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