Files
Bubberstation/code/modules/assembly/holder.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

184 lines
5.6 KiB
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/obj/item/assembly_holder
name = "Assembly"
icon = 'icons/obj/devices/new_assemblies.dmi'
icon_state = "assembly_holder"
inhand_icon_state = "assembly"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 5
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 7
/// used to store the list of assemblies making up our assembly holder
var/list/obj/item/assembly/assemblies
/obj/item/assembly_holder/Initialize(mapload)
. = ..()
AddComponent(/datum/component/simple_rotation)
/obj/item/assembly_holder/Destroy()
QDEL_LAZYLIST(assemblies)
return ..()
/obj/item/assembly_holder/Exited(atom/movable/gone, direction)
. = ..()
LAZYREMOVE(assemblies, gone)
/obj/item/assembly_holder/IsAssemblyHolder()
return TRUE
/obj/item/assembly_holder/proc/assemble(obj/item/assembly/A, obj/item/assembly/A2, mob/user)
attach(A,user)
attach(A2,user)
name = "[A.name]-[A2.name] assembly"
update_appearance()
SSblackbox.record_feedback("tally", "assembly_made", 1, "[initial(A.name)]-[initial(A2.name)]")
/**
* on_attach: Pass on_attach message to child assemblies
*
*/
/obj/item/assembly_holder/proc/on_attach()
var/obj/item/newloc = loc
if(!newloc.IsSpecialAssembly() && !newloc.IsAssemblyHolder())
return
for(var/obj/item/assembly/assembly in assemblies)
assembly.on_attach()
/obj/item/assembly_holder/proc/try_add_assembly(obj/item/assembly/attached_assembly, mob/user)
if(attached_assembly.secured)
balloon_alert(user, "not attachable!")
return FALSE
if(LAZYLEN(assemblies) >= HOLDER_MAX_ASSEMBLIES)
balloon_alert(user, "too many assemblies!")
return FALSE
if(attached_assembly.assembly_flags & ASSEMBLY_NO_DUPLICATES)
if(locate(attached_assembly.type) in assemblies)
balloon_alert(user, "can't attach another of that!")
return FALSE
add_assembly(attached_assembly, user)
balloon_alert(user, "part attached")
return TRUE
/**
* Adds an assembly to the assembly holder
*
* This proc is used to add an assembly to the assembly holder, update the appearance, and the name of it.
* Arguments:
* * attached_assembly - assembly we are adding to the assembly holder
* * user - user we pass into attach()
*/
/obj/item/assembly_holder/proc/add_assembly(obj/item/assembly/attached_assembly, mob/user)
attach(attached_assembly, user)
name = ""
for(var/obj/item/assembly/assembly as anything in assemblies)
name += "[assembly.name]-"
name = splicetext(name, length(name), length(name) + 1, "")
name += " assembly"
update_appearance()
/obj/item/assembly_holder/proc/attach(obj/item/assembly/A, mob/user)
if(!A.remove_item_from_storage(src, user))
if(user)
user.transferItemToLoc(A, src)
else
A.forceMove(src)
A.holder = src
A.toggle_secure()
LAZYADD(assemblies, A)
A.holder_movement()
A.on_attach()
/obj/item/assembly_holder/update_appearance(updates=ALL)
. = ..()
master?.update_appearance(updates)
/obj/item/assembly_holder/update_overlays()
. = ..()
for(var/i in 1 to LAZYLEN(assemblies))
if(IS_LEFT_INDEX(i))
var/obj/item/assembly/assembly = assemblies[i]
. += "[assembly.icon_state]_left"
for(var/left_overlay in assembly.attached_overlays)
. += "[left_overlay]_l"
if(IS_RIGHT_INDEX(i))
var/obj/item/assembly/assembly = assemblies[i]
var/mutable_appearance/right = mutable_appearance(icon, "[assembly.icon_state]_left")
right.transform = matrix(-1, 0, 0, 0, 1, 0)
for(var/right_overlay in assembly.attached_overlays)
right.add_overlay("[right_overlay]_l")
. += right
/obj/item/assembly_holder/on_found(mob/finder)
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.on_found(finder)
/obj/item/assembly_holder/setDir()
. = ..()
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.holder_movement()
/obj/item/assembly_holder/dropped(mob/user)
. = ..()
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.dropped()
/obj/item/assembly_holder/attack_hand(mob/living/user, list/modifiers)//Perhapse this should be a holder_pickup proc instead, can add if needbe I guess
. = ..()
if(.)
return
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.attack_hand(user, modifiers) // Note override in assembly.dm to prevent side effects here
/obj/item/assembly_holder/attackby(obj/item/weapon, mob/user, list/modifiers)
if(isassembly(weapon))
try_add_assembly(weapon, user)
return
return ..()
/obj/item/assembly_holder/screwdriver_act(mob/user, obj/item/tool)
loc.balloon_alert(user, "disassembled")
deconstruct(TRUE)
return ITEM_INTERACT_SUCCESS
/obj/item/assembly_holder/atom_deconstruct(disassembled)
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.on_detach()
LAZYREMOVE(assemblies, assembly)
/obj/item/assembly_holder/attack_self(mob/user)
src.add_fingerprint(user)
if(LAZYLEN(assemblies) == 1)
balloon_alert(user, "part missing!")
return
for(var/obj/item/assembly/assembly as anything in assemblies)
assembly.attack_self(user)
/**
* this proc is used to process the activation of the assembly holder
*
* This proc is usually called by signalers, timers, or anything that can trigger and
* send a pulse to the assembly holder, which then calls this proc that actually activates the assemblies
* Arguments:
* * /obj/device - the device we sent the pulse from which called this proc
*/
/obj/item/assembly_holder/proc/process_activation(obj/device)
if(!device)
return FALSE
if(LAZYLEN(assemblies) >= 2)
for(var/obj/item/assembly/assembly as anything in assemblies)
if(assembly != device)
assembly.pulsed()
if(master)
master.receive_signal()
return TRUE