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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
210 lines
6.3 KiB
Plaintext
210 lines
6.3 KiB
Plaintext
/**
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* Finds and extracts seeds from an object
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*
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* Checks if the object is such that creates a seed when extracted. Used by seed
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* extractors or posably anything that would create seeds in some way. The seeds
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* are dropped either at the extractor, if it exists, or where the original object
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* was and it qdel's the object
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*
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* Arguments:
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* * O - Object containing the seed, can be the loc of the dumping of seeds
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* * t_max - Amount of seed copies to dump, -1 is ranomized
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* * extractor - Seed Extractor, used as the dumping loc for the seeds and seed multiplier
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* * user - checks if we can remove the object from the inventory
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* *
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*/
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/proc/seedify(obj/item/O, t_max, obj/machinery/seed_extractor/extractor, mob/living/user)
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var/t_amount = 0
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var/list/seeds = list()
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if(t_max == -1)
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if(extractor)
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t_max = rand(1,4) * extractor.seed_multiplier
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else
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t_max = rand(1,4)
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var/seedloc = O.loc
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if(extractor)
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seedloc = extractor.loc
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if(istype(O, /obj/item/food/grown/))
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var/obj/item/food/grown/F = O
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if(F.seed)
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if(user && !user.temporarilyRemoveItemFromInventory(O)) //couldn't drop the item
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return
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while(t_amount < t_max)
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var/obj/item/seeds/t_prod = F.seed.Copy()
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seeds.Add(t_prod)
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t_prod.forceMove(seedloc)
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t_amount++
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qdel(O)
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return seeds
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else if(istype(O, /obj/item/grown))
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var/obj/item/grown/F = O
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if(F.seed)
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if(user && !user.temporarilyRemoveItemFromInventory(O))
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return
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while(t_amount < t_max)
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var/obj/item/seeds/t_prod = F.seed.Copy()
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t_prod.forceMove(seedloc)
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t_amount++
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qdel(O)
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return 1
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return 0
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/obj/machinery/seed_extractor
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name = "seed extractor"
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desc = "Extracts and bags seeds from produce."
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icon = 'icons/obj/hydroponics/equipment.dmi'
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icon_state = "sextractor"
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density = TRUE
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circuit = /obj/item/circuitboard/machine/seed_extractor
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/// Associated list of seeds, they are all weak refs. We check the len to see how many refs we have for each
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// seed
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var/list/piles = list()
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var/max_seeds = 1000
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var/seed_multiplier = 1
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/obj/machinery/seed_extractor/RefreshParts()
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for(var/obj/item/stock_parts/matter_bin/B in component_parts)
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max_seeds = initial(max_seeds) * B.rating
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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seed_multiplier = initial(seed_multiplier) * M.rating
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/obj/machinery/seed_extractor/examine(mob/user)
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. = ..()
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if(in_range(user, src) || isobserver(user))
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. += "<span class='notice'>The status display reads: Extracting <b>[seed_multiplier]</b> seed(s) per piece of produce.<br>Machine can store up to <b>[max_seeds]%</b> seeds.</span>"
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/obj/machinery/seed_extractor/attackby(obj/item/O, mob/living/user, params)
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if(default_deconstruction_screwdriver(user, "sextractor_open", "sextractor", O))
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return
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if(default_pry_open(O))
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return
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if(default_unfasten_wrench(user, O))
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return
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if(default_deconstruction_crowbar(O))
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return
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if(istype(O, /obj/item/storage/bag/plants))
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var/obj/item/storage/P = O
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var/loaded = 0
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for(var/obj/item/seeds/G in P.contents)
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if(contents.len >= max_seeds)
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break
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++loaded
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add_seed(G)
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if (loaded)
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to_chat(user, "<span class='notice'>You put as many seeds from \the [O.name] into [src] as you can.</span>")
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else
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to_chat(user, "<span class='notice'>There are no seeds in \the [O.name].</span>")
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return
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else if(seedify(O,-1, src, user))
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to_chat(user, "<span class='notice'>You extract some seeds.</span>")
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return
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else if (istype(O, /obj/item/seeds))
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if(add_seed(O))
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to_chat(user, "<span class='notice'>You add [O] to [src.name].</span>")
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updateUsrDialog()
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return
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else if(!user.combat_mode)
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to_chat(user, "<span class='warning'>You can't extract any seeds from \the [O.name]!</span>")
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else
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return ..()
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/**
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* Generate seed string
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*
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* Creates a string based of the traits of a seed. We use this string as a bucket for all
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* seeds that match as well as the key the ui uses to get the seed. We also use the key
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* for the data shown in the ui. Javascript parses this string to display
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*
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* Arguments:
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* * O - seed to generate the string from
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*/
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/obj/machinery/seed_extractor/proc/generate_seed_string(obj/item/seeds/O)
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return "name=[O.name];lifespan=[O.lifespan];endurance=[O.endurance];maturation=[O.maturation];production=[O.production];yield=[O.yield];potency=[O.potency];instability=[O.instability]"
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/** Add Seeds Proc.
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*
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* Adds the seeds to the contents and to an associated list that pregenerates the data
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* needed to go to the ui handler
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*
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**/
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/obj/machinery/seed_extractor/proc/add_seed(obj/item/seeds/O)
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if(contents.len >= 999)
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to_chat(usr, "<span class='notice'>\The [src] is full.</span>")
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return FALSE
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var/datum/component/storage/STR = O.loc.GetComponent(/datum/component/storage)
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if(STR)
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if(!STR.remove_from_storage(O,src))
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return FALSE
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else if(ismob(O.loc))
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var/mob/M = O.loc
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if(!M.transferItemToLoc(O, src))
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return FALSE
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var/seed_string = generate_seed_string(O)
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if(piles[seed_string])
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piles[seed_string] += WEAKREF(O)
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else
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piles[seed_string] = list(WEAKREF(O))
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. = TRUE
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/obj/machinery/seed_extractor/ui_state(mob/user)
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return GLOB.notcontained_state
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/obj/machinery/seed_extractor/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SeedExtractor", name)
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ui.open()
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/obj/machinery/seed_extractor/ui_data()
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var/list/V = list()
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for(var/key in piles)
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if(piles[key])
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var/len = length(piles[key])
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if(len)
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V[key] = len
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. = list()
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.["seeds"] = V
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/obj/machinery/seed_extractor/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("select")
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var/item = params["item"]
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if(piles[item] && length(piles[item]) > 0)
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var/datum/weakref/found_seed_weakref = piles[item][1]
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var/obj/item/seeds/found_seed = found_seed_weakref.resolve()
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if(!found_seed)
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return
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piles[item] -= found_seed_weakref
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if(usr)
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var/mob/user = usr
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if(user.put_in_hands(found_seed))
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to_chat(user, "<span class='notice'>You take [found_seed] out of the slot.</span>")
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else
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to_chat(user, "<span class='notice'>[found_seed] falls onto the floor.</span>")
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else
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found_seed.forceMove(drop_location())
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visible_message("<span class='notice'>[found_seed] falls onto the floor.</span>", null, "<span class='hear'>You hear a soft clatter.</span>", COMBAT_MESSAGE_RANGE)
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. = TRUE
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