Files
Bubberstation/code/game/objects/items/tools/weldingtool.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

406 lines
13 KiB
Plaintext

/// How many seconds between each fuel depletion tick ("use" proc)
#define WELDER_FUEL_BURN_INTERVAL 5
/obj/item/weldingtool
name = "welding tool"
desc = "A standard edition welder provided by Nanotrasen."
icon = 'icons/obj/tools.dmi'
icon_state = "welder"
inhand_icon_state = "welder"
worn_icon_state = "welder"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 3
throwforce = 5
hitsound = SFX_SWING_HIT
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
light_system = OVERLAY_LIGHT
light_range = 2
light_power = 1.5
light_color = LIGHT_COLOR_FIRE
light_on = FALSE
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor_type = /datum/armor/item_weldingtool
resistance_flags = FIRE_PROOF
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.3)
/// Whether the welding tool is on or off.
var/welding = FALSE
/// Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/status = TRUE
/// The max amount of fuel the welder can hold
var/max_fuel = 20
/// Does the welder start with fuel.
var/starting_fuel = TRUE
/// Whether or not we're changing the icon based on fuel left.
var/change_icons = TRUE
/// Used in process(), dictates whether or not we're calling STOP_PROCESSING whilst we're not welding.
var/can_off_process = FALSE
/// When fuel was last removed.
var/burned_fuel_for = 0
var/activation_sound = 'sound/items/welderactivate.ogg'
var/deactivation_sound = 'sound/items/welderdeactivate.ogg'
/datum/armor/item_weldingtool
fire = 100
acid = 30
/obj/item/weldingtool/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
AddElement(/datum/element/tool_flash, light_range)
AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
create_reagents(max_fuel)
if(starting_fuel)
reagents.add_reagent(/datum/reagent/fuel, max_fuel)
update_appearance()
/obj/item/weldingtool/update_icon_state()
if(welding)
inhand_icon_state = "[initial(inhand_icon_state)]1"
else
inhand_icon_state = "[initial(inhand_icon_state)]"
return ..()
/obj/item/weldingtool/update_overlays()
. = ..()
if(change_icons)
var/ratio = get_fuel() / max_fuel
ratio = CEILING(ratio*4, 1) * 25
. += "[initial(icon_state)][ratio]"
if(welding)
. += "[initial(icon_state)]-on"
/obj/item/weldingtool/process(seconds_per_tick)
if(welding)
force = 15
damtype = BURN
burned_fuel_for += seconds_per_tick
if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
use(TRUE)
update_appearance()
//Welders left on now use up fuel, but lets not have them run out quite that fast
else
force = 3
damtype = BRUTE
update_appearance()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
return
//This is to start fires. process() is only called if the welder is on.
open_flame()
/obj/item/weldingtool/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!"))
return FIRELOSS
/obj/item/weldingtool/screwdriver_act(mob/living/user, obj/item/tool)
flamethrower_screwdriver(tool, user)
return ITEM_INTERACT_SUCCESS
/obj/item/weldingtool/attackby(obj/item/tool, mob/user, params)
if(istype(tool, /obj/item/stack/rods))
flamethrower_rods(tool, user)
else
. = ..()
update_appearance()
/obj/item/weldingtool/proc/explode()
var/plasmaAmount = reagents.get_reagent_amount(/datum/reagent/toxin/plasma)
dyn_explosion(src, plasmaAmount/5, explosion_cause = src) // 20 plasma in a standard welder has a 4 power explosion. no breaches, but enough to kill/dismember holder
qdel(src)
/obj/item/weldingtool/use_tool(atom/target, mob/living/user, delay, amount, volume, datum/callback/extra_checks)
var/mutable_appearance/sparks = mutable_appearance('icons/effects/welding_effect.dmi', "welding_sparks", GASFIRE_LAYER, src, ABOVE_LIGHTING_PLANE)
target.add_overlay(sparks)
LAZYADD(update_overlays_on_z, sparks)
. = ..()
LAZYREMOVE(update_overlays_on_z, sparks)
target.cut_overlay(sparks)
/obj/item/weldingtool/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!status && interacting_with.is_refillable())
reagents.trans_to(interacting_with, reagents.total_volume, transferred_by = user)
to_chat(user, span_notice("You empty [src]'s fuel tank into [interacting_with]."))
