Files
Bubberstation/code/game/objects/items/holosign_creator.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## 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)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- 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:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

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
/🆑
2024-06-11 21:58:09 -07:00

212 lines
7.6 KiB
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/obj/item/holosign_creator
name = "holographic sign projector"
desc = "A handy-dandy holographic projector that displays a janitorial sign."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "signmaker"
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
force = 0
w_class = WEIGHT_CLASS_SMALL
throwforce = 0
throw_speed = 3
throw_range = 7
item_flags = NOBLUDGEON
var/list/signs
var/max_signs = 10
//time to create a holosign in deciseconds.
var/creation_time = 0
//holosign image that is projected
var/holosign_type = /obj/structure/holosign/wetsign
var/holocreator_busy = FALSE //to prevent placing multiple holo barriers at once
/obj/item/holosign_creator/Initialize(mapload)
. = ..()
AddElement(/datum/element/openspace_item_click_handler)
RegisterSignal(src, COMSIG_OBJ_PAINTED, TYPE_PROC_REF(/obj/item/holosign_creator, on_color_change))
/obj/item/holosign_creator/handle_openspace_click(turf/target, mob/user, click_parameters)
interact_with_atom(target, user, click_parameters)
/obj/item/holosign_creator/examine(mob/user)
. = ..()
if(!signs)
return
. += span_notice("It is currently maintaining <b>[signs.len]/[max_signs]</b> projections.")
/obj/item/holosign_creator/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!check_allowed_items(interacting_with, not_inside = TRUE))
return NONE
var/turf/target_turf = get_turf(interacting_with)
var/obj/structure/holosign/target_holosign = locate(holosign_type) in target_turf
if(target_holosign)
qdel(target_holosign)
return ITEM_INTERACT_BLOCKING
if(target_turf.is_blocked_turf(TRUE)) //can't put holograms on a tile that has dense stuff
return ITEM_INTERACT_BLOCKING
if(holocreator_busy)
balloon_alert(user, "busy making a hologram!")
return ITEM_INTERACT_BLOCKING
if(LAZYLEN(signs) >= max_signs)
balloon_alert(user, "max capacity!")
return ITEM_INTERACT_BLOCKING
playsound(src, 'sound/machines/click.ogg', 20, TRUE)
if(creation_time)
holocreator_busy = TRUE
if(!do_after(user, creation_time, target = interacting_with))
holocreator_busy = FALSE
return ITEM_INTERACT_BLOCKING
holocreator_busy = FALSE
if(LAZYLEN(signs) >= max_signs)
return ITEM_INTERACT_BLOCKING
if(target_turf.is_blocked_turf(TRUE)) //don't try to sneak dense stuff on our tile during the wait.
return ITEM_INTERACT_BLOCKING
target_holosign = create_holosign(interacting_with, user)
return ITEM_INTERACT_SUCCESS
/obj/item/holosign_creator/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/holosign_creator/proc/create_holosign(atom/target, mob/user)
var/atom/new_holosign = new holosign_type(get_turf(target), src)
new_holosign.add_hiddenprint(user)
if(color)
new_holosign.color = color
return new_holosign
/obj/item/holosign_creator/attack_self(mob/user)
if(LAZYLEN(signs))
for(var/obj/structure/holosign/hologram as anything in signs)
qdel(hologram)
balloon_alert(user, "holograms cleared")
/obj/item/holosign_creator/Destroy()
. = ..()
if(LAZYLEN(signs))
for(var/obj/structure/holosign/hologram as anything in signs)
qdel(hologram)
/obj/item/holosign_creator/proc/on_color_change(obj/item/holosign_creator, mob/user, obj/item/toy/crayon/spraycan/spraycan, is_dark_color)
SIGNAL_HANDLER
if(!spraycan.actually_paints)
return
if(LAZYLEN(signs))
for(var/obj/structure/holosign/hologram as anything in signs)
hologram.color = color
/obj/item/holosign_creator/janibarrier
name = "custodial holobarrier projector"
desc = "A holographic projector that creates hard light wet floor barriers."
