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