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* Refactor modular computer (and application) attackby into item_interaction (#84245)
## About The Pull Request
Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.
24a23009e8/code/modules/modular_computers/computers/item/computer.dm (L799)
Now this could've been an easy one line no-gbp fix where I just replace
it with a direct call to `insert_money(...)` on the ID and call it a
day!
But hey. Might as well get rid of the `attackby(...)` altogether while
we're at it.
First off, because the `attackby(...)` proc was getting quite bloated,
we split off all the specific item behaviours into `[X]_act(...)` type
procs to clean it up.
We then make those return item interaction flags, so we can call them on
`item_interaction(...)` after the right typecheck passes and immediately
return their results.
This also involves replacing the `application_attackby(...)` on
applications with an `application_item_interaction(...)`, and making it
return the item interaction flags too.
The code of each subsection isn't significantly different, though
reorganized a bit in some cases.
Like inserting a computer disks now tries to move it into the computer
_first_ before swapping out whichever disk is already in there, so it
doesn't swap out the disk if putting the new one in fails.
## Why It's Good For The Game
Fixes #84185.
Having more stuff be updated to the proper `item_interaction(...)`
system is cool and good.
* Refactor modular computer (and application) attackby into item_interaction
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
136 lines
4.3 KiB
Plaintext
136 lines
4.3 KiB
Plaintext
/datum/computer_file/program/ai_restorer
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filename = "ai_restore"
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filedesc = "AI Manager & Restorer"
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downloader_category = PROGRAM_CATEGORY_SCIENCE
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program_open_overlay = "generic"
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extended_desc = "Firmware Restoration Kit, capable of reconstructing damaged AI systems. Requires direct AI connection via intellicard slot."
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size = 12
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can_run_on_flags = PROGRAM_CONSOLE | PROGRAM_LAPTOP
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download_access = list(ACCESS_RD)
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tgui_id = "NtosAiRestorer"
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program_icon = "laptop-code"
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/// The AI stored in the program
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var/obj/item/aicard/stored_card
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/// Variable dictating if we are in the process of restoring the AI in the inserted intellicard
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var/restoring = FALSE
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/datum/computer_file/program/ai_restorer/on_examine(obj/item/modular_computer/source, mob/user)
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var/list/examine_text = list()
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if(!stored_card)
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examine_text += "It has a slot installed for an intelliCard."
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return examine_text
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if(computer.Adjacent(user))
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examine_text += "It has a slot installed for an intelliCard which contains: [stored_card.name]"
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else
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examine_text += "It has a slot installed for an intelliCard, which appears to be occupied."
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examine_text += span_info("Alt-click to eject the intelliCard.")
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return examine_text
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/datum/computer_file/program/ai_restorer/kill_program(mob/user)
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try_eject(forced = TRUE)
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return ..()
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/datum/computer_file/program/ai_restorer/process_tick(seconds_per_tick)
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. = ..()
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if(!restoring) //Put the check here so we don't check for an ai all the time
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return
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var/mob/living/silicon/ai/A = stored_card.AI
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if(stored_card.flush)
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restoring = FALSE
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return
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A.adjustOxyLoss(-5, FALSE)
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A.adjustFireLoss(-5, FALSE)
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A.adjustBruteLoss(-5, FALSE)
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// Please don't forget to update health, otherwise the below if statements will probably always fail.
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A.updatehealth()
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if(A.health >= 0 && A.stat == DEAD)
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A.revive()
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stored_card.update_appearance()
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// Finished restoring
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if(A.health >= 100)
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restoring = FALSE
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return TRUE
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/datum/computer_file/program/ai_restorer/application_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(istype(tool, /obj/item/aicard))
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return aicard_act(user, tool)
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/datum/computer_file/program/ai_restorer/proc/aicard_act(mob/living/user, obj/item/aicard/used_aicard)
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if(!computer)
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return NONE
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if(stored_card)
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to_chat(user, span_warning("You try to insert \the [used_aicard] into \the [computer.name], but the slot is occupied."))
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(used_aicard, computer))
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return ITEM_INTERACT_BLOCKING
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stored_card = used_aicard
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to_chat(user, span_notice("You insert \the [used_aicard] into \the [computer.name]."))
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return ITEM_INTERACT_SUCCESS
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/datum/computer_file/program/ai_restorer/try_eject(mob/living/user, forced = FALSE)
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if(!stored_card)
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if(user)
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to_chat(user, span_warning("There is no card in \the [computer.name]."))
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return FALSE
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if(restoring && !forced)
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if(user)
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to_chat(user, span_warning("Safeties prevent you from removing the card until reconstruction is complete..."))
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return FALSE
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if(user && computer.Adjacent(user))
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to_chat(user, span_notice("You remove [stored_card] from [computer.name]."))
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user.put_in_hands(stored_card)
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else
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stored_card.forceMove(computer.drop_location())
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stored_card = null
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restoring = FALSE
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return TRUE
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/datum/computer_file/program/ai_restorer/ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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switch(action)
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if("PRG_beginReconstruction")
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if(!stored_card || !stored_card.AI)
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return FALSE
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var/mob/living/silicon/ai/A = stored_card.AI
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if(A && A.health < 100)
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restoring = TRUE
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A.notify_revival("Your core files are being restored!", source = computer)
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return TRUE
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if("PRG_eject")
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if(stored_card)
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try_eject(usr)
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return TRUE
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/datum/computer_file/program/ai_restorer/ui_data(mob/user)
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var/list/data = list()
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data["ejectable"] = TRUE
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data["AI_present"] = !!stored_card?.AI
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data["error"] = null
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if(!stored_card)
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data["error"] = "Please insert an intelliCard."
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else if(!stored_card.AI)
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data["error"] = "No AI located..."
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else if(stored_card.flush)
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data["error"] = "Flush in progress!"
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else
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data["name"] = stored_card.AI.name
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data["restoring"] = restoring
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data["health"] = (stored_card.AI.health + 100) / 2
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data["isDead"] = stored_card.AI.stat == DEAD
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data["laws"] = stored_card.AI.laws.get_law_list(include_zeroth = TRUE, render_html = FALSE)
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return data
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