Files
Bubberstation/code/game/objects/items/machine_wand.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

186 lines
7.1 KiB
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///When EMPed, how long the remote will be disabled for by default.
#define EMP_TIMEOUT_DURATION (2 MINUTES)
/obj/item/machine_remote
name = "machine wand"
desc = "A remote for controlling machines and bots around the station."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "weakpoint_locator"
inhand_icon_state = "weakpoint_locator"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
///If we're unable to be used, this is how long we have left to wait.
COOLDOWN_DECLARE(timeout_time)
///The appearance put onto machines being actively controlled.
var/mutable_appearance/bug_appearance
///Direct reference to the moving bug effect that moves towards machines we direct it at.
var/obj/effect/bug_moving/moving_bug
///The machine that's currently being controlled.
var/atom/movable/controlling_machine_or_bot
/obj/item/machine_remote/Initialize(mapload)
. = ..()
bug_appearance = mutable_appearance('icons/effects/effects.dmi', "fly-surrounding", ABOVE_WINDOW_LAYER)
register_context()
/obj/item/machine_remote/Destroy(force)
. = ..()
if(controlling_machine_or_bot)
remove_old_machine()
QDEL_NULL(moving_bug)
QDEL_NULL(bug_appearance)
/obj/item/machine_remote/examine(mob/user)
. = ..()
if(controlling_machine_or_bot)
. += span_notice("It is currently controlling [controlling_machine_or_bot]. Use in-hand to interact with it.")
/obj/item/machine_remote/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(controlling_machine_or_bot)
context[SCREENTIP_CONTEXT_LMB] = "Use [controlling_machine_or_bot]"
context[SCREENTIP_CONTEXT_ALT_LMB] = "Flush Control"
return CONTEXTUAL_SCREENTIP_SET
return NONE
/obj/item/machine_remote/proc/on_control_destroy(obj/machinery/source)
SIGNAL_HANDLER
remove_old_machine()
/obj/item/machine_remote/ui_interact(mob/user, datum/tgui/ui)
if(!COOLDOWN_FINISHED(src, timeout_time))
playsound(src, 'sound/machines/synth_no.ogg', 30 , TRUE)
say("Remote control disabled temporarily. Please try again soon.")
return FALSE
if(!controlling_machine_or_bot)
return
if(controlling_machine_or_bot.ui_interact(user, ui))
return
controlling_machine_or_bot.interact(user) //no ui, interact instead (to open windoors and such)
/obj/item/machine_remote/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(controlling_machine_or_bot)
return controlling_machine_or_bot.ui_act(action, params, ui, state)
/obj/item/machine_remote/click_alt(mob/user)
if(moving_bug) //we have a bug in transit, so let's kill it.
QDEL_NULL(moving_bug)
return CLICK_ACTION_BLOCKING
if(!controlling_machine_or_bot)
return CLICK_ACTION_BLOCKING
say("Remote control over [controlling_machine_or_bot] stopped.")
remove_old_machine()
return CLICK_ACTION_SUCCESS
/obj/item/machine_remote/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return interact_with_atom(interacting_with, user, modifiers)
/obj/item/machine_remote/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, timeout_time))
playsound(src, 'sound/machines/synth_no.ogg', 30 , TRUE)
say("Remote control disabled temporarily. Please try again soon.")
return ITEM_INTERACT_BLOCKING
if(!ismachinery(interacting_with) && !isbot(interacting_with))
return NONE
if(moving_bug) //we have a bug in transit already, so let's kill it.
QDEL_NULL(moving_bug)
var/turf/spawning_turf = (controlling_machine_or_bot ? get_turf(controlling_machine_or_bot) : get_turf(src))
moving_bug = new(spawning_turf, src, interacting_with)
remove_old_machine()
return ITEM_INTERACT_SUCCESS
///Sets a controlled machine to a new machine, if possible. Checks if AIs can even control it.
/obj/item/machine_remote/proc/set_controlled_machine(obj/machinery/new_machine)
if(controlling_machine_or_bot == new_machine)
return
remove_old_machine()
if(istype(new_machine, /obj/machinery/power/apc))
var/obj/machinery/power/apc/new_apc = new_machine
if(new_apc.aidisabled)
say("AI wire cut, machine uncontrollable.")
return
else if(istype(new_machine, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/new_airlock = new_machine
if(!new_airlock.canAIControl())
say("AI wire cut, machine uncontrollable.")
return
controlling_machine_or_bot = new_machine
controlling_machine_or_bot.add_overlay(bug_appearance)
RegisterSignal(controlling_machine_or_bot, COMSIG_QDELETING, PROC_REF(on_control_destroy))
RegisterSignal(controlling_machine_or_bot, COMSIG_ATOM_EMP_ACT, PROC_REF(on_machine_emp))
///Removes the machine being controlled as the current machine, taking its signals and overlays with it.
/obj/item/machine_remote/proc/remove_old_machine()
if(!controlling_machine_or_bot)
return
UnregisterSignal(controlling_machine_or_bot, list(COMSIG_ATOM_EMP_ACT, COMSIG_QDELETING))
controlling_machine_or_bot.cut_overlay(bug_appearance)
controlling_machine_or_bot = null
///Called when the machine we're controlling is EMP, removing our control from it.
/obj/item/machine_remote/proc/on_machine_emp(datum/source, severity, protection)
SIGNAL_HANDLER
if(severity & EMP_PROTECT_CONTENTS)
return
disable_remote(EMP_TIMEOUT_DURATION)
/obj/item/machine_remote/proc/disable_remote(timeout_duration)
remove_old_machine()
COOLDOWN_START(src, timeout_time, timeout_duration)
///The effect of the bug moving towards the selected machinery to mess with.
/obj/effect/bug_moving
name = "bug"
desc = "Where da bug goin?"
icon_state = "fly"
obj_flags = CAN_BE_HIT
max_integrity = 20
uses_integrity = TRUE
plane = ABOVE_GAME_PLANE
layer = FLY_LAYER
movement_type = PHASING
///The controller that's sending us out to the machine.
var/obj/item/machine_remote/controller
///The machine we are trying to get remote access to.
var/atom/movable/thing_moving_towards
/obj/effect/bug_moving/Initialize(mapload, obj/item/machine_remote/controller, atom/movable/thing_moving_towards)
. = ..()
if(!controller)
CRASH("a moving bug has been created by something that isn't a machine remote controller!")
if(!thing_moving_towards)
CRASH("a moving bug has been created but isn't moving towards anything!")
src.controller = controller
src.thing_moving_towards = thing_moving_towards
var/datum/move_loop/loop = GLOB.move_manager.home_onto(src, thing_moving_towards, delay = 5, flags = MOVEMENT_LOOP_NO_DIR_UPDATE)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(reached_destination_check))
RegisterSignal(thing_moving_towards, COMSIG_QDELETING, PROC_REF(on_machine_del))
/obj/effect/bug_moving/Destroy(force)
if(controller)
controller.moving_bug = null
controller = null
thing_moving_towards = null
return ..()
/obj/effect/bug_moving/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
controller.disable_remote(EMP_TIMEOUT_DURATION)
qdel(src)
/obj/effect/bug_moving/proc/reached_destination_check(datum/move_loop/source, result)
SIGNAL_HANDLER
if(!Adjacent(thing_moving_towards))
return
controller.set_controlled_machine(thing_moving_towards)
qdel(src)
/obj/effect/bug_moving/proc/on_machine_del(datum/move_loop/source)
SIGNAL_HANDLER
qdel(src)
#undef EMP_TIMEOUT_DURATION