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Bubberstation/code/game/objects/structures/training_machine.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

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#define MIN_RANGE 1
#define MIN_SPEED 1
#define MAX_RANGE 7
#define MAX_SPEED 10
#define HITS_TO_KILL 9
#define MIN_ATTACK_DELAY 10
#define MAX_ATTACK_DELAY 15
/**
* Machine that runs around wildly so people can practice clickin on things
*
* Can have a mob buckled on or a obj/item/target attached. Movement controlled by SSFastProcess,
* movespeed controlled by cooldown macros. Can attach obj/item/target, obj/item/training_toolbox, and can buckle mobs to this.
*/
/obj/structure/training_machine
name = "AURUMILL-Brand MkII. Personnel Training Machine"
desc = "Used for combat training simulations. Accepts standard training targets. A pair of buckling straps are attached."
icon = 'icons/obj/machines/sec.dmi'
icon_state = "training_machine"
can_buckle = TRUE
buckle_lying = 0
max_integrity = 200
interaction_flags_click = NEED_DEXTERITY|FORBID_TELEKINESIS_REACH|ALLOW_RESTING
///Is the machine moving? Setting this to FALSE will automatically call stop_moving()
var/moving = FALSE
///The distance the machine is allowed to roam from its starting point
var/range = 1
///A random spot within range that the trainer is trying to reach
var/turf/target_position
///The turf the machine was on when it was activated
var/turf/starting_turf
///Delay between process() calls. Cannot be higher than MAX_SPEED. Smaller value represents faster movement.
var/move_speed = 1
///Reference to a potentially attached object, either a target, trainer toolbox, or syndicate toolbox
var/obj/attached_item
///Helper for timing attacks when emagged
COOLDOWN_DECLARE(attack_cooldown)
///Cooldown macro to control how fast this will move. Used in process()
COOLDOWN_DECLARE(move_cooldown)
/**
* Called on qdel(), so we don't want a cool explosion to happen
*/
/obj/structure/training_machine/Destroy()
remove_attached_item()
return ..()
/**
* Called on a normal destruction, so we have a cool explosion and toss whatever's attached
*/
/obj/structure/training_machine/atom_destruction(damage_flag)
remove_attached_item(throwing = TRUE)
explosion(src, light_impact_range = 1, flash_range = 2)
return ..()
/obj/structure/training_machine/ui_state(mob/user)
return GLOB.physical_state
/obj/structure/training_machine/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "TrainingMachine", name)
ui.open()
/**
* Send data to the UI
*
* Include's the machine's movement range, speed, and whether or not it's active
*/
/obj/structure/training_machine/ui_data(mob/user)
var/list/data = list()
data["range"] = range
data["movespeed"] = move_speed
data["moving"] = moving
return data
/**
* Control the attached variables.
*
* Will not respond if moving and emagged, so once you set it to go it can't be stopped!
*/
/obj/structure/training_machine/ui_act(action, params)
. = ..()
if(.)
return
if (moving && obj_flags & EMAGGED)
visible_message(span_warning("The [src]'s control panel fizzles slightly."))
return
switch(action)
if("toggle")
toggle()
. = TRUE
if("range")
var/range_input = params["range"]
range = clamp(range_input, MIN_RANGE, MAX_RANGE)
. = TRUE
if("movespeed")
var/range_input = params["movespeed"]
move_speed = clamp(range_input, MIN_SPEED, MAX_SPEED)
. = TRUE
/obj/structure/training_machine/attack_hand(mob/user, list/modifiers)
ui_interact(user)
/**
* Called when the machien is attacked by something
*
* Meant for attaching an item to the machine, should only be a training toolbox or target. If emagged, the
* machine will gain an auto-attached syndicate toolbox, so in that case we shouldn't be able to swap it out
*/
/obj/structure/training_machine/attackby(obj/item/target, mob/living/user)
if (user.combat_mode)
return ..()
if (!istype(target, /obj/item/training_toolbox) && !istype(target, /obj/item/target))
return ..()
if (obj_flags & EMAGGED)
to_chat(user, span_warning("The toolbox is somehow stuck on! It won't budge!"))
return
attach_item(target)
to_chat(user, span_notice("You attach \the [attached_item] to the training device."))
playsound(src, SFX_RUSTLE, 50, TRUE)
/**
* Attach an item to the machine
*
* This proc technically works with any obj. Currently is only used for objects of type item/target and item/training_toolbox
* Will make the attached item appear visually on the machine
* Arguments
* * target - The object to attach
*/
/obj/structure/training_machine/proc/attach_item(obj/target)
remove_attached_item()
attached_item = target
attached_item.forceMove(src)
attached_item.vis_flags |= VIS_INHERIT_ID | VIS_INHERIT_PLANE
vis_contents += attached_item
RegisterSignal(attached_item, COMSIG_QDELETING, PROC_REF(on_attached_delete))
handle_density()
/**
* Called when the attached item is deleted.
*
* Cleans up behavior for when the attached item is deleted or removed.
