Files
Bubberstation/code/game/objects/items/theft_tools.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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//Items for nuke theft, supermatter theft traitor objective
// STEALING THE NUKE
//the nuke core - objective item
/obj/item/nuke_core
name = "plutonium core"
desc = "Extremely radioactive. Wear goggles."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "plutonium_core"
inhand_icon_state = "plutoniumcore"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/pulse = 0
var/cooldown = 0
var/pulseicon = "plutonium_core_pulse"
/obj/item/nuke_core/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/nuke_core/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/nuke_core/attackby(obj/item/nuke_core_container/container, mob/user)
if(istype(container))
container.load(src, user)
else
return ..()
/obj/item/nuke_core/process()
if(cooldown < world.time - 60)
cooldown = world.time
flick(pulseicon, src)
radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION)
/obj/item/nuke_core/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is rubbing [src] against [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!"))
return TOXLOSS
//nuke core box, for carrying the core
/obj/item/nuke_core_container
name = "nuke core container"
desc = "Solid container for radioactive objects."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "core_container_empty"
inhand_icon_state = "tile"
lefthand_file = 'icons/mob/inhands/items/tiles_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/tiles_righthand.dmi'
var/obj/item/nuke_core/core
/obj/item/nuke_core_container/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/nuke_core_container/proc/load(obj/item/nuke_core/ncore, mob/user)
if(core || !istype(ncore))
return FALSE
ncore.forceMove(src)
core = ncore
icon_state = "core_container_loaded"
to_chat(user, span_warning("Container is sealing..."))
addtimer(CALLBACK(src, PROC_REF(seal)), 5 SECONDS)
return TRUE
/obj/item/nuke_core_container/proc/seal()
if(istype(core))
STOP_PROCESSING(SSobj, core)
icon_state = "core_container_sealed"
playsound(src, 'sound/items/deconstruct.ogg', 60, TRUE)
if(ismob(loc))
to_chat(loc, span_warning("[src] is permanently sealed, [core]'s radiation is contained."))
/obj/item/nuke_core_container/attackby(obj/item/nuke_core/core, mob/user)
if(istype(core))
if(!user.temporarilyRemoveItemFromInventory(core))
to_chat(user, span_warning("The [core] is stuck to your hand!"))
return
else
load(core, user)
else
return ..()
//snowflake screwdriver, works as a key to start nuke theft, traitor only
/obj/item/screwdriver/nuke
name = "screwdriver"
desc = "A screwdriver with an ultra thin tip that's carefully designed to boost screwing speed."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "screwdriver_nuke"
inhand_icon_state = "screwdriver_nuke"
toolspeed = 0.5
random_color = FALSE
greyscale_config_inhand_left = null
greyscale_config_inhand_right = null
/obj/item/screwdriver/nuke/get_belt_overlay()
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_nuke")
/obj/item/paper/guides/antag/nuke_instructions
default_raw_text = "How to break into a Nanotrasen self-destruct terminal and remove its plutonium core:<br>\
<ul>\
<li>Use a screwdriver with a very thin tip (provided) to unscrew the terminal's front panel</li>\
<li>Dislodge and remove the front panel with a crowbar</li>\
<li>Cut the inner metal plate with a welding tool</li>\
<li>Pry off the inner plate with a crowbar to expose the radioactive core</li>\
<li>Use the core container to remove the plutonium core; the container will take some time to seal</li>\
<li>???</li>\
</ul>"
/obj/item/paper/guides/antag/hdd_extraction
default_raw_text = "<h1>Source Code Theft & You - The Idiot's Guide to Crippling Nanotrasen Research & Development</h1><br>\
Rumour has it that Nanotrasen are using their R&D Servers to create something awful! They've codenamed it Project Goon, whatever that means.<br>\
This cannot be allowed to stand. Below is all our intel for stealing their source code and crippling their research efforts:<br>\
<ul>\
<li>Locate the physical R&D Server mainframes. Intel suggests these are stored in specially cooled rooms deep within their Science department.</li>\
<li>Nanotrasen is a corporation not known for subtlety in design. You should be able to identify the master server by any distinctive markings.</li>\
<li>Tools are on-site procurement. Screwdriver, crowbar and wirecutters should be all you need to do the job.<li>\
<li>The front panel screws are hidden in recesses behind stickers. Easily removed once you know they're there.</li>\
<li>You'll probably find the hard drive in secure housing. You may need to pry it loose with a crowbar, shouldn't do too much damage.</li>\
<li>Finally, carefully cut all of the hard drive's connecting wires. Don't rush this, snipping the wrong wire could wipe all data!</li>\
</ul>\
Removing this drive is guaranteed to cripple research efforts regardless of what data is contained on it.<br>\
The thing's probably hardwired. No putting it back once you've extracted it. The crew are likely to be as mad as bees if they find out!<br>\
Survive the shift and extract the hard drive safely.<br>\
Succeed and you will receive a coveted green highlight on your record for this assignment. Fail us and red's the last colour you'll ever see.<br>\
Do not disappoint us.<br>"
/obj/item/computer_disk/hdd_theft
name = "r&d server hard disk drive"
desc = "For some reason, people really seem to want to steal this. The source code on this drive is probably used for something awful!"
