Files
Bubberstation/code/modules/paperwork/handlabeler.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

329 lines
11 KiB
Plaintext

/// A mini-tool used to apply label items onto something to modify its name.
/obj/item/hand_labeler
name = "hand labeler"
desc = "A combined label printer, applicator, and remover, all in a single portable device. Designed to be easy to operate and use."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "labeler0"
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_SMALL
drop_sound = 'sound/items/handling/tape_drop.ogg'
pickup_sound = 'sound/items/handling/tape_pickup.ogg'
custom_materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.25,
)
/// Tracks the current label text
var/label
/// How many labels are left in the current roll? Also serves as our "max".
var/labels_left = 30
/// Whether we are in label mode
VAR_FINAL/mode = FALSE
/obj/item/hand_labeler/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is pointing [src] at [user.p_them()]self. [user.p_Theyre()] going to label [user.p_them()]self as a suicide!"))
labels_left = max(labels_left - 1, 0)
var/old_real_name = user.real_name
user.real_name += " (suicide)"
// no conflicts with their identification card
for(var/atom/A in user.get_all_contents())
if(isidcard(A))
var/obj/item/card/id/their_card = A
// only renames their card, as opposed to tagging everyone's
if(their_card.registered_name != old_real_name)
continue
their_card.registered_name = user.real_name
their_card.update_label()
their_card.update_icon()
// NOT EVEN DEATH WILL TAKE AWAY THE STAIN
user.mind.name += " (suicide)"
mode = 1
icon_state = "labeler[mode]"
label = "suicide"
return OXYLOSS
/obj/item/hand_labeler/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return .
if(!mode) //if it's off, give up.
return .
if(!apply_label(interacting_with, user, modifiers))
return ITEM_INTERACT_BLOCKING
return ITEM_INTERACT_SUCCESS
/obj/item/hand_labeler/proc/apply_label(atom/interacting_with, mob/living/user, list/modifiers)
if(!labels_left)
balloon_alert(user, "no labels left!")
return FALSE
if(!length(label))
balloon_alert(user, "no text set!")
return FALSE
if(length(interacting_with.name) + length(label) > MAX_LABEL_LEN)
balloon_alert(user, "label too long!")
return FALSE
if(ismob(interacting_with))
interacting_with.balloon_alert(user, "can't label!")
return FALSE
var/cursor_x = text2num(LAZYACCESS(modifiers, ICON_X))
var/cursor_y = text2num(LAZYACCESS(modifiers, ICON_Y))
interacting_with.balloon_alert_to_viewers("labelled")
user.visible_message(
span_notice("[user] labels [interacting_with] with \"[label]\"."),
span_notice("You label [interacting_with] with \"[label]\"."),
)
var/obj/item/label/stick_label = new(null, label)
stick_label.stick_to_atom(interacting_with, cursor_x, cursor_y)
playsound(interacting_with, 'sound/items/handling/component_pickup.ogg', 20, TRUE)
labels_left--
return TRUE
/obj/item/hand_labeler/interact(mob/user)
. = ..()
if(.)
return .
if(!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to use [src]!"))
return .
mode = !mode
icon_state = "labeler[mode]"
if(mode)
to_chat(user, span_notice("You turn on [src]."))
//Now let them chose the text.
var/str = reject_bad_text(tgui_input_text(user, "Label text", "Set Label", label, MAX_NAME_LEN))
if(!str || QDELETED(src) || !user.is_holding(src))
to_chat(user, span_warning("Invalid text!"))
return
label = str
to_chat(user, span_notice("You set the text to '[str]'."))
else
to_chat(user, span_notice("You turn off [src]."))
return TRUE
/obj/item/hand_labeler/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/hand_labeler_refill))
return NONE
balloon_alert(user, "refilled")
qdel(tool)
labels_left = initial(labels_left) //Yes, it's capped at its initial value
return ITEM_INTERACT_SUCCESS
/obj/item/hand_labeler/storage_insert_on_interaction(datum/storage, atom/storage_holder, mob/user)
return !mode
/obj/item/hand_labeler/borg
name = "cyborg-hand labeler"
/obj/item/hand_labeler/borg/apply_label(atom/interacting_with, mob/living/silicon/robot/user, list/modifiers)
if(!istype(user))
return FALSE
. = ..()
if(!.)
return .
var/starting_labels = initial(labels_left)
var/diff = starting_labels - labels_left
if(diff)
labels_left = starting_labels
// 50 per label. Magical cyborg paper doesn't come cheap.
var/cost = diff * 50
// If the cyborg manages to use a module without a cell, they get the paper
// for free.
user.cell?.use(cost)
return .
/obj/item/hand_labeler_refill
name = "hand labeler paper roll"
icon = 'icons/obj/service/bureaucracy.dmi'
desc = "A roll of paper. Use it on a hand labeler to refill it."
icon_state = "labeler_refill"
inhand_icon_state = "electropack"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
throw_range = 3
throw_speed = 1
pressure_resistance = 2
resistance_flags = FLAMMABLE
max_integrity = 100
item_flags = NOBLUDGEON
/// The label item applied when labelling something
/obj/item/label
name = "label"
desc = "A strip of paper."
