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Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑
155 lines
4.3 KiB
Plaintext
155 lines
4.3 KiB
Plaintext
#define WAND_OPEN "open"
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#define WAND_BOLT "bolt"
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#define WAND_EMERGENCY "emergency"
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/obj/item/door_remote
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icon_state = "remote"
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base_icon_state = "remote"
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inhand_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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icon = 'icons/obj/devices/remote.dmi'
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name = "control wand"
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desc = "A remote for controlling a set of airlocks."
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w_class = WEIGHT_CLASS_TINY
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var/department = "civilian"
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var/mode = WAND_OPEN
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var/region_access = REGION_GENERAL
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var/list/access_list
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/obj/item/door_remote/Initialize(mapload)
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. = ..()
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access_list = SSid_access.get_region_access_list(list(region_access))
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update_icon_state()
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/obj/item/door_remote/attack_self(mob/user)
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var/static/list/desc = list(WAND_OPEN = "Open Door", WAND_BOLT = "Toggle Bolts", WAND_EMERGENCY = "Toggle Emergency Access")
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switch(mode)
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if(WAND_OPEN)
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mode = WAND_BOLT
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if(WAND_BOLT)
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mode = WAND_EMERGENCY
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if(WAND_EMERGENCY)
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mode = WAND_OPEN
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update_icon_state()
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balloon_alert(user, "mode: [desc[mode]]")
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/obj/item/door_remote/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!istype(interacting_with, /obj/machinery/door) && !isturf(interacting_with))
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return NONE
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return ranged_interact_with_atom(interacting_with, user, modifiers)
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/obj/item/door_remote/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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var/obj/machinery/door/door
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if (istype(interacting_with, /obj/machinery/door))
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door = interacting_with
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if (!door.opens_with_door_remote)
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return ITEM_INTERACT_BLOCKING
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else
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for (var/obj/machinery/door/door_on_turf in get_turf(interacting_with))
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if (door_on_turf.opens_with_door_remote)
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door = door_on_turf
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break
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if (isnull(door))
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return ITEM_INTERACT_BLOCKING
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if (!door.check_access_list(access_list) || !door.requiresID())
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interacting_with.balloon_alert(user, "can't access!")
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return ITEM_INTERACT_BLOCKING
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var/obj/machinery/door/airlock/airlock = door
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if (!door.hasPower() || (istype(airlock) && !airlock.canAIControl()))
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interacting_with.balloon_alert(user, mode == WAND_OPEN ? "it won't budge!" : "nothing happens!")
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return ITEM_INTERACT_BLOCKING
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switch (mode)
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if (WAND_OPEN)
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if (door.density)
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door.open()
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else
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door.close()
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if (WAND_BOLT)
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if (!istype(airlock))
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interacting_with.balloon_alert(user, "only airlocks!")
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return ITEM_INTERACT_BLOCKING
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if (airlock.locked)
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airlock.unbolt()
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log_combat(user, airlock, "unbolted", src)
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else
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airlock.bolt()
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log_combat(user, airlock, "bolted", src)
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if (WAND_EMERGENCY)
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if (!istype(airlock))
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interacting_with.balloon_alert(user, "only airlocks!")
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return ITEM_INTERACT_BLOCKING
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airlock.emergency = !airlock.emergency
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airlock.update_appearance(UPDATE_ICON)
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return ITEM_INTERACT_SUCCESS
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/obj/item/door_remote/update_icon_state()
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var/icon_state_mode
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switch(mode)
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if(WAND_OPEN)
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icon_state_mode = "open"
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if(WAND_BOLT)
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icon_state_mode = "bolt"
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if(WAND_EMERGENCY)
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icon_state_mode = "emergency"
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icon_state = "[base_icon_state]_[department]_[icon_state_mode]"
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return ..()
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/obj/item/door_remote/omni
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name = "omni door remote"
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desc = "This control wand can access any door on the station."
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department = "omni"
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region_access = REGION_ALL_STATION
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/obj/item/door_remote/captain
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name = "command door remote"
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department = "command"
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region_access = REGION_COMMAND
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/obj/item/door_remote/chief_engineer
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name = "engineering door remote"
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department = "engi"
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region_access = REGION_ENGINEERING
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/obj/item/door_remote/research_director
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name = "research door remote"
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department = "sci"
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region_access = REGION_RESEARCH
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/obj/item/door_remote/head_of_security
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name = "security door remote"
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department = "security"
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region_access = REGION_SECURITY
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/obj/item/door_remote/quartermaster
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name = "supply door remote"
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desc = "Remotely controls airlocks. This remote has additional Vault access."
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department = "cargo"
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region_access = REGION_SUPPLY
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/obj/item/door_remote/chief_medical_officer
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name = "medical door remote"
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department = "med"
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region_access = REGION_MEDBAY
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/obj/item/door_remote/civilian
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name = "civilian door remote"
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department = "civilian"
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region_access = REGION_GENERAL
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#undef WAND_OPEN
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#undef WAND_BOLT
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#undef WAND_EMERGENCY
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