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Bubberstation/code/modules/paperwork/handlabeler.dm
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MrMelbertandGitHub 8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
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.
/🆑
2024-09-12 23:48:19 +02:00

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/// A mini-tool used to apply label items onto something to modify its name.
/obj/item/hand_labeler
name = "hand labeler"
desc = "A combined label printer, applicator, and remover, all in a single portable device. Designed to be easy to operate and use."
icon = 'icons/obj/service/bureaucracy.dmi'
icon_state = "labeler0"
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_SMALL
drop_sound = 'sound/items/handling/tape_drop.ogg'
pickup_sound = 'sound/items/handling/tape_pickup.ogg'
custom_materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 1.5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 1.25,
)
/// Tracks the current label text
var/label
/// How many labels are left in the current roll? Also serves as our "max".
var/labels_left = 30
/// Whether we are in label mode
VAR_FINAL/mode = FALSE
/obj/item/hand_labeler/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is pointing [src] at [user.p_them()]self. [user.p_Theyre()] going to label [user.p_them()]self as a suicide!"))
labels_left = max(labels_left - 1, 0)
var/old_real_name = user.real_name
user.real_name += " (suicide)"
// no conflicts with their identification card
for(var/atom/A in user.get_all_contents())
if(isidcard(A))
var/obj/item/card/id/their_card = A
// only renames their card, as opposed to tagging everyone's
if(their_card.registered_name != old_real_name)
continue
their_card.registered_name = user.real_name
their_card.update_label()
their_card.update_icon()
// NOT EVEN DEATH WILL TAKE AWAY THE STAIN
user.mind.name += " (suicide)"
mode = 1
icon_state = "labeler[mode]"
label = "suicide"
return OXYLOSS
/obj/item/hand_labeler/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return .
if(!mode) //if it's off, give up.
return .
if(!apply_label(interacting_with, user, modifiers))
return ITEM_INTERACT_BLOCKING
return ITEM_INTERACT_SUCCESS
/obj/item/hand_labeler/proc/apply_label(atom/interacting_with, mob/living/user, list/modifiers)
if(!labels_left)
balloon_alert(user, "no labels left!")
return FALSE
if(!length(label))
balloon_alert(user, "no text set!")
return FALSE
if(length(interacting_with.name) + length(label) > MAX_LABEL_LEN)
balloon_alert(user, "label too long!")
return FALSE
if(ismob(interacting_with))
interacting_with.balloon_alert(user, "can't label!")
return FALSE
var/cursor_x = text2num(LAZYACCESS(modifiers, ICON_X))
var/cursor_y = text2num(LAZYACCESS(modifiers, ICON_Y))
interacting_with.balloon_alert_to_viewers("labelled")
user.visible_message(
span_notice("[user] labels [interacting_with] with \"[label]\"."),
span_notice("You label [interacting_with] with \"[label]\"."),
)
var/obj/item/label/stick_label = new(null, label)
stick_label.stick_to_atom(interacting_with, cursor_x, cursor_y)
playsound(interacting_with, 'sound/items/handling/component_pickup.ogg', 20, TRUE)
labels_left--
return TRUE
/obj/item/hand_labeler/interact(mob/user)
. = ..()
if(.)
return .
if(!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to use [src]!"))
return .
mode = !mode
icon_state = "labeler[mode]"
if(mode)
to_chat(user, span_notice("You turn on [src]."))
//Now let them chose the text.
var/str = reject_bad_text(tgui_input_text(user, "Label text", "Set Label", label, MAX_NAME_LEN))
if(!str || QDELETED(src) || !user.is_holding(src))
to_chat(user, span_warning("Invalid text!"))
return
label = str
to_chat(user, span_notice("You set the text to '[str]'."))
else
to_chat(user, span_notice("You turn off [src]."))
return TRUE
/obj/item/hand_labeler/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!istype(tool, /obj/item/hand_labeler_refill))
return NONE
balloon_alert(user, "refilled")
qdel(tool)
labels_left = initial(labels_left) //Yes, it's capped at its initial value
return ITEM_INTERACT_SUCCESS
/obj/item/hand_labeler/borg
name = "cyborg-hand labeler"
/obj/item/hand_labeler/borg/apply_label(atom/interacting_with, mob/living/silicon/robot/user, list/modifiers)
if(!istype(user))
return FALSE
. = ..()
if(!.)
return .
var/starting_labels = initial(labels_left)
var/diff = starting_labels - labels_left
if(diff)
labels_left = starting_labels
// 50 per label. Magical cyborg paper doesn't come cheap.
var/cost = diff * 50
// If the cyborg manages to use a module without a cell, they get the paper
// for free.
user.cell?.use(cost)
return .
/obj/item/hand_labeler_refill
name = "hand labeler paper roll"
icon = 'icons/obj/service/bureaucracy.dmi'
desc = "A roll of paper. Use it on a hand labeler to refill it."
icon_state = "labeler_refill"
inhand_icon_state = "electropack"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
throw_range = 3
throw_speed = 1
pressure_resistance = 2
resistance_flags = FLAMMABLE
max_integrity = 100
item_flags = NOBLUDGEON
/// The label item applied when labelling something
/obj/item/label
name = "label"
desc = "A strip of paper."