update_appearance()
return ITEM_INTERACT_SUCCESS
if(!ishuman(interacting_with))
return NONE
if(user.combat_mode)
return NONE
var/mob/living/carbon/human/attacked_humanoid = interacting_with
var/obj/item/bodypart/affecting = attacked_humanoid.get_bodypart(check_zone(user.zone_selected))
if(isnull(affecting) || !IS_ROBOTIC_LIMB(affecting))
return NONE
var/use_delay = 0
if(user == attacked_humanoid)
user.visible_message(span_notice("[user] starts to fix some of the dents on [attacked_humanoid]'s [affecting.name]."),
span_notice("You start fixing some of the dents on [attacked_humanoid == user ? "your" : "[attacked_humanoid]'s"] [affecting.name]."))
use_delay = 5 SECONDS
if(!use_tool(attacked_humanoid, user, use_delay, volume=50, amount=1))
return ITEM_INTERACT_BLOCKING
item_heal_robotic(attacked_humanoid, user, 15, 0)
return ITEM_INTERACT_SUCCESS
/obj/item/weldingtool/afterattack(atom/target, mob/user, click_parameters)
if(!isOn())
return
use(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(QDELETED(target) || !isliving(target)) // can't ignite something that doesn't exist
return
var/mob/living/attacked_mob = target
if(attacked_mob.ignite_mob())
message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(attacked_mob)] on fire with [src] at [AREACOORD(user)]")
user.log_message("set [key_name(attacked_mob)] on fire with [src].", LOG_ATTACK)
/obj/item/weldingtool/attack_self(mob/user)
if(src.reagents.has_reagent(/datum/reagent/toxin/plasma))
message_admins("[ADMIN_LOOKUPFLW(user)] activated a rigged welder at [AREACOORD(user)].")
user.log_message("activated a rigged welder", LOG_VICTIM)
explode()
switched_on(user)
update_appearance()
/// Returns the amount of fuel in the welder
/obj/item/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount(/datum/reagent/fuel)
/// Uses fuel from the welding tool.
/obj/item/weldingtool/use(used = 0)
if(!isOn() || !check_fuel())
return FALSE
if(used > 0)
burned_fuel_for = 0
if(get_fuel() >= used)
reagents.remove_reagent(/datum/reagent/fuel, used)
check_fuel()
return TRUE
else
return FALSE
/// Toggles the welding value.
/obj/item/weldingtool/proc/set_welding(new_value)
if(welding == new_value)
return
. = welding
welding = new_value
set_light_on(welding)
/// Turns off the welder if there is no more fuel (does this really need to be its own proc?)
/obj/item/weldingtool/proc/check_fuel(mob/user)
if(get_fuel() <= 0 && welding)
set_light_on(FALSE)
switched_on(user)
update_appearance()
return FALSE
return TRUE
// /Switches the welder on
/obj/item/weldingtool/proc/switched_on(mob/user)
if(!status)
to_chat(user, span_warning("[src] can't be turned on while unsecured!"))
return
set_welding(!welding)
if(welding)
if(get_fuel() >= 1)
playsound(loc, activation_sound, 50, TRUE)
force = 15
damtype = BURN
hitsound = 'sound/items/welder.ogg'
update_appearance()
START_PROCESSING(SSobj, src)
else
balloon_alert(user, "no fuel!")
switched_off(user)
else
playsound(loc, deactivation_sound, 50, TRUE)
switched_off(user)
/// Switches the welder off
/obj/item/weldingtool/proc/switched_off(mob/user)
set_welding(FALSE)
force = 3
damtype = BRUTE
hitsound = SFX_SWING_HIT
update_appearance()
/obj/item/weldingtool/examine(mob/user)
. = ..()
. += "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
/obj/item/weldingtool/get_temperature()
return welding * heat
/// Returns whether or not the welding tool is currently on.
/obj/item/weldingtool/proc/isOn()
return welding
/// If welding tool ran out of fuel during a construction task, construction fails.