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "something_awful"
max_capacity = 512
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
// STEALING SUPERMATTER
/obj/item/paper/guides/antag/supermatter_sliver
default_raw_text = "How to safely extract a supermatter sliver:<br>\
<ul>\
<li>You must have active magnetic anchoring at all times near an active supermatter crystal.</li>\
<li>Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.</li>\
<li>Use a supermatter scalpel (provided) to slice off a sliver of the crystal.</li>\
<li>Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off.</li>\
<li>Physical contact of any object with the sliver will dust the object, as well as yourself.</li>\
<li>Use the tongs to place the sliver into the provided container, which will take some time to seal.</li>\
<li>Get the hell out before the crystal delaminates.</li>\
<li>???</li>\
</ul>"
/obj/item/nuke_core/supermatter_sliver
name = "supermatter sliver"
desc = "A tiny, highly volatile sliver of a supermatter crystal. Do not handle without protection!"
icon_state = "supermatter_sliver"
inhand_icon_state = null //touching it dusts you, so no need for an inhand icon.
pulseicon = "supermatter_sliver_pulse"
layer = ABOVE_MOB_LAYER
/obj/item/nuke_core/supermatter_sliver/attack_tk(mob/user) // no TK dusting memes
return
/obj/item/nuke_core/supermatter_sliver/can_be_pulled(user) // no drag memes
return FALSE
/obj/item/nuke_core/supermatter_sliver/attackby(obj/item/W, mob/living/user, params)
if(istype(W, /obj/item/hemostat/supermatter))
var/obj/item/hemostat/supermatter/tongs = W
if (tongs.sliver)
to_chat(user, span_warning("\The [tongs] is already holding a supermatter sliver!"))
return FALSE
forceMove(tongs)
tongs.sliver = src
tongs.update_appearance()
to_chat(user, span_notice("You carefully pick up [src] with [tongs]."))
else if(istype(W, /obj/item/scalpel/supermatter) || istype(W, /obj/item/nuke_core_container/supermatter/)) // we don't want it to dust
return
else
to_chat(user, span_notice("As it touches \the [src], both \the [src] and \the [W] burst into dust!"))
radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
qdel(W)
qdel(src)
/obj/item/nuke_core/supermatter_sliver/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!isliving(hit_atom))
return ..()
var/mob/living/victim = hit_atom
if(victim.incorporeal_move || victim.status_flags & GODMODE) //try to keep this in sync with supermatter's consume fail conditions
return ..()
var/mob/thrower = throwingdatum?.get_thrower()
if(thrower)
log_combat(thrower, hit_atom, "consumed", src)
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)], thrown by [key_name_admin(thrower)].")
investigate_log("has consumed [key_name(victim)], thrown by [key_name(thrower)]", INVESTIGATE_ENGINE)
else
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)] via throw impact.")
investigate_log("has consumed [key_name(victim)] via throw impact.", INVESTIGATE_ENGINE)
victim.visible_message(span_danger("As [victim] is hit by [src], both flash into dust and silence fills the room..."),\
span_userdanger("You're hit by [src] and everything suddenly goes silent.\n[src] flashes into dust, and soon as you can register this, you do as well."),\
span_hear("Everything suddenly goes silent."))
victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
victim.dust()
radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
qdel(src)
/obj/item/nuke_core/supermatter_sliver/pickup(mob/living/user)
..()
if(!isliving(user) || user.status_flags & GODMODE) //try to keep this in sync with supermatter's consume fail conditions
return FALSE
user.visible_message(span_danger("[user] reaches out and tries to pick up [src]. [user.p_their()] body starts to glow and bursts into flames before flashing into dust!"),\
span_userdanger("You reach for [src] with your hands. That was dumb."),\
span_hear("Everything suddenly goes silent."))
radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
user.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
user.dust()
/obj/item/nuke_core_container/supermatter
name = "supermatter bin"
desc = "A tiny receptacle that releases an inert hyper-noblium mix upon sealing, allowing a sliver of a supermatter crystal to be safely stored."