holosign_type = /obj/structure/holosign/barrier/wetsign
creation_time = 1 SECONDS
max_signs = 12
/obj/item/holosign_creator/security
name = "security holobarrier projector"
desc = "A holographic projector that creates holographic security barriers."
icon_state = "signmaker_sec"
holosign_type = /obj/structure/holosign/barrier
creation_time = 3 SECONDS
max_signs = 6
/obj/item/holosign_creator/engineering
name = "engineering holobarrier projector"
desc = "A holographic projector that creates holographic engineering barriers."
icon_state = "signmaker_engi"
holosign_type = /obj/structure/holosign/barrier/engineering
creation_time = 1 SECONDS
max_signs = 12
/obj/item/holosign_creator/atmos
name = "ATMOS holofan projector"
desc = "A holographic projector that creates holographic barriers that prevent changes in atmosphere conditions."
icon_state = "signmaker_atmos"
holosign_type = /obj/structure/holosign/barrier/atmos
creation_time = 0
max_signs = 6
/// Clearview holograms don't catch clicks and are more transparent
var/clearview = FALSE
/// Timer for auto-turning off clearview
var/clearview_timer
/obj/item/holosign_creator/atmos/Initialize(mapload)
. = ..()
register_context()
/obj/item/holosign_creator/atmos/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(LAZYLEN(signs))
context[SCREENTIP_CONTEXT_RMB] = "[clearview ? "Turn off" : "Temporarily activate"] clearview"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/holosign_creator/atmos/create_holosign(atom/target, mob/user)
var/obj/structure/holosign/barrier/atmos/new_holosign = new holosign_type(get_turf(target), src)
new_holosign.add_hiddenprint(user)
if(color)
new_holosign.color = color
if(clearview)
new_holosign.clearview_transparency()
return new_holosign
/obj/item/holosign_creator/atmos/attack_self_secondary(mob/user, modifiers)
if(clearview)
reset_hologram_transparency()
balloon_alert(user, "turned off clearview")
return
if(LAZYLEN(signs))
for(var/obj/structure/holosign/barrier/atmos/hologram as anything in signs)
hologram.clearview_transparency()
clearview = TRUE
balloon_alert(user, "turned on clearview")
clearview_timer = addtimer(CALLBACK(src, PROC_REF(reset_hologram_transparency)), 40 SECONDS, TIMER_STOPPABLE)
return ..()
/obj/item/holosign_creator/atmos/proc/reset_hologram_transparency()
if(LAZYLEN(signs))
for(var/obj/structure/holosign/barrier/atmos/hologram as anything in signs)
hologram.reset_transparency()
clearview = FALSE
deltimer(clearview_timer)
/obj/item/holosign_creator/medical
name = "\improper PENLITE barrier projector"
desc = "A holographic projector that creates PENLITE holobarriers. Useful during quarantines since they halt those with malicious diseases."
icon_state = "signmaker_med"
holosign_type = /obj/structure/holosign/barrier/medical
creation_time = 1 SECONDS
max_signs = 6
/obj/item/holosign_creator/cyborg
name = "Energy Barrier Projector"
desc = "A holographic projector that creates fragile energy fields."
creation_time = 1.5 SECONDS
max_signs = 9
holosign_type = /obj/structure/holosign/barrier/cyborg
var/shock = FALSE
/obj/item/holosign_creator/cyborg/attack_self(mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/borg = user
if(shock)
to_chat(user, span_notice("You clear all active holograms, and reset your projector to normal."))
holosign_type = /obj/structure/holosign/barrier/cyborg
creation_time = 0.5 SECONDS
for(var/obj/structure/holosign/hologram as anything in signs)
qdel(hologram)
shock = FALSE
return
if(borg.emagged && !shock)
to_chat(user, span_warning("You clear all active holograms, and overload your energy projector!"))
holosign_type = /obj/structure/holosign/barrier/cyborg/hacked
creation_time = 3 SECONDS
for(var/obj/structure/holosign/hologram as anything in signs)
qdel(hologram)
shock = TRUE
return
for(var/obj/structure/holosign/hologram as anything in signs)
qdel(hologram)
balloon_alert(user, "holograms cleared")