*/
/obj/structure/training_machine/proc/on_attached_delete()
SIGNAL_HANDLER
UnregisterSignal(attached_item, COMSIG_QDELETING)
vis_contents -= attached_item
attached_item.vis_flags &= ~(VIS_INHERIT_ID | VIS_INHERIT_PLANE)
attached_item = null
handle_density()
/**
* Remove the attached item from the machine
*
* Called when a user removes the item by hand or by swapping it out with another, when the machine breaks, or
* when the machine is emagged.
* Arguments
* * user - The peson , if any, removing the attached item
* * throwing - If we should make the item fly off the machine
*/
/obj/structure/training_machine/proc/remove_attached_item(mob/user, throwing = FALSE)
if (!attached_item)
return
if (istype(attached_item, /obj/item/storage/toolbox/syndicate))
UnregisterSignal(attached_item, COMSIG_QDELETING)
qdel(attached_item)
else if (user)
INVOKE_ASYNC(user, TYPE_PROC_REF(/mob, put_in_hands), attached_item)
else
attached_item.forceMove(drop_location())
if (throwing && !QDELETED(attached_item)) //Fun little thing where we throw out the old attached item when emagged
//We do a QDELETED check here because we don't want to throw the syndi toolbox, if it exists
var/destination = get_edge_target_turf(get_turf(src), pick(GLOB.alldirs))
attached_item.throw_at(destination, 4, 1)
on_attached_delete()
/obj/structure/training_machine/click_alt(mob/user)
if(has_buckled_mobs())
user_unbuckle_mob(buckled_mobs[1], user)
return CLICK_ACTION_SUCCESS
if (!attached_item)
return NONE
if (obj_flags & EMAGGED)
to_chat(user, span_warning("The toolbox is somehow stuck on! It won't budge!"))
return CLICK_ACTION_BLOCKING
to_chat(user, span_notice("You remove \the [attached_item] from the training device."))
remove_attached_item(user)
playsound(src, SFX_RUSTLE, 50, TRUE)
return CLICK_ACTION_SUCCESS
/**
* Toggle the machine's movement
*/
/obj/structure/training_machine/proc/toggle()
if (moving)
stop_moving()
else
start_moving()
/**
* Stop the machine's movement
*
* Will call STOP_PROCESSING, play a sound, and say an appropriate message
* Arguments
* * Message - the message the machine says when stopping
*/
/obj/structure/training_machine/proc/stop_moving(message = "Ending training simulation.")
moving = FALSE
starting_turf = null
say(message)
playsound(src,'sound/machines/synth_no.ogg',50,FALSE)
STOP_PROCESSING(SSfastprocess, src)
/**
* Start the machine's movement
*
* Says a message, plays a sound, then starts processing
*/
/obj/structure/training_machine/proc/start_moving()
moving = TRUE
starting_turf = get_turf(src)
say("Beginning training simulation.")
playsound(src,'sound/machines/triple_beep.ogg',50,FALSE)
START_PROCESSING(SSfastprocess, src)
/**
* Main movement method for the machine
*
* Handles movement using SSFastProcess. Moves randomly, point-to-point, in an area centered around wherever it started.
* Will only move if the move_cooldown cooldown macro is finished.
* If it can't find a place to go, it will stop moving.
*/
/obj/structure/training_machine/process()
if(!COOLDOWN_FINISHED(src, move_cooldown))
return
var/turf/current_turf = get_turf(src)
if (!moving || !starting_turf || isspaceturf(current_turf))
stop_moving()
return
if (current_turf == target_position) //We've reached our target turf, now find a new one
target_position = null
if (!target_position)
target_position = find_target_position()
if (!target_position)
stop_moving("ERROR! Cannot calculate suitable movement path.")
var/turf/nextStep = get_step_towards(src, target_position)
if (!Move(nextStep, get_dir(src, nextStep)))
target_position = null //We couldn't move towards the target turf, so find a new target turf
try_attack()
COOLDOWN_START(src, move_cooldown, max(MAX_SPEED - move_speed, 1))
/**
* Find a suitable turf to move towards
*/
/obj/structure/training_machine/proc/find_target_position()
var/list/turfs = list()
for(var/turf/potential_turf in view(range, starting_turf))
if (potential_turf.is_blocked_turf() || potential_turf == target_position)
continue
turfs += potential_turf
if (!length(turfs))
return
return pick(turfs)
/**
* Try to attack a nearby mob
*
* Called whenever the machine moves, this will look for mobs adjacent to the machine to attack.
* Will attack with either a training toolbox (if attached), or a much more deadly syndicate toolbox (if emagged).
