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Bubberstation/code/game/objects/items/v8_engine.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

115 lines
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#define ENGINE_COOLDOWN (5 SECONDS)
#define DASH_COOLDOWN (2.5 SECONDS)
#define HOUSE_EDGE_ICONS_MAX 3
#define HOUSE_EDGE_ICONS_MIN 0
/obj/item/v8_engine
name = "ancient engine"
desc = "An extremely well perserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "v8_engine"
w_class = WEIGHT_CLASS_HUGE
force = 5
throwforce = 15
throw_range = 1
throw_speed = 1
COOLDOWN_DECLARE(engine_sound_cooldown)
/obj/item/v8_engine/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
/obj/item/v8_engine/attack_self(mob/user, modifiers)
. = ..()
if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
return
playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
Shake(duration = ENGINE_COOLDOWN)
to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
/obj/item/v8_engine/examine_more(mob/user)
. = ..()
INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
if(!user.mind)
return
if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
return
to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
if(do_after(user, 15 SECONDS, src))
user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
to_chat(user, span_notice("You learned how to make the House Edge."))
/obj/item/house_edge
name = "House Edge"
desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "house_edge0"
inhand_icon_state = "house_edge0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
sharpness = SHARP_EDGED
force = 12
throwforce = 10
throw_range = 5
throw_speed = 1
hitsound = 'sound/items/car_engine_start.ogg'
/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
var/fire_charges = 0
///Sound played when wielded.
var/active_hitsound = 'sound/items/house_edge_hit.ogg'
///Datum that tracks weapon dashing for the fire_charge system
var/datum/action/innate/dash/charge
COOLDOWN_DECLARE(fire_charge_cooldown)
/obj/item/house_edge/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
/obj/item/house_edge/afterattack(atom/target, mob/user, click_parameters)
if(!ismob(target))
return
if(HAS_TRAIT(src, TRAIT_WIELDED))
//Add a fire charge to a max of 3, updates icon_state.
fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
COOLDOWN_RESET(src, fire_charge_cooldown)
else
//Lose a fire charge to a min of 0, updates icon_state.
fire_charges = clamp((fire_charges - 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
do_sparks(number = 0, cardinal_only = TRUE, source = src)
update_appearance(UPDATE_ICON_STATE)
/obj/item/house_edge/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
return ITEM_INTERACT_BLOCKING
if(fire_charges <= 0)
balloon_alert(user, "no fire charges!")
return ITEM_INTERACT_BLOCKING
user.throw_at(target = get_turf(interacting_with), range = 2 * fire_charges, speed = 5, thrower = user, spin = FALSE, gentle = FALSE, quickstart = TRUE)
COOLDOWN_START(src, fire_charge_cooldown, DASH_COOLDOWN)
reset_charges(on_dash = TRUE)
return ITEM_INTERACT_SUCCESS
/obj/item/house_edge/update_icon_state()
inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge0"
icon_state = "house_edge[fire_charges]"
return ..()
/obj/item/house_edge/proc/reset_charges(on_dash = FALSE)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_dash)
return
if(fire_charges)
balloon_alert_to_viewers("charges lost!")
fire_charges = 0
icon_state = "house_edge[fire_charges]"
update_icon()
#undef ENGINE_COOLDOWN
#undef DASH_COOLDOWN
#undef HOUSE_EDGE_ICONS_MAX
#undef HOUSE_EDGE_ICONS_MIN