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Bubberstation/code/game/objects/items/storage/lockbox.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

287 lines
9.2 KiB
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/obj/item/storage/lockbox
name = "lockbox"
desc = "A locked box."
icon = 'icons/obj/storage/case.dmi'
icon_state = "lockbox+l"
inhand_icon_state = "lockbox"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
req_access = list(ACCESS_ARMORY)
var/broken = FALSE
var/open = FALSE
var/icon_locked = "lockbox+l"
var/icon_closed = "lockbox"
var/icon_broken = "lockbox+b"
/obj/item/storage/lockbox/Initialize(mapload)
. = ..()
atom_storage.max_specific_storage = WEIGHT_CLASS_NORMAL
atom_storage.max_total_storage = 14
atom_storage.max_slots = 4
atom_storage.locked = TRUE
register_context()
/obj/item/storage/lockbox/storage_insert_on_interacted_with(datum/storage, obj/item/inserted, mob/living/user)
var/locked = atom_storage.locked
if(inserted.GetID())
if(broken)
balloon_alert(user, "broken!")
return FALSE
if(allowed(user))
if(atom_storage.locked)
atom_storage.locked = STORAGE_NOT_LOCKED
else
atom_storage.locked = STORAGE_FULLY_LOCKED
locked = atom_storage.locked
if(locked)
icon_state = icon_locked
atom_storage.close_all()
else
icon_state = icon_closed
balloon_alert(user, locked ? "locked" : "unlocked")
return FALSE
balloon_alert(user, "access denied!")
return FALSE
if(locked)
balloon_alert(user, "locked!")
return FALSE
return TRUE
/obj/item/storage/lockbox/emag_act(mob/user, obj/item/card/emag/emag_card)
if(!broken)
broken = TRUE
atom_storage.locked = STORAGE_NOT_LOCKED
icon_state = src.icon_broken
balloon_alert(user, "lock destroyed")
if (emag_card && user)
user.visible_message(span_warning("[user] swipes [emag_card] over [src], breaking it!"))
return TRUE
return FALSE
/obj/item/storage/lockbox/examine(mob/user)
. = ..()
if(broken)
. += span_notice("It appears to be broken.")
/obj/item/storage/lockbox/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
. = ..()
open = TRUE
update_appearance()
/obj/item/storage/lockbox/Exited(atom/movable/gone, direction)
. = ..()
open = TRUE
update_appearance()
/obj/item/storage/lockbox/loyalty
name = "lockbox of mindshield implants"
req_access = list(ACCESS_SECURITY)
/obj/item/storage/lockbox/loyalty/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/implantcase/mindshield(src)
new /obj/item/implanter/mindshield(src)
/obj/item/storage/lockbox/clusterbang
name = "lockbox of clusterbangs"
desc = "You have a bad feeling about opening this."
req_access = list(ACCESS_SECURITY)
/obj/item/storage/lockbox/clusterbang/PopulateContents()
new /obj/item/grenade/clusterbuster(src)
/obj/item/storage/lockbox/medal
name = "medal box"
desc = "A locked box used to store medals of honor."
icon_state = "medalbox+l"
inhand_icon_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
req_access = list(ACCESS_CAPTAIN)
icon_locked = "medalbox+l"
icon_closed = "medalbox"
icon_broken = "medalbox+b"
/obj/item/storage/lockbox/medal/Initialize(mapload)
. = ..()
atom_storage.max_specific_storage = WEIGHT_CLASS_SMALL
atom_storage.max_slots = 10
atom_storage.max_total_storage = 20
atom_storage.set_holdable(/obj/item/clothing/accessory/medal)
/obj/item/storage/lockbox/medal/examine(mob/user)
. = ..()
if(!atom_storage.locked)
. += span_notice("Alt-click to [open ? "close":"open"] it.")
/obj/item/storage/lockbox/medal/click_alt(mob/user)
if(!atom_storage.locked)
open = (open ? FALSE : TRUE)
update_appearance()
return CLICK_ACTION_SUCCESS
/obj/item/storage/lockbox/medal/PopulateContents()
new /obj/item/clothing/accessory/medal/gold/captain(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/valor(src)
new /obj/item/clothing/accessory/medal/silver/security(src)
new /obj/item/clothing/accessory/medal/bronze_heart(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/conduct(src)
/obj/item/storage/lockbox/medal/update_icon_state()
if(atom_storage?.locked)
icon_state = "medalbox+l"
return ..()
icon_state = "medalbox"
if(open)
icon_state += "open"
if(broken)
icon_state += "+b"
return ..()
/obj/item/storage/lockbox/medal/update_overlays()
. = ..()
if(!contents || !open)
return
if(atom_storage?.locked)
return
for(var/i in 1 to contents.len)
var/obj/item/clothing/accessory/medal/M = contents[i]
var/mutable_appearance/medalicon = mutable_appearance(initial(icon), M.medaltype)
if(i > 1 && i <= 5)
medalicon.pixel_x += ((i-1)*3)
else if(i > 5)
medalicon.pixel_y -= 7
medalicon.pixel_x -= 2
medalicon.pixel_x += ((i-6)*3)
. += medalicon
/obj/item/storage/lockbox/medal/hop
name = "Head of Personnel medal box"
desc = "A locked box used to store medals to be given to those exhibiting excellence in management."
