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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
181 lines
7.5 KiB
Plaintext
181 lines
7.5 KiB
Plaintext
#define SHOWCASE_CONSTRUCTED 1
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#define SHOWCASE_SCREWDRIVERED 2
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/*Completely generic structures for use by mappers to create fake objects, i.e. display rooms*/
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/obj/structure/showcase
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name = "showcase"
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icon = 'icons/obj/fluff/general.dmi'
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icon_state = "showcase_1"
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desc = "A stand with the empty body of a cyborg bolted to it."
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density = TRUE
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anchored = TRUE
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var/deconstruction_state = SHOWCASE_CONSTRUCTED
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/obj/structure/showcase/fakeid
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name = "\improper CentCom identification console"
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desc = "You can use this to change ID's."
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakeid/Initialize(mapload)
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. = ..()
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add_overlay("id")
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add_overlay("id_key")
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/obj/structure/showcase/fakesec
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name = "\improper CentCom security records"
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desc = "Used to view and edit personnel's security records."
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "computer"
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/obj/structure/showcase/fakesec/update_overlays()
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. = ..()
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. += "security"
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. += "security_key"
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/obj/structure/showcase/horrific_experiment
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name = "horrific experiment"
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desc = "Some sort of pod filled with blood and viscera. You swear you can see it moving..."
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icon = 'icons/obj/machines/cloning.dmi'
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icon_state = "pod_g" // Please don't delete it and not notice it for months this time.
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/obj/structure/showcase/machinery/oldpod
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name = "damaged cryogenic pod"
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desc = "A damaged cryogenic pod long since lost to time, including its former occupant..."
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper-open"
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/obj/structure/showcase/machinery/oldpod/used
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name = "opened cryogenic pod"
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desