Files
Bubberstation/code/game/machinery/deployable.dm
Jeremiah 8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00

247 lines
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#define SINGLE "single"
#define VERTICAL "vertical"
#define HORIZONTAL "horizontal"
#define METAL 1
#define WOOD 2
#define SAND 3
//Barricades/cover
/obj/structure/barricade
name = "chest high wall"
desc = "Looks like this would make good cover."
anchored = TRUE
density = TRUE
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/bar_material = METAL
/obj/structure/barricade/atom_deconstruct(disassembled = TRUE)
make_debris()
/// Spawn debris & stuff upon deconstruction
/obj/structure/barricade/proc/make_debris()
PROTECTED_PROC(TRUE)
return
/obj/structure/barricade/attackby(obj/item/I, mob/living/user, params)
if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode && bar_material == METAL)
if(atom_integrity < max_integrity)
if(!I.tool_start_check(user, amount=1))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 40, volume=40))
atom_integrity = clamp(atom_integrity + 20, 0, max_integrity)
else
return ..()
/obj/structure/barricade/CanAllowThrough(atom/movable/mover, border_dir)//So bullets will fly over and stuff.
. = ..()
if(locate(/obj/structure/barricade) in get_turf(mover))
return TRUE
else if(isprojectile(mover))
if(!anchored)
return TRUE
var/obj/projectile/proj = mover
if(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(proj_pass_rate))
return TRUE
return FALSE
/////BARRICADE TYPES///////
/obj/structure/barricade/wooden
name = "wooden barricade"
desc = "This space is blocked off by a wooden barricade."
icon = 'icons/obj/structures.dmi'
icon_state = "woodenbarricade"
resistance_flags = FLAMMABLE
bar_material = WOOD
var/drop_amount = 3
/obj/structure/barricade/wooden/Initialize(mapload)
. = ..()
var/static/list/tool_behaviors = list(TOOL_CROWBAR = list(SCREENTIP_CONTEXT_LMB = "Deconstruct"))
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
register_context()
/obj/structure/barricade/wooden/attackby(obj/item/I, mob/user)
if(istype(I,/obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.amount < 5)
to_chat(user, span_warning("You need at least five wooden planks to make a wall!"))
return
else
to_chat(user, span_notice("You start adding [I] to [src]..."))
playsound(src, 'sound/items/hammering_wood.ogg', 50, vary = TRUE)
if(do_after(user, 5 SECONDS, target=src))
W.use(5)
var/turf/T = get_turf(src)
T.place_on_top(/turf/closed/wall/mineral/wood/nonmetal)
qdel(src)
return
return ..()
/obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/tool)
balloon_alert(user, "deconstructing barricade...")
if(!tool.use_tool(src, user, 2 SECONDS, volume=50))
return
balloon_alert(user, "barricade deconstructed")
tool.play_tool_sound(src)
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/structure/barricade/wooden/crude
name = "crude plank barricade"
desc = "This space is blocked off by a crude assortment of planks."
icon_state = "plankbarricade"
drop_amount = 1
max_integrity = 50
proj_pass_rate = 65
layer = SIGN_LAYER
/obj/structure/barricade/wooden/crude/snow
desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
icon_state = "plankbarricade_snow"
max_integrity = 75
/obj/structure/barricade/wooden/make_debris()
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
/obj/structure/barricade/sandbags
name = "sandbags"
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags-0"
base_icon_state = "sandbags"
max_integrity = 280
proj_pass_rate = 20
pass_flags_self = LETPASSTHROW
bar_material = SAND
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SANDBAGS
canSmoothWith = SMOOTH_GROUP_SANDBAGS + SMOOTH_GROUP_SECURITY_BARRICADE + SMOOTH_GROUP_WALLS
/obj/structure/barricade/sandbags/Initialize(mapload)
. = ..()
AddElement(/datum/element/climbable)
AddElement(/datum/element/elevation, pixel_shift = 12)
/obj/structure/barricade/security
name = "security barrier"
desc = "A deployable barrier. Provides good cover in fire fights."
icon = 'icons/obj/structures.dmi'
icon_state = "barrier0"
density = FALSE
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor_type = /datum/armor/barricade_security
var/deploy_time = 40
var/deploy_message = TRUE
/datum/armor/barricade_security
melee = 10
bullet = 50
laser = 50
energy = 50
bomb = 10
fire = 10
/obj/structure/barricade/security/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(deploy)), deploy_time)
/obj/structure/barricade/security/proc/deploy()
icon_state = "barrier1"
set_density(TRUE)
set_anchored(TRUE)
if(deploy_message)
visible_message(span_warning("[src] deploys!"))
/obj/item/grenade/barrier
name = "barrier grenade"
desc = "Instant cover."
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "wallbang"
inhand_icon_state = "flashbang"
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
. = ..()
. += span_notice("Alt-click to toggle modes.")
/obj/item/grenade/barrier/click_alt(mob/living/carbon/user)
toggle_mode(user)
return CLICK_ACTION_SUCCESS
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
if(SINGLE)
mode = VERTICAL
if(VERTICAL)
mode = HORIZONTAL
if(HORIZONTAL)
mode = SINGLE
to_chat(user, span_notice("[src] is now in [mode] mode."))
/obj/item/grenade/barrier/detonate(mob/living/lanced_by)
. = ..()
if(!.)
return
new /obj/structure/barricade/security(get_turf(src.loc))
switch(mode)
if(VERTICAL)
var/turf/target_turf = get_step(src, NORTH)
if(!target_turf.is_blocked_turf())
new /obj/structure/barricade/security(target_turf)
var/turf/target_turf2 = get_step(src, SOUTH)
if(!target_turf2.is_blocked_turf())
new /obj/structure/barricade/security(target_turf2)
if(HORIZONTAL)
var/turf/target_turf = get_step(src, EAST)
if(!target_turf.is_blocked_turf())
new /obj/structure/barricade/security(target_turf)
var/turf/target_turf2 = get_step(src, WEST)
if(!target_turf2.is_blocked_turf())
new /obj/structure/barricade/security(target_turf2)
qdel(src)
/obj/item/grenade/barrier/ui_action_click(mob/user)
toggle_mode(user)
/obj/item/deployable_turret_folded
name = "folded heavy machine gun"
desc = "A folded and unloaded heavy machine gun, ready to be deployed and used."
icon = 'icons/obj/weapons/turrets.dmi'
icon_state = "folded_hmg"
inhand_icon_state = "folded_hmg"
max_integrity = 250
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
/obj/item/deployable_turret_folded/Initialize(mapload)
. = ..()
AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg)
#undef SINGLE
#undef VERTICAL
#undef HORIZONTAL
#undef METAL
#undef WOOD
#undef SAND