* A cooldown macro (attack_cooldown) ensures it doesn't attack too quickly
*/
/obj/structure/training_machine/proc/try_attack()
if (!attached_item || istype(attached_item, /obj/item/target))
return
if (!COOLDOWN_FINISHED(src, attack_cooldown))
return
var/list/targets
for(var/mob/living/carbon/target in oview(1, get_turf(src))) //Find adjacent target
if (target.stat == CONSCIOUS && target.Adjacent(src))
LAZYADD(targets, target)
var/mob/living/carbon/target = pick(targets)
if (!target)
return
do_attack_animation(target, null, attached_item)
if (obj_flags & EMAGGED)
target.apply_damage(attached_item.force, BRUTE, BODY_ZONE_CHEST, attacking_item = attached_item)
playsound(src, 'sound/weapons/smash.ogg', 15, TRUE)
COOLDOWN_START(src, attack_cooldown, rand(MIN_ATTACK_DELAY, MAX_ATTACK_DELAY))
/**
* Make sure the machine can't be walked through if something is attached
*/
/obj/structure/training_machine/proc/handle_density()
if(length(buckled_mobs) || attached_item)
set_density(TRUE)
else
set_density(FALSE)
/obj/structure/training_machine/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
. = ..()
if (istype(attached_item, /obj/item/target))
return FALSE
/obj/structure/training_machine/post_buckle_mob()
handle_density()
return ..()
/obj/structure/training_machine/post_unbuckle_mob()
handle_density()
return ..()
/**
* Emagging causes a deadly, unremovable syndicate toolbox to be attached to the machine
*/
/obj/structure/training_machine/emag_act(mob/user, obj/item/card/emag/emag_card)
. = ..()
if (obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
remove_attached_item(throwing = TRUE) //Toss out the old attached item!
attach_item(new /obj/item/storage/toolbox/syndicate(src))
to_chat(user, span_warning("You override the training machine's safety protocols, and activate its realistic combat feature. A toolbox pops out of a slot on the top."))
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
add_overlay("evil_trainer")
return TRUE
/obj/structure/training_machine/examine(mob/user)
. = ..()
var/has_buckled_mob = has_buckled_mobs()
if(has_buckled_mob)
. += span_notice("<b>Alt-Click to unbuckle \the [buckled_mobs[1]]</b>")
if (obj_flags & EMAGGED)
. += span_warning("It has a dangerous-looking toolbox attached to it, and the control panel is smoking sightly...")
else if (!has_buckled_mob && attached_item) //Can't removed the syndicate toolbox!
. += span_notice("<b>Alt-Click to remove \the [attached_item]</b>")
. += span_notice("<b>Click to open control interface.</b>")
/**
* Device that simply counts the number of times you've hit a mob or target with. Looks like a toolbox but isn't.
*
* Also has a 'Lap' function for keeping track of hits made at a certain point. Also, looks kinda like his grace for laughs and pranks.
*/
/obj/item/training_toolbox
name = "Training Toolbox"
desc = "AURUMILL-Brand Baby's First Training Toolbox. A digital display on the back keeps track of hits made by the user. Second toolbox sold separately!"
icon = 'icons/obj/storage/toolbox.dmi'
icon_state = "gold"
inhand_icon_state = "toolbox_gold"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
force = 0
throwforce = 0
throw_speed = 2
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
///Total number of hits made against a valid target
var/total_hits = 0
///Number of hits made since the Lap button (alt-click) was last pushed
var/lap_hits = 0
/obj/item/training_toolbox/pre_attack(atom/A, mob/living/user, params)
. = ..()
if(.)
return .
if(A == user || !user.combat_mode)
return .
if(!check_hit(A))
return .
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(A)
return TRUE
/**
* Check if we should increment the hit counter
*
* Increments the 'hit' counter if the target we're attacking is a mob, target, or training machine with an attached item.
* Will beep every 9 hits, as 9 hits usually signifies a KO with a normal toolbox
* Arguments
* * target - the atom we're hitting
*/
/obj/item/training_toolbox/proc/check_hit(atom/target)
var/target_is_machine = istype(target, /obj/structure/training_machine)
if (!ismob(target) && !istype(target, /obj/item/target) && !target_is_machine)
return FALSE
if (target_is_machine)
var/obj/structure/training_machine/trainer = target
if (!trainer.attached_item)
return FALSE
total_hits++
lap_hits++
playsound(src,'sound/weapons/smash.ogg',50,FALSE)
if (lap_hits % HITS_TO_KILL == 0)
playsound(src,'sound/machines/twobeep.ogg',25,FALSE)
return TRUE
/obj/item/training_toolbox/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if (!.)
check_hit(hit_atom)
/obj/item/training_toolbox/click_alt(mob/user)
to_chat(user, span_notice("You push the 'Lap' button on the toolbox's display."))
lap_hits = initial(lap_hits)
return CLICK_ACTION_SUCCESS
/obj/item/training_toolbox/examine(mob/user)
. = ..()
if(!in_range(src, user) && !isobserver(user))
. += span_notice("You can see a display on the back. You'll need to get closer to read it, though.")
return
. += span_notice("A display on the back reads:")
. += span_notice("Total Hits: <b>[total_hits]</b>")
if (lap_hits != total_hits)
. += span_notice("Current Lap: <b>[lap_hits]</b>")
. += span_notice("<b>Alt-Click to 'Lap' the hit counter.</b>")
#undef MIN_RANGE
#undef MIN_SPEED
#undef MAX_RANGE
#undef MAX_SPEED
#undef HITS_TO_KILL
#undef MIN_ATTACK_DELAY
#undef MAX_ATTACK_DELAY