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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
154 lines
6.3 KiB
Plaintext
154 lines
6.3 KiB
Plaintext
/* Emags
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* Contains:
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* EMAGS AND DOORMAGS
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*/
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/*
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* EMAG AND SUBTYPES
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*/
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/obj/item/card/emag
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desc = "It's a card with a magnetic strip attached to some circuitry."
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name = "cryptographic sequencer"
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icon_state = "emag"
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item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
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slot_flags = ITEM_SLOT_ID
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worn_icon_state = "emag"
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var/prox_check = TRUE //If the emag requires you to be in range
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var/type_blacklist //List of types that require a specialized emag
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/obj/item/card/emag/attack_self(mob/user) //for traitors with balls of plastitanium
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if(Adjacent(user))
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user.visible_message(span_notice("[user] shows you: [icon2html(src, viewers(user))] [name]."), span_notice("You show [src]."))
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add_fingerprint(user)
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/obj/item/card/emag/bluespace
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name = "bluespace cryptographic sequencer"
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desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
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color = rgb(40, 130, 255)
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prox_check = FALSE
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/obj/item/card/emag/halloween
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name = "hack-o'-lantern"
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desc = "It's a pumpkin with a cryptographic sequencer sticking out."
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icon_state = "hack_o_lantern"
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/obj/item/card/emagfake
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desc = "It's a card with a magnetic strip attached to some circuitry. Closer inspection shows that this card is a poorly made replica, with a \"Donk Co.\" logo stamped on the back."
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name = "cryptographic sequencer"
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icon_state = "emag"
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slot_flags = ITEM_SLOT_ID
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worn_icon_state = "emag"
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/obj/item/card/emagfake/attack_self(mob/user) //for assistants with balls of plasteel
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if(Adjacent(user))
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user.visible_message(span_notice("[user] shows you: [icon2html(src, viewers(user))] [name]."), span_notice("You show [src]."))
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add_fingerprint(user)
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/obj/item/card/emagfake/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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return ITEM_INTERACT_SKIP_TO_ATTACK // So it does the attack animation.
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/obj/item/card/emag/Initialize(mapload)
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. = ..()
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type_blacklist = list(typesof(/obj/machinery/door/airlock) + typesof(/obj/machinery/door/window/) + typesof(/obj/machinery/door/firedoor) - typesof(/obj/machinery/door/airlock/tram)) //list of all typepaths that require a specialized emag to hack.
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/obj/item/card/emag/storage_insert_on_interaction(datum/storage, atom/storage_holder, mob/living/user)
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return !user.combat_mode
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/obj/item/card/emag/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!can_emag(interacting_with, user))
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return ITEM_INTERACT_BLOCKING
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log_combat(user, interacting_with, "attempted to emag")
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interacting_with.emag_act(user, src)
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return ITEM_INTERACT_SUCCESS
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/obj/item/card/emag/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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return prox_check ? NONE : interact_with_atom(interacting_with, user)
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/obj/item/card/emag/proc/can_emag(atom/target, mob/user)
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for (var/subtypelist in type_blacklist)
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if (target.type in subtypelist)
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to_chat(user, span_warning("The [target] cannot be affected by the [src]! A more specialized hacking device is required."))
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return FALSE
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return TRUE
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/*
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* DOORMAG
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*/
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/obj/item/card/emag/doorjack
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desc = "Commonly known as a \"doorjack\", this device is a specialized cryptographic sequencer specifically designed to override station airlock access codes. Uses self-refilling charges to hack airlocks."
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name = "airlock authentication override card"
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icon_state = "doorjack"
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worn_icon_state = "doorjack"
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var/type_whitelist //List of types
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var/charges = 3
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var/max_charges = 3
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var/list/charge_timers = list()
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var/charge_time = 1800 //three minutes
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/obj/item/card/emag/doorjack/Initialize(mapload)
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. = ..()
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type_whitelist = list(typesof(/obj/machinery/door/airlock), typesof(/obj/machinery/door/window/), typesof(/obj/machinery/door/firedoor)) //list of all acceptable typepaths that this device can affect
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/obj/item/card/emag/doorjack/proc/use_charge(mob/user)
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charges --
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to_chat(user, span_notice("You use [src]. It now has [charges] charge[charges == 1 ? "" : "s"] remaining."))
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charge_timers.Add(addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time, TIMER_STOPPABLE))
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/obj/item/card/emag/doorjack/proc/recharge(mob/user)
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charges = min(charges+1, max_charges)
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playsound(src,'sound/machines/twobeep.ogg',10,TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
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charge_timers.Remove(charge_timers[1])
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/obj/item/card/emag/doorjack/examine(mob/user)
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. = ..()
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. += span_notice("It has [charges] charges remaining.")
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if (length(charge_timers))
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. += "[span_notice("<b>A small display on the back reads:")]</b>"
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for (var/i in 1 to length(charge_timers))
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var/timeleft = timeleft(charge_timers[i])
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var/loadingbar = num2loadingbar(timeleft/charge_time)
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. += span_notice("<b>CHARGE #[i]: [loadingbar] ([DisplayTimeText(timeleft)])</b>")
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/obj/item/card/emag/doorjack/can_emag(atom/target, mob/user)
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if (charges <= 0)
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to_chat(user, span_warning("[src] is recharging!"))
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return FALSE
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for (var/list/subtypelist in type_whitelist)
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if (target.type in subtypelist)
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return TRUE
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to_chat(user, span_warning("[src] is unable to interface with this. It only seems to fit into airlock electronics."))
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return FALSE
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/*
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* Battlecruiser Access
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*/
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/obj/item/card/emag/battlecruiser
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name = "battlecruiser coordinates upload card"
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desc = "An ominous card that contains the location of the station, and when applied to a communications console, \
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the ability to long-distance contact the Syndicate fleet."
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icon_state = "battlecruisercaller"
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worn_icon_state = "emag"
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///whether we have called the battlecruiser
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var/used = FALSE
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/// The battlecruiser team that the battlecruiser will get added to
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var/datum/team/battlecruiser/team
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/obj/item/card/emag/battlecruiser/proc/use_charge(mob/user)
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used = TRUE
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to_chat(user, span_boldwarning("You use [src], and it interfaces with the communication console. No going back..."))
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/obj/item/card/emag/battlecruiser/examine(mob/user)
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. = ..()
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. += span_notice("It can only be used on the communications console.")
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/obj/item/card/emag/battlecruiser/can_emag(atom/target, mob/user)
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if(used)
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to_chat(user, span_warning("[src] is used up."))
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return FALSE
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if(!istype(target, /obj/machinery/computer/communications))
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to_chat(user, span_warning("[src] is unable to interface with this. It only seems to interface with the communication console."))
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return FALSE
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return TRUE
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