/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
if(!isOn() || !check_fuel())
to_chat(user, span_warning("[src] has to be on to complete this task!"))
return FALSE
if(get_fuel() >= amount)
return TRUE
else
to_chat(user, span_warning("You need more welding fuel to complete this task!"))
return FALSE
/// Ran when the welder is attacked by a screwdriver.
/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/tool, mob/user)
if(welding)
to_chat(user, span_warning("Turn it off first!"))
return
status = !status
if(status)
to_chat(user, span_notice("You resecure [src] and close the fuel tank."))
reagents.flags &= ~(OPENCONTAINER)
else
to_chat(user, span_notice("[src] can now be attached, modified, and refuelled."))
reagents.flags |= OPENCONTAINER
add_fingerprint(user)
/// First step of building a flamethrower (when a welder is attacked by rods)
/obj/item/weldingtool/proc/flamethrower_rods(obj/item/tool, mob/user)
if(!status)
var/obj/item/stack/rods/used_rods = tool
if (used_rods.use(1))
var/obj/item/flamethrower/flamethrower_frame = new /obj/item/flamethrower(user.loc)
if(!remove_item_from_storage(flamethrower_frame, user))
user.transferItemToLoc(src, flamethrower_frame, TRUE)
flamethrower_frame.weldtool = src
add_fingerprint(user)
to_chat(user, span_notice("You add a rod to a welder, starting to build a flamethrower."))
user.put_in_hands(flamethrower_frame)
else
to_chat(user, span_warning("You need one rod to start building a flamethrower!"))
/obj/item/weldingtool/ignition_effect(atom/ignitable_atom, mob/user)
if(use_tool(ignitable_atom, user, 0))
return span_notice("[user] casually lights [ignitable_atom] with [src], what a badass.")
else
return ""
/obj/item/weldingtool/empty
starting_fuel = FALSE
/obj/item/weldingtool/largetank
name = "industrial welding tool"
desc = "A slightly larger welder with a larger tank."
icon_state = "indwelder"
max_fuel = 40
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT*0.6)
/obj/item/weldingtool/largetank/flamethrower_screwdriver()
return
/obj/item/weldingtool/largetank/empty
starting_fuel = FALSE
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems. Custom framework doubles the speed of welding."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "indwelder_cyborg"
toolspeed = 0.5
/obj/item/weldingtool/largetank/cyborg/cyborg_unequip(mob/user)
if(!isOn())
return
switched_on(user)
/obj/item/weldingtool/mini
name = "emergency welding tool"
desc = "A miniature welder used during emergencies."
icon_state = "miniwelder"
max_fuel = 10
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.3, /datum/material/glass=SMALL_MATERIAL_AMOUNT*0.1)
change_icons = FALSE
/obj/item/weldingtool/mini/flamethrower_screwdriver()
return
/obj/item/weldingtool/mini/empty
starting_fuel = FALSE
/obj/item/weldingtool/abductor
name = "alien welding tool"
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
icon = 'icons/obj/antags/abductor.dmi'
icon_state = "welder"
toolspeed = 0.1
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
light_system = NO_LIGHT_SUPPORT
light_range = 0
change_icons = FALSE
/obj/item/weldingtool/abductor/process()
if(get_fuel() <= max_fuel)
reagents.add_reagent(/datum/reagent/fuel, 1)
..()
/obj/item/weldingtool/hugetank
name = "upgraded industrial welding tool"
desc = "An upgraded welder based of the industrial welder."
icon_state = "upindwelder"
inhand_icon_state = "upindwelder"
max_fuel = 80
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.7, /datum/material/glass=SMALL_MATERIAL_AMOUNT*1.2)
/obj/item/weldingtool/experimental
name = "experimental welding tool"
desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
icon_state = "exwelder"
inhand_icon_state = "exwelder"
max_fuel = 40
custom_materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT*5, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT*1.5, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2)
change_icons = FALSE
can_off_process = TRUE
light_range = 1
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.5
var/last_gen = 0
var/nextrefueltick = 0
/obj/item/weldingtool/experimental/process()
..()
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent(/datum/reagent/fuel, 1)
#undef WELDER_FUEL_BURN_INTERVAL