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Bubberstation/code/game/objects/items/paint.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

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//NEVER USE THIS IT SUX -PETETHEGOAT
//IT SUCKS A BIT LESS -GIACOM
/obj/item/paint
gender= PLURAL
name = "paint"
desc = "Used to recolor floors and walls. Can be removed by the janitor."
icon = 'icons/obj/art/paint.dmi'
icon_state = "paint_neutral"
inhand_icon_state = "paintcan"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FLAMMABLE
max_integrity = 100
/// With what color will we paint with
var/paint_color = COLOR_WHITE
/// How many uses are left
var/paintleft = 200
/obj/item/paint/Initialize(mapload)
. = ..()
AddElement(/datum/element/falling_hazard, damage = 20, wound_bonus = 5, hardhat_safety = TRUE, crushes = FALSE) // You ever watched home alone?
/obj/item/paint/red
name = "red paint"
paint_color = COLOR_RED
icon_state = "paint_red"
/obj/item/paint/green
name = "green paint"
paint_color = COLOR_VIBRANT_LIME
icon_state = "paint_green"
/obj/item/paint/blue
name = "blue paint"
paint_color = COLOR_BLUE
icon_state = "paint_blue"
/obj/item/paint/yellow
name = "yellow paint"
paint_color = COLOR_YELLOW
icon_state = "paint_yellow"
/obj/item/paint/violet
name = "violet paint"
paint_color = COLOR_MAGENTA
icon_state = "paint_violet"
/obj/item/paint/black
name = "black paint"
paint_color = COLOR_ALMOST_BLACK
icon_state = "paint_black"
/obj/item/paint/white
name = "white paint"
paint_color = COLOR_WHITE
icon_state = "paint_white"
/obj/item/paint/anycolor
gender = PLURAL
name = "adaptive paint"
icon_state = "paint_neutral"
/obj/item/paint/anycolor/cyborg
paintleft = INFINITY
/obj/item/paint/anycolor/attack_self(mob/user)
if(paintleft <= 0)
balloon_alert(user, "no paint left!")
return // Don't do any of the following because there's no paint left to be able to change the color of
var/list/possible_colors = list(
"black" = image(icon = src.icon, icon_state = "paint_black"),
"blue" = image(icon = src.icon, icon_state = "paint_blue"),
"green" = image(icon = src.icon, icon_state = "paint_green"),
"red" = image(icon = src.icon, icon_state = "paint_red"),
"violet" = image(icon = src.icon, icon_state = "paint_violet"),
"white" = image(icon = src.icon, icon_state = "paint_white"),
"yellow" = image(icon = src.icon, icon_state = "paint_yellow")
)
var/picked_color = show_radial_menu(user, src, possible_colors, custom_check = CALLBACK(src, PROC_REF(check_menu), user), radius = 38, require_near = TRUE)
switch(picked_color)
if("black")
paint_color = COLOR_ALMOST_BLACK
if("blue")
paint_color = COLOR_BLUE
if("green")
paint_color = COLOR_VIBRANT_LIME
if("red")
paint_color = COLOR_RED
if("violet")
paint_color = COLOR_MAGENTA
if("white")
paint_color = COLOR_WHITE
if("yellow")
paint_color = COLOR_YELLOW
else
return
icon_state = "paint_[picked_color]"
add_fingerprint(user)
/**
* Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with the menu
*/
/obj/item/paint/anycolor/proc/check_menu(mob/user)
if(!istype(user))
return FALSE
if(!user.is_holding(src))
return FALSE
if(user.incapacitated())
return FALSE
return TRUE
/obj/item/paint/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!isturf(interacting_with) || isspaceturf(interacting_with))
return NONE
if(paintleft <= 0)
return NONE
paintleft--
interacting_with.add_atom_colour(paint_color, WASHABLE_COLOUR_PRIORITY)
if(paintleft <= 0)
icon_state = "paint_empty"
return ITEM_INTERACT_SUCCESS
/obj/item/paint/paint_remover
gender = PLURAL
name = "paint remover"
desc = "Used to remove color from anything."
icon_state = "paint_neutral"
/obj/item/paint/paint_remover/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!isturf(interacting_with) || !isobj(interacting_with))
return NONE
if(interacting_with.color != initial(interacting_with.color))
interacting_with.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
return ITEM_INTERACT_SUCCESS
return NONE