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/nuke_core_container/supermatter/Destroy()
QDEL_NULL(sliver)
return ..()
/obj/item/nuke_core_container/supermatter/load(obj/item/hemostat/supermatter/T, mob/user)
if(!istype(T) || !T.sliver)
return FALSE
T.sliver.forceMove(src)
sliver = T.sliver
T.sliver = null
T.icon_state = "supermatter_tongs"
icon_state = "core_container_loaded"
to_chat(user, span_warning("Container is sealing..."))
addtimer(CALLBACK(src, PROC_REF(seal)), 5 SECONDS)
return TRUE
/obj/item/nuke_core_container/supermatter/seal()
if(istype(sliver))
STOP_PROCESSING(SSobj, sliver)
icon_state = "core_container_sealed"
playsound(src, 'sound/items/Deconstruct.ogg', 60, TRUE)
if(ismob(loc))
to_chat(loc, span_warning("[src] is permanently sealed, [sliver] is safely contained."))
/obj/item/nuke_core_container/supermatter/attackby(obj/item/hemostat/supermatter/tongs, mob/user)
if(istype(tongs))
//try to load shard into core
load(tongs, user)
else
return ..()
/obj/item/scalpel/supermatter
name = "supermatter scalpel"
desc = "A scalpel with a fragile tip of condensed hyper-noblium gas, searingly cold to the touch, that can safely shave a sliver off a supermatter crystal."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "supermatter_scalpel"
toolspeed = 0.5
damtype = BURN
usesound = 'sound/weapons/bladeslice.ogg'
var/usesLeft
/obj/item/scalpel/supermatter/Initialize(mapload)
. = ..()
usesLeft = rand(2, 4)
/obj/item/hemostat/supermatter
name = "supermatter extraction tongs"
desc = "A pair of tongs made from condensed hyper-noblium gas, searingly cold to the touch, that can safely grip a supermatter sliver."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "supermatter_tongs"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
inhand_icon_state = "supermatter_tongs"
toolspeed = 0.75
damtype = BURN
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/hemostat/supermatter/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/hemostat/supermatter/Destroy()
QDEL_NULL(sliver)
return ..()
/obj/item/hemostat/supermatter/update_icon_state()
icon_state = "supermatter_tongs[sliver ? "_loaded" : null]"
inhand_icon_state = "supermatter_tongs[sliver ? "_loaded" : null]"
return ..()
/obj/item/hemostat/supermatter/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!sliver)
return NONE
if(ismovable(interacting_with) && interacting_with != sliver)
Consume(interacting_with, user)
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/hemostat/supermatter/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) // no instakill supermatter javelins
if(sliver)
sliver.forceMove(loc)
visible_message(span_notice("\The [sliver] falls out of \the [src] as it hits the ground."))
sliver = null
update_appearance()
return ..()
/obj/item/hemostat/supermatter/proc/Consume(atom/movable/AM, mob/living/user)
if(ismob(AM))
if(!isliving(AM))
return
var/mob/living/victim = AM
if(victim.incorporeal_move || victim.status_flags & GODMODE) //try to keep this in sync with supermatter's consume fail conditions
return
victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
victim.dust()
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)].")
investigate_log("has consumed [key_name(victim)].", INVESTIGATE_ENGINE)
else if(istype(AM, /obj/singularity))
return
else
investigate_log("has consumed [AM].", INVESTIGATE_ENGINE)
qdel(AM)
if (user)
log_combat(user, AM, "consumed", sliver, "via [src]")
user.visible_message(span_danger("As [user] touches [AM] with \the [src], both flash into dust and silence fills the room..."),\
span_userdanger("You touch [AM] with [src], and everything suddenly goes silent.\n[AM] and [sliver] flash into dust, and soon as you can register this, you do as well."),\
span_hear("Everything suddenly goes silent."))
user.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
user.dust()
radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
QDEL_NULL(sliver)
update_appearance()