icon = 'icons/obj/toys/stickers.dmi'
icon_state = "label"
throw_range = 1
throw_speed = 1
pressure_resistance = 0
resistance_flags = FLAMMABLE
max_integrity = 30
drop_sound = 'sound/items/handling/paper_drop.ogg'
pickup_sound = 'sound/items/handling/paper_pickup.ogg'
item_flags = NOBLUDGEON | SKIP_FANTASY_ON_SPAWN
w_class = WEIGHT_CLASS_TINY
/// The text on the label
var/label_name
/// What atom we're currently stuck to
VAR_FINAL/atom/sticking_to
/obj/item/label/Initialize(mapload, new_label_name)
. = ..()
if(new_label_name)
update_label_name(new_label_name)
/obj/item/label/Destroy()
clear_stick_to()
return ..()
/obj/item/label/update_name(updates)
. = ..()
if(label_name)
name = "label ([label_name])"
/// Sets the lable_name var and performs any necessary updates to the label's appearance
/obj/item/label/proc/update_label_name(new_label_name)
if(label_name == new_label_name)
return
if(sticking_to)
remove_label()
label_name = new_label_name
if(sticking_to)
apply_label()
update_appearance(UPDATE_NAME)
/obj/item/label/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, label_name))
update_label_name(var_value)
datum_flags |= DF_VAR_EDITED
return TRUE
return ..()
/obj/item/label/proc/stick_to_atom(atom/applying_to, stick_px = world.icon_size / 2, stick_py = world.icon_size / 2)
applying_to.AddComponent( \
/datum/component/sticker, \
stickering_atom = src, \
dir = applying_to.dir, \
px = stick_px, \
py = stick_py, \
stick_callback = CALLBACK(src, PROC_REF(on_stick)), \
peel_callback = CALLBACK(src, PROC_REF(on_peel)), \
)
/// Callback invoked when the label is attached to something
/obj/item/label/proc/on_stick(atom/applying_to)
sticking_to = applying_to
RegisterSignal(sticking_to, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(interacted_with))
RegisterSignal(sticking_to, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignals(sticking_to, list(SIGNAL_ADDTRAIT(TRAIT_WAS_RENAMED), SIGNAL_REMOVETRAIT(TRAIT_WAS_RENAMED)), PROC_REF(reapply))
RegisterSignal(sticking_to, COMSIG_QDELETING, PROC_REF(clear_stick_to))
apply_label()
/// Callback invoked when the label is removed from something
/obj/item/label/proc/on_peel(atom/peeled_from)
qdel(src)
/// General purpose / signal proc used to clear references and clean up when removed
/obj/item/label/proc/clear_stick_to(...)
SIGNAL_HANDLER
if(isnull(sticking_to))
return
if(!QDELING(sticking_to))
remove_label()
UnregisterSignal(sticking_to, list(
COMSIG_ATOM_ITEM_INTERACTION,
COMSIG_ATOM_EXAMINE,
SIGNAL_ADDTRAIT(TRAIT_WAS_RENAMED),
SIGNAL_REMOVETRAIT(TRAIT_WAS_RENAMED),
COMSIG_QDELETING,
))
sticking_to = null
/**
* This proc will trigger when any object is used to attack the thing we're stuck to. .
*
* If the attacking object is not a hand labeler, it will return.
* If the attacking object is a hand labeler, it will either update the label or remove the label entirely.
*
* Arguments:
* * source: The parent.
* * attacker: The object that is hitting the parent.
* * user: The mob who is wielding the attacking object.
*/
/obj/item/label/proc/interacted_with(atom/source, mob/living/user, obj/item/tool)
SIGNAL_HANDLER
// If the attacking object is not a hand labeler or its mode is 1 (has a label ready to apply), return.
// The hand labeler should be off (mode is 0), in order to remove a label.
var/obj/item/hand_labeler/labeler = tool
if(!istype(labeler))
return NONE
if(labeler.mode)
if(!length(labeler.label))
labeler.balloon_alert(user, "no text set!")
return ITEM_INTERACT_BLOCKING
if(labeler.label == label_name)
sticking_to.balloon_alert(user, "already labelled!")
return ITEM_INTERACT_BLOCKING
if(length(initial(sticking_to.name)) + length(labeler.label) > MAX_LABEL_LEN)
sticking_to.balloon_alert(user, "label too long!")
return ITEM_INTERACT_BLOCKING
update_label_name(labeler.label)
playsound(sticking_to, 'sound/items/handling/component_pickup.ogg', 20, TRUE)
sticking_to.balloon_alert(user, "label renamed")
else
playsound(sticking_to, 'sound/items/poster_ripped.ogg', 20, TRUE)
sticking_to.balloon_alert(user, "label removed")
qdel(src)
return ITEM_INTERACT_SUCCESS
/**
* This proc will trigger when someone examines the thing we're stuck to.
* It will attach the text found in the body of the proc to the `examine_list` and display it to the player examining the parent.
*
* Arguments:
* * source: The parent.
* * user: The mob exmaining the parent.
* * examine_list: The current list of text getting passed from the parent's normal examine() proc.
*/
/obj/item/label/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("It has a label with some words written on it. Use a hand labeler to remove it.")
/// Applies a label to the name of what we're stuck to in the format of: "parent_name (label)"
/obj/item/label/proc/apply_label()
sticking_to.name += " ([label_name])"
ADD_TRAIT(sticking_to, TRAIT_HAS_LABEL, REF(src))
/// Removes the label from the name of what we're stuck to
/obj/item/label/proc/remove_label()
sticking_to.name = replacetext(sticking_to.name, "([label_name])", "") // Remove the label text from the parent's name, wherever it's located.
sticking_to.name = trim(sticking_to.name) // Shave off any white space from the beginning or end of the parent's name.
REMOVE_TRAIT(sticking_to, TRAIT_HAS_LABEL, REF(src))
/// Used to re-apply the label when the thing we're stuck to is renamed.
/obj/item/label/proc/reapply(...)
SIGNAL_HANDLER
remove_label()
apply_label()