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Bubberstation/code/game/objects/items/inducer.dm
Luc 4fd16bcbdb Make more use of <tool>_act (#64375)
Replaces a bunch of tool behavior checks in attackby to instead use the respective procs.
For instance, the behavior under a if(I.tool_behaviour == TOOL_SCREWDRIVER) check in attackby() will instead be found under that same object's screwdriver_act() proc. This is the first of a few PRs that I'd like to make to address this, since there's going to be a lot of code shuffled around.

This shouldn't have any impact on players, though some super observant folks might notice that they don't bash some items with tools when they meant to interact with them. I've tested all of these in game and they seem to still have the same behavior as before.
2022-01-25 15:17:30 +00:00

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/obj/item/inducer
name = "inducer"
desc = "A tool for inductively charging internal power cells."
icon = 'icons/obj/tools.dmi'
icon_state = "inducer-engi"
inhand_icon_state = "inducer-engi"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
force = 7
var/powertransfer = 1000
var/opened = FALSE
var/cell_type = /obj/item/stock_parts/cell/high
var/obj/item/stock_parts/cell/cell
var/recharging = FALSE
/obj/item/inducer/Initialize(mapload)
. = ..()
if(!cell && cell_type)
cell = new cell_type
/obj/item/inducer/proc/induce(obj/item/stock_parts/cell/target, coefficient)
var/totransfer = min(cell.charge,(powertransfer * coefficient))
var/transferred = target.give(totransfer)
cell.use(transferred)
cell.update_appearance()
target.update_appearance()
/obj/item/inducer/get_cell()
return cell
/obj/item/inducer/emp_act(severity)
. = ..()
if(cell && !(. & EMP_PROTECT_CONTENTS))
cell.emp_act(severity)
/obj/item/inducer/attack_atom(obj/O, mob/living/carbon/user, params)
if(user.combat_mode)
return ..()
if(cantbeused(user))
return
if(recharge(O, user))
return
return ..()
/obj/item/inducer/proc/cantbeused(mob/user)
if(!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to use [src]!"))
return TRUE
if(!cell)
to_chat(user, span_warning("[src] doesn't have a power cell installed!"))
return TRUE
if(!cell.charge)
to_chat(user, span_warning("[src]'s battery is dead!"))
return TRUE
return FALSE
/obj/item/inducer/screwdriver_act(mob/living/user, obj/item/tool)
. = TRUE
tool.play_tool_sound(src)
if(!opened)
to_chat(user, span_notice("You unscrew the battery compartment."))
opened = TRUE
update_appearance()
return
else
to_chat(user, span_notice("You close the battery compartment."))
opened = FALSE
update_appearance()
return
/obj/item/inducer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/stock_parts/cell))
if(opened)
if(!cell)
if(!user.transferItemToLoc(W, src))
return
to_chat(user, span_notice("You insert [W] into [src]."))
cell = W
update_appearance()
return
else
to_chat(user, span_warning("[src] already has \a [cell] installed!"))
return
if(cantbeused(user))
return
if(recharge(W, user))
return
return ..()
/obj/item/inducer/proc/recharge(atom/movable/A, mob/user)
if(!isturf(A) && user.loc == A)
return FALSE
if(recharging)
return TRUE
else
recharging = TRUE
var/obj/item/stock_parts/cell/C = A.get_cell()
var/obj/O
var/coefficient = 1
if(istype(A, /obj/item/gun/energy))
to_chat(user, span_alert("Error unable to interface with device."))
return FALSE
if(istype(A, /obj/item/clothing/suit/space))
to_chat(user, span_alert("Error unable to interface with device."))
return FALSE
if(istype(A, /obj))
O = A
if(C)
var/done_any = FALSE
if(C.charge >= C.maxcharge)
to_chat(user, span_notice("[A] is fully charged!"))
recharging = FALSE
return TRUE
user.visible_message(span_notice("[user] starts recharging [A] with [src]."), span_notice("You start recharging [A] with [src]."))
while(C.charge < C.maxcharge)
if(do_after(user, 10, target = user) && cell.charge)
done_any = TRUE
induce(C, coefficient)
do_sparks(1, FALSE, A)
if(O)
O.update_appearance()
else
break
if(done_any) // Only show a message if we succeeded at least once
user.visible_message(span_notice("[user] recharged [A]!"), span_notice("You recharged [A]!"))
recharging = FALSE
return TRUE
recharging = FALSE
/obj/item/inducer/attack(mob/M, mob/living/user)
if(user.combat_mode)
return ..()
if(cantbeused(user))
return
if(recharge(M, user))
return
return ..()
/obj/item/inducer/attack_self(mob/user)
if(opened && cell)
user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
cell.update_appearance()
user.put_in_hands(cell)
cell = null
update_appearance()
/obj/item/inducer/examine(mob/living/M)
. = ..()
if(cell)
. += span_notice("Its display shows: [display_energy(cell.charge)].")
else
. += span_notice("Its display is dark.")
if(opened)
. += span_notice("Its battery compartment is open.")
/obj/item/inducer/update_overlays()
. = ..()
if(!opened)
return
. += "inducer-[cell ? "bat" : "nobat"]"
/obj/item/inducer/sci
icon_state = "inducer-sci"
inhand_icon_state = "inducer-sci"
desc = "A tool for inductively charging internal power cells. This one has a science color scheme, and is less potent than its engineering counterpart."
cell_type = null
powertransfer = 500
opened = TRUE
/obj/item/inducer/sci/Initialize(mapload)
. = ..()
update_appearance()
/obj/item/inducer/syndicate
icon_state = "inducer-syndi"
inhand_icon_state = "inducer-syndi"
desc = "A tool for inductively charging internal power cells. This one has a suspicious colour scheme, and seems to be rigged to transfer charge at a much faster rate."
powertransfer = 2000
cell_type = /obj/item/stock_parts/cell/super