req_access = list(ACCESS_HOP)
/obj/item/storage/lockbox/medal/hop/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/silver/bureaucracy(src)
new /obj/item/clothing/accessory/medal/gold/ordom(src)
/obj/item/storage/lockbox/medal/sec
name = "security medal box"
desc = "A locked box used to store medals to be given to members of the security department."
req_access = list(ACCESS_HOS)
/obj/item/storage/lockbox/medal/med
name = "medical medal box"
desc = "A locked box used to store medals to be given to members of the medical department."
req_access = list(ACCESS_CMO)
/obj/item/storage/lockbox/medal/med/PopulateContents()
new /obj/item/clothing/accessory/medal/med_medal(src)
new /obj/item/clothing/accessory/medal/med_medal2(src)
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/silver/emergency_services/medical(src)
/obj/item/storage/lockbox/medal/sec/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/silver/security(src)
/obj/item/storage/lockbox/medal/cargo
name = "cargo award box"
desc = "A locked box used to store awards to be given to members of the cargo department."
req_access = list(ACCESS_QM)
/obj/item/storage/lockbox/medal/cargo/PopulateContents()
new /obj/item/clothing/accessory/medal/ribbon/cargo(src)
/obj/item/storage/lockbox/medal/service
name = "service award box"
desc = "A locked box used to store awards to be given to members of the service department."
req_access = list(ACCESS_HOP)
/obj/item/storage/lockbox/medal/service/PopulateContents()
new /obj/item/clothing/accessory/medal/silver/excellence(src)
/obj/item/storage/lockbox/medal/sci
name = "science medal box"
desc = "A locked box used to store medals to be given to members of the science department."
req_access = list(ACCESS_RD)
/obj/item/storage/lockbox/medal/sci/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/plasma/nobel_science(src)
/obj/item/storage/lockbox/medal/engineering
name = "engineering medal box"
desc = "A locked box used to store awards to be given to members of the engineering department."
req_access = list(ACCESS_CE)
/obj/item/storage/lockbox/medal/engineering/PopulateContents()
for(var/i in 1 to 3)
new /obj/item/clothing/accessory/medal/silver/emergency_services/engineering(src)
new /obj/item/clothing/accessory/medal/silver/elder_atmosian(src)
/obj/item/storage/lockbox/order
name = "order lockbox"
desc = "A box used to secure small cargo orders from being looted by those who didn't order it. Yeah, cargo tech, that means you."
icon_state = "secure"
icon_closed = "secure"
icon_locked = "secure_locked"
icon_broken = "secure+b"
inhand_icon_state = "sec-case"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
var/datum/bank_account/buyer_account
var/privacy_lock = TRUE
/obj/item/storage/lockbox/order/Initialize(mapload, datum/bank_account/_buyer_account)
. = ..()
buyer_account = _buyer_account
ADD_TRAIT(src, TRAIT_NO_MISSING_ITEM_ERROR, TRAIT_GENERIC)
ADD_TRAIT(src, TRAIT_NO_MANIFEST_CONTENTS_ERROR, TRAIT_GENERIC)
/obj/item/storage/lockbox/order/storage_insert_on_interacted_with(datum/storage, obj/item/inserted, mob/living/user)
var/obj/item/card/id/id_card = inserted.GetID()
if(!id_card)
return ..()
if(id_card.registered_account != buyer_account)
balloon_alert(user, "incorrect bank account!")
return FALSE
if(privacy_lock)
atom_storage.locked = STORAGE_NOT_LOCKED
icon_state = icon_locked
else
atom_storage.locked = STORAGE_FULLY_LOCKED
icon_state = icon_closed
privacy_lock = atom_storage.locked
user.visible_message(
span_notice("[user] [privacy_lock ? "" : "un"]locks [src]'s privacy lock."),
span_notice("You [privacy_lock ? "" : "un"]lock [src]'s privacy lock."),
)
return FALSE
///screentips for lockboxes
/obj/item/storage/lockbox/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(!held_item)
return NONE
if(src.broken)
return NONE
if(!held_item.GetID())
return NONE
context[SCREENTIP_CONTEXT_LMB] = atom_storage.locked ? "Unlock with ID" : "Lock with ID"
return CONTEXTUAL_SCREENTIP_SET