icon = 'icons/obj/toys/stickers.dmi'
icon_state = "label"
throw_range = 1
throw_speed = 1
pressure_resistance = 0
resistance_flags = FLAMMABLE
max_integrity = 30
drop_sound = 'sound/items/handling/paper_drop.ogg'
pickup_sound = 'sound/items/handling/paper_pickup.ogg'
item_flags = NOBLUDGEON | SKIP_FANTASY_ON_SPAWN
w_class = WEIGHT_CLASS_TINY
/// The text on the label
var/label_name
/// What atom we're currently stuck to
VAR_FINAL/atom/sticking_to
/obj/item/label/Initialize(mapload, new_label_name)
. = ..()
if(new_label_name)
update_label_name(new_label_name)
/obj/item/label/Destroy()
clear_stick_to()
return ..()
/obj/item/label/update_name(updates)
. = ..()
if(label_name)
name = "label ([label_name])"
/// Sets the lable_name var and performs any necessary updates to the label's appearance
/obj/item/label/proc/update_label_name(new_label_name)
if(label_name == new_label_name)
return
if(sticking_to)
remove_label()
label_name = new_label_name
if(sticking_to)
apply_label()
update_appearance(UPDATE_NAME)
/obj/item/label/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, label_name))
update_label_name(var_value)
datum_flags |= DF_VAR_EDITED
return TRUE
return ..()
/obj/item/label/proc/stick_to_atom(atom/applying_to, stick_px = world.icon_size / 2, stick_py = world.icon_size / 2)
applying_to.AddComponent( \
/datum/component/sticker, \
stickering_atom = src, \
dir = applying_to.dir, \
px = stick_px, \
py = stick_py, \
stick_callback = CALLBACK(src, PROC_REF(on_stick)), \
peel_callback = CALLBACK(src, PROC_REF(on_peel)), \
)
/// Callback invoked when the label is attached to something
/obj/item/label/proc/on_stick(atom/applying_to)
sticking_to = applying_to
RegisterSignal(sticking_to, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(interacted_with))
RegisterSignal(sticking_to, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignals(sticking_to, list(SIGNAL_ADDTRAIT(TRAIT_WAS_RENAMED), SIGNAL_REMOVETRAIT(TRAIT_WAS_RENAMED)), PROC_REF(reapply))
RegisterSignal(sticking_to, COMSIG_QDELETING, PROC_REF(clear_stick_to))
apply_label()
/// Callback invoked when the label is removed from something
/obj/item/label/proc/on_peel(atom/peeled_from)
qdel(src)
/// General purpose / signal proc used to clear references and clean up when removed
/obj/item/label/proc/clear_stick_to(...)
SIGNAL_HANDLER
if(isnull(sticking_to))
return
if(!QDELING(sticking_to))
remove_label()
UnregisterSignal(sticking_to, list(
COMSIG_ATOM_ITEM_INTERACTION,
COMSIG_ATOM_EXAMINE,
SIGNAL_ADDTRAIT(TRAIT_WAS_RENAMED),
SIGNAL_REMOVETRAIT(TRAIT_WAS_RENAMED),
COMSIG_QDELETING,
))
sticking_to = null
/**
* This proc will trigger when any object is used to attack the thing we're stuck to. .
*
* If the attacking object is not a hand labeler, it will return.
* If the attacking object is a hand labeler, it will either update the label or remove the label entirely.
*
* Arguments:
* * source: The parent.
* * attacker: The object that is hitting the parent.
* * user: The mob who is wielding the attacking object.
*/
/obj/item/label/proc/interacted_with(atom/source, mob/living/user, obj/item/tool)
SIGNAL_HANDLER
// If the attacking object is not a hand labeler or its mode is 1 (has a label ready to apply), return.
// The hand labeler should be off (mode is 0), in order to remove a label.
var/obj/item/hand_labeler/labeler = tool
if(!istype(labeler))
return NONE
if(labeler.mode)
if(!length(labeler.label))
labeler.balloon_alert(user, "no text set!")
return ITEM_INTERACT_BLOCKING
if(labeler.label == label_name)
sticking_to.balloon_alert(user, "already labelled!")
return ITEM_INTERACT_BLOCKING
if(length(initial(sticking_to.name)) + length(labeler.label) > MAX_LABEL_LEN)
sticking_to.balloon_alert(user, "label too long!")
return ITEM_INTERACT_BLOCKING
update_label_name(labeler.label)
playsound(sticking_to, 'sound/items/handling/component_pickup.ogg', 20, TRUE)
sticking_to.balloon_alert(user, "label renamed")
else
playsound(sticking_to, 'sound/items/poster_ripped.ogg', 20, TRUE)
sticking_to.balloon_alert(user, "label removed")
qdel(src)
return ITEM_INTERACT_SUCCESS
/**
* This proc will trigger when someone examines the thing we're stuck to.
* It will attach the text found in the body of the proc to the `examine_list` and display it to the player examining the parent.
*
* Arguments:
* * source: The parent.
* * user: The mob exmaining the parent.
* * examine_list: The current list of text getting passed from the parent's normal examine() proc.
*/
/obj/item/label/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("It has a label with some words written on it. Use a hand labeler to remove it.")
/// Applies a label to the name of what we're stuck to in the format of: "parent_name (label)"
/obj/item/label/proc/apply_label()
sticking_to.name += " ([label_name])"
ADD_TRAIT(sticking_to, TRAIT_HAS_LABEL, REF(src))
/// Removes the label from the name of what we're stuck to
/obj/item/label/proc/remove_label()
sticking_to.name = replacetext(sticking_to.name, "([label_name])", "") // Remove the label text from the parent's name, wherever it's located.
sticking_to.name = trim(sticking_to.name) // Shave off any white space from the beginning or end of the parent's name.
REMOVE_TRAIT(sticking_to, TRAIT_HAS_LABEL, REF(src))
/// Used to re-apply the label when the thing we're stuck to is renamed.
/obj/item/label/proc/reapply(...)
SIGNAL_HANDLER
remove_label()
apply_label()