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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
213 lines
6.8 KiB
Plaintext
213 lines
6.8 KiB
Plaintext
/**
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* Component which allows you to attach a bayonet to an item,
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* be it a piece of clothing or a tool.
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*/
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/datum/component/bayonet_attachable
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/// Whenever we can remove the bayonet with a screwdriver
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var/removable = TRUE
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/// If passed, we wil simply update our item's icon_state when a bayonet is attached.
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/// Formatted as parent_base_state-[bayonet_icon_state-state]
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var/bayonet_icon_state
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/// If passed, we will use a specific overlay instead of using the knife itself
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/// The state to take from the bayonet overlay icon if supplied.
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var/bayonet_overlay
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/// This is the icon file it grabs the overlay from.
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var/bayonet_overlay_icon
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/// Offsets for the bayonet overlay
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var/offset_x = 0
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var/offset_y = 0
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/// If this component allows sawing off the parent gun/should be deleted when the parent gun is sawn off
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var/allow_sawnoff = FALSE
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// Internal vars
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/// Currently attached bayonet
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var/obj/item/bayonet
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/// Static typecache of all knives that can become bayonets
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var/static/list/valid_bayonets = typecacheof(list(/obj/item/knife/combat))
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/datum/component/bayonet_attachable/Initialize(
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obj/item/starting_bayonet,
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offset_x = 0,
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offset_y = 0,
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removable = TRUE,
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bayonet_icon_state = null,
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bayonet_overlay = "bayonet",
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bayonet_overlay_icon = 'icons/obj/weapons/guns/bayonets.dmi',
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allow_sawnoff = FALSE
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.removable = removable
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src.bayonet_icon_state = bayonet_icon_state
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src.bayonet_overlay = bayonet_overlay
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src.bayonet_overlay_icon = bayonet_overlay_icon
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src.offset_x = offset_x
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src.offset_y = offset_y
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src.allow_sawnoff = allow_sawnoff
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if (istype(starting_bayonet))
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add_bayonet(starting_bayonet)
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/datum/component/bayonet_attachable/Destroy(force)
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if(bayonet)
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remove_bayonet()
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return ..()
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/datum/component/bayonet_attachable/RegisterWithParent()
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RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(on_parent_deconstructed))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_item_exit))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
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RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK, PROC_REF(on_pre_attack))
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RegisterSignal(parent, COMSIG_GUN_BEING_SAWNOFF, PROC_REF(on_being_sawnoff))
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RegisterSignal(parent, COMSIG_GUN_SAWN_OFF, PROC_REF(on_sawn_off))
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/datum/component/bayonet_attachable/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_OBJ_DECONSTRUCT,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
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COMSIG_ATOM_UPDATE_ICON_STATE,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_ATOM_ATTACKBY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_QDELETING,
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COMSIG_ITEM_PRE_ATTACK,
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COMSIG_GUN_BEING_SAWNOFF,
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COMSIG_GUN_SAWN_OFF,
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))
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/datum/component/bayonet_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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if(isnull(bayonet))
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examine_list += "It has a <b>bayonet</b> lug on it."
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return
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examine_list += "It has \a [bayonet] [removable ? "" : "permanently "]affixed to it."
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if(removable)
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examine_list += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [bayonet].")
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/datum/component/bayonet_attachable/proc/on_pre_attack(obj/item/source, atom/target, mob/living/user, list/modifiers)
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SIGNAL_HANDLER
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if (isnull(bayonet) || !user.combat_mode)
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return NONE
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INVOKE_ASYNC(bayonet, TYPE_PROC_REF(/obj/item, melee_attack_chain), user, target, modifiers)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/datum/component/bayonet_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, list/modifiers)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(attacking_item, valid_bayonets))
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return
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if(bayonet)
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source.balloon_alert(attacker, "already has \a [bayonet]!")
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return
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if(!attacker.transferItemToLoc(attacking_item, source))
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return
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add_bayonet(attacking_item, attacker)
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source.balloon_alert(attacker, "attached")
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return COMPONENT_NO_AFTERATTACK
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/datum/component/bayonet_attachable/proc/add_bayonet(obj/item/new_bayonet, mob/attacher)
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if(bayonet)
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CRASH("[type] tried to add a new bayonet when it already had one.")
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bayonet = new_bayonet
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if(bayonet.loc != parent)
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bayonet.forceMove(parent)
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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/datum/component/bayonet_attachable/proc/remove_bayonet()
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bayonet = null
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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/datum/component/bayonet_attachable/proc/on_item_exit(obj/item/source, atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(gone == bayonet)
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remove_bayonet()
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/datum/component/bayonet_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
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SIGNAL_HANDLER
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if(QDELETED(bayonet) || !removable)
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remove_bayonet()
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return
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bayonet.forceMove(source.drop_location())
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/datum/component/bayonet_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!bayonet || !removable)
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return
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INVOKE_ASYNC(src, PROC_REF(unscrew_bayonet), source, user, tool)
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return ITEM_INTERACT_BLOCKING
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/datum/component/bayonet_attachable/proc/unscrew_bayonet(obj/item/source, mob/user, obj/item/tool)
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tool?.play_tool_sound(source)
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source.balloon_alert(user, "unscrewed [bayonet]")
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var/obj/item/to_remove = bayonet
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to_remove.forceMove(source.drop_location())
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if(source.Adjacent(user) && !issilicon(user))
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user.put_in_hands(to_remove)
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/datum/component/bayonet_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
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SIGNAL_HANDLER
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if(!bayonet_overlay || !bayonet_overlay_icon)
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return
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if(!bayonet)
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return
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var/mutable_appearance/bayonet_appearance = mutable_appearance(bayonet_overlay_icon, bayonet_overlay)
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bayonet_appearance.pixel_w = offset_x
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bayonet_appearance.pixel_z = offset_y
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overlays += bayonet_appearance
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/datum/component/bayonet_attachable/proc/on_update_icon_state(obj/item/source)
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SIGNAL_HANDLER
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if(!bayonet_icon_state)
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return
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var/base_state = source.base_icon_state || initial(source.icon_state)
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if(bayonet)
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source.icon_state = "[base_state]-[bayonet_icon_state]"
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else if(source.icon_state != base_state)
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source.icon_state = base_state
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/datum/component/bayonet_attachable/proc/on_parent_deleted(obj/item/source)
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SIGNAL_HANDLER
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QDEL_NULL(bayonet)
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/datum/component/bayonet_attachable/proc/on_being_sawnoff(obj/item/source, mob/user)
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SIGNAL_HANDLER
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if (!bayonet || allow_sawnoff)
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return
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source.balloon_alert(user, "bayonet must be removed!")
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return COMPONENT_CANCEL_SAWING_OFF
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/datum/component/bayonet_attachable/proc/on_sawn_off(obj/item/source, mob/user)
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SIGNAL_HANDLER
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if (!allow_sawnoff)
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qdel(src)
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