.dmi'
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icon_state = "prismglasses"
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actions_types = list(/datum/action/item_action/change_prism_colour, /datum/action/item_action/place_light_prism)
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forced_glass_color = TRUE
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var/glasses_color = COLOR_WHITE
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/obj/item/clothing/glasses/prism_glasses/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/wearable_client_colour, /datum/client_colour/glass_colour, ITEM_SLOT_EYES, glasses_color, forced_glass_color)
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/obj/structure/light_prism
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name = "light prism"
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desc = "A shining crystal of semi-solid light. Looks fragile."
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icon = 'icons/obj/science/slimecrossing.dmi'
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icon_state = "lightprism"
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density = FALSE
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anchored = TRUE
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max_integrity = 10
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/obj/structure/light_prism/Initialize(mapload, newcolor)
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. = ..()
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if(newcolor)
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color = newcolor
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set_light_color(newcolor)
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set_light(5)
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/obj/structure/light_prism/attack_hand(mob/user, list/modifiers)
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to_chat(user, span_notice("You dispel [src]."))
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qdel(src)
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/datum/action/item_action/change_prism_colour
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name = "Adjust Prismatic Lens"
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button_icon = 'icons/obj/science/slimecrossing.dmi'
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button_icon_state = "prismcolor"
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/datum/action/item_action/change_prism_colour/do_effect(trigger_flags)
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var/obj/item/clothing/glasses/prism_glasses/glasses = target
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var/new_color = tgui_color_picker(owner, "Choose the lens color:", "Color change",glasses.glasses_color) // BUBBERSTATION EDIT: TGUI COLOR PICKER
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if(!new_color)
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return
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RemoveElement(/datum/element/wearable_client_colour, /datum/client_colour/glass_colour, ITEM_SLOT_EYES, glasses.glasses_color, glasses.forced_glass_color)
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glasses.glasses_color = new_color
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AddElement(/datum/element/wearable_client_colour, /datum/client_colour/glass_colour, ITEM_SLOT_EYES, new_color, glasses.forced_glass_color)
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/datum/action/item_action/place_light_prism
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name = "Fabricate Light Prism"
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button_icon = 'icons/obj/science/slimecrossing.dmi'
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button_icon_state = "lightprism"
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/datum/action/item_action/place_light_prism/do_effect(trigger_flags)
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var/obj/item/clothing/glasses/prism_glasses/glasses = target
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if(locate(/obj/structure/light_prism) in get_turf(owner))
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to_chat(owner, span_warning("There isn't enough ambient energy to fabricate another light prism here."))
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return
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if(istype(glasses))
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if(!glasses.glasses_color)
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to_chat(owner, span_warning("The lens is oddly opaque..."))
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return
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to_chat(owner, span_notice("You channel nearby light into a glowing, ethereal prism."))
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new /obj/structure/light_prism(get_turf(owner), glasses.glasses_color)
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/obj/item/clothing/head/peaceflower
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name = "heroine bud"
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desc = "An extremely addictive flower, full of peace magic."
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icon = 'icons/obj/science/slimecrossing.dmi'
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worn_icon = 'icons/mob/clothing/head/costume.dmi'
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icon_state = "peaceflower"
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inhand_icon_state = null
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slot_flags = ITEM_SLOT_HEAD
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clothing_traits = list(TRAIT_PACIFISM)
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body_parts_covered = NONE
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force = 0
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 1
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throw_range = 3
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/obj/item/clothing/head/peaceflower/proc/at_peace_check(mob/user)
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if(iscarbon(user))
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var/mob/living/carbon/carbon_user = user
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if(src == carbon_user.head)
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to_chat(user, span_warning("You feel at peace. <b style='color:pink'>Why would you want anything else?</b>"))
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return TRUE
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return FALSE
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/obj/item/clothing/head/peaceflower/attack_hand(mob/user, list/modifiers)
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if(at_peace_check(user))
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return
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return ..()
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/obj/item/clothing/head/peaceflower/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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if(at_peace_check(user))
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return
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return ..()
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/obj/item/clothing/suit/armor/heavy/adamantine
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name = "adamantine armor"
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desc = "A full suit of adamantine plate armor. Impressively resistant to damage, but weighs about as much as you do."
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icon_state = "adamsuit"
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icon = 'icons/obj/clothing/suits/armor.dmi'
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worn_icon = 'icons/mob/clothing/suits/armor.dmi'
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inhand_icon_state = null
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flags_inv = NONE
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item_flags = IMMUTABLE_SLOW
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slowdown = 4
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var/hit_reflect_chance = 40
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/obj/item/clothing/suit/armor/heavy/adamantine/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/item_equipped_movement_rustle, SFX_PLATE_ARMOR_RUSTLE, 8)
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/obj/item/clothing/suit/armor/heavy/adamantine/IsReflect(def_zone)
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if((def_zone in list(BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) && prob(hit_reflect_chance))
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return TRUE
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else
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return FALSE
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