Files
Bubberstation/code/datums/components/seclight_attachable.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## 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.
/🆑
2025-04-23 20:18:26 +00:00

305 lines
11 KiB
Plaintext

/**
* Component which allows you to attach a seclight to an item,
* be it a piece of clothing or a tool.
*/
/datum/component/seclite_attachable
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// Whether we can remove the light with a screwdriver or not.
var/is_light_removable = TRUE
/// If passed, we wil simply update our item's icon_state when a light is attached.
/// Formatted as parent_base_state-[light_icon-state]-"on"
var/light_icon_state
/// If passed, we will add overlays to the item when a light is attached.
/// This is the icon file it grabs the overlay from.
var/light_overlay_icon
/// The state to take from the light overlay icon if supplied.
var/light_overlay
/// The X offset of our overlay if supplied.
var/overlay_x = 0
/// The Y offset of our overlay if supplied.
var/overlay_y = 0
// Internal vars.
/// A reference to the actual light that's attached.
var/obj/item/flashlight/seclite/light
/// A weakref to the item action we add with the light.
var/datum/weakref/toggle_action_ref
/// Static typecache of all lights we consider seclites (all lights we can attach).
var/static/list/valid_lights = typecacheof(list(/obj/item/flashlight/seclite))
/datum/component/seclite_attachable/Initialize(
obj/item/flashlight/seclite/starting_light,
is_light_removable = TRUE,
light_icon_state,
light_overlay_icon,
light_overlay,
overlay_x = 0,
overlay_y = 0,
)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.is_light_removable = is_light_removable
src.light_icon_state = light_icon_state
src.light_overlay_icon = light_overlay_icon
src.light_overlay = light_overlay
src.overlay_x = overlay_x
src.overlay_y = overlay_y
if(istype(starting_light))
add_light(starting_light)
/datum/component/seclite_attachable/Destroy(force)
if(light)
remove_light()
return ..()
// Inheriting component allows lights to be added externally to things which already have a mount.
/datum/component/seclite_attachable/InheritComponent(
datum/component/seclite_attachable/new_component,
original,
obj/item/flashlight/seclite/starting_light,
is_light_removable = TRUE,
light_icon_state,
light_overlay_icon,
light_overlay,
overlay_x,
overlay_y,
)
if(!original)
return
src.is_light_removable = is_light_removable
// For the rest of these arguments, default to what already exists
if(light_icon_state)
src.light_icon_state = light_icon_state
if(light_overlay_icon)
src.light_overlay_icon = light_overlay_icon
if(light_overlay)
src.light_overlay = light_overlay
if(overlay_x)
src.overlay_x = overlay_x
if(overlay_x)
src.overlay_y = overlay_y
if(istype(starting_light))
add_light(starting_light)
/datum/component/seclite_attachable/RegisterWithParent()
RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(on_parent_deconstructed))
RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_light_exit))
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
RegisterSignal(parent, COMSIG_ITEM_UI_ACTION_CLICK, PROC_REF(on_action_click))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_ATOM_SABOTEUR_ACT, PROC_REF(on_hit_by_saboteur))
RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
/datum/component/seclite_attachable/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_OBJ_DECONSTRUCT,
COMSIG_ATOM_EXITED,
COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
COMSIG_ATOM_UPDATE_ICON_STATE,
COMSIG_ATOM_UPDATE_OVERLAYS,
COMSIG_ITEM_UI_ACTION_CLICK,
COMSIG_ATOM_ATTACKBY,
COMSIG_ATOM_EXAMINE,
COMSIG_ATOM_SABOTEUR_ACT,
COMSIG_QDELETING,
))
/// Sets a new light as our current light for our parent.
/datum/component/seclite_attachable/proc/add_light(obj/item/flashlight/new_light, mob/attacher)
if(light)
CRASH("[type] tried to add a new light when it already had one.")
light = new_light
light.set_light_flags(light.light_flags | LIGHT_ATTACHED)
// We may already exist within in our parent's contents... But if we don't move it over now
if(light.loc != parent)
light.forceMove(parent)
// We already have an action for the light for some reason? Clean it up
if(toggle_action_ref?.resolve())
stack_trace("[type] - add_light had an existing toggle action when add_light was called.")
QDEL_NULL(toggle_action_ref)
// Make a new toggle light item action for our parent
var/obj/item/item_parent = parent
var/datum/action/item_action/toggle_seclight/toggle_action = item_parent.add_item_action(/datum/action/item_action/toggle_seclight)
toggle_action_ref = WEAKREF(toggle_action)
update_light()
/// Removes the current light from our parent.
/datum/component/seclite_attachable/proc/remove_light()
// Our action may be linked to our parent,
// but it's really sourced from our light. Get rid of it.
QDEL_NULL(toggle_action_ref)
// It is possible the light was removed by being deleted.
if(!QDELETED(light))
light.set_light_flags(light.light_flags & ~LIGHT_ATTACHED)
light.update_brightness()
light = null
update_light()
/// Toggles the light within on or off.
/// Returns TRUE if there is a light inside, FALSE otherwise.
/datum/component/seclite_attachable/proc/toggle_light(mob/user)
if(!light)
return FALSE
var/successful_toggle = light.toggle_light(user)
if(!successful_toggle)
return TRUE
user.balloon_alert(user, "[light.name] toggled [light.light_on ? "on":"off"]")
update_light()
return TRUE
/// Called after the a light is added, removed, or toggles.
/// Ensures all of our appearances look correct for the new light state.
/datum/component/seclite_attachable/proc/update_light()
var/obj/item/item_parent = parent
item_parent.update_appearance()
item_parent.update_item_action_buttons()
/// Signal proc for [COMSIG_ATOM_EXITED] that handles our light being removed or deleted from our parent.
/datum/component/seclite_attachable/proc/on_light_exit(obj/item/source, atom/movable/gone, direction)
SIGNAL_HANDLER
if(gone == light)
remove_light()
/// Signal proc for [COMSIG_OBJ_DECONSTRUCT] that drops our light to the ground if our parent is deconstructed.
/datum/component/seclite_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
SIGNAL_HANDLER
// Our light is gone already - Probably destroyed by whatever destroyed our parent. Just remove it.
if(QDELETED(light) || !is_light_removable)
remove_light()
return
// We were deconstructed in any other way, so we can just drop the light on the ground (which removes it via signal).
light.forceMove(source.drop_location())
/// Signal proc for [COMSIG_QDELETING] that deletes our light if our parent is deleted.
/datum/component/seclite_attachable/proc/on_parent_deleted(obj/item/source)
SIGNAL_HANDLER
QDEL_NULL(light)
/// Signal proc for [COMSIG_ITEM_UI_ACTION_CLICK] that toggles our light on and off if our action button is clicked.
/datum/component/seclite_attachable/proc/on_action_click(obj/item/source, mob/user, datum/action)
SIGNAL_HANDLER
// This isn't OUR action specifically, we don't care.
if(!IS_WEAKREF_OF(action, toggle_action_ref))
return
// Toggle light fails = no light attached = shouldn't be possible
if(!toggle_light(user))
CRASH("[type] - on_action_click somehow both HAD AN ACTION and also HAD A TRIGGERABLE ACTION, without having an attached light.")
return COMPONENT_ACTION_HANDLED
/// Signal proc for [COMSIG_ATOM_ATTACKBY] that allows a user to attach a seclite by hitting our parent with it.
/datum/component/seclite_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, list/modifiers)
SIGNAL_HANDLER
if(!is_type_in_typecache(attacking_item, valid_lights))
return
if(light)
source.balloon_alert(attacker, "already has \a [light]!")
return
if(!attacker.transferItemToLoc(attacking_item, source))
return
add_light(attacking_item, attacker)
source.balloon_alert(attacker, "attached [attacking_item]")
return COMPONENT_NO_AFTERATTACK
/// Signal proc for [COMSIG_ATOM_TOOL_ACT] via [TOOL_SCREWDRIVER] that removes any attached seclite.
/datum/component/seclite_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
if(!light || !is_light_removable)
return
INVOKE_ASYNC(src, PROC_REF(unscrew_light), source, user, tool)
return ITEM_INTERACT_BLOCKING
/// Invoked asyncronously from [proc/on_screwdriver]. Handles removing the light from our parent.
/datum/component/seclite_attachable/proc/unscrew_light(obj/item/source, mob/user, obj/item/tool)
tool?.play_tool_sound(source)
source.balloon_alert(user, "unscrewed [light]")
var/obj/item/flashlight/seclite/to_remove = light
// The forcemove here will call exited on the light, and automatically update our references / etc
to_remove.forceMove(source.drop_location())
if(source.Adjacent(user) && !issilicon(user))
user.put_in_hands(to_remove)
/// Signal proc for [COMSIG_ATOM_EXAMINE] that shows our item can have / does have a seclite attached.
/datum/component/seclite_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
SIGNAL_HANDLER
if(light)
examine_list += "It has \a [light] [is_light_removable ? "mounted on it with a few <b>screws</b>" : "permanently mounted on it"]."
else
examine_list += "It has a mounting point for a <b>seclite</b>."
/// Signal proc for [COMSIG_ATOM_UPDATE_OVERLAYS] that updates our parent with our seclite overlays, if we have some.
/datum/component/seclite_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
SIGNAL_HANDLER
// No overlays to add, no reason to run
if(!light_overlay || !light_overlay_icon)
return
// No light, nothing to add
if(!light)
return
var/overlay_state = "[light_overlay][light.light_on ? "_on":""]"
var/mutable_appearance/flashlight_overlay = mutable_appearance(light_overlay_icon, overlay_state)
flashlight_overlay.pixel_w = overlay_x
flashlight_overlay.pixel_z = overlay_y
overlays += flashlight_overlay
/// Signal proc for [COMSIG_ATOM_UPDATE_ICON_STATE] that updates our parent's icon state, if we have one.
/datum/component/seclite_attachable/proc/on_update_icon_state(obj/item/source)
SIGNAL_HANDLER
// No icon state to set, no reason to run
if(!light_icon_state)
return
// Get the "base icon state" to work on
var/base_state = source.base_icon_state || initial(source.icon_state)
// Updates our icon state based on our light state.
if(light)
source.icon_state = "[base_state]-[light_icon_state][light.light_on ? "-on":""]"
// Reset their icon state when if we've got no light.
else if(source.icon_state != base_state)
// Yes, this might mess with other icon state alterations,
// but that's the downside of using icon states over overlays.
source.icon_state = base_state
//turns the light off for a few seconds.
/datum/component/seclite_attachable/proc/on_hit_by_saboteur(datum/source, disrupt_duration)
. = light.on_saboteur(source, disrupt_duration)
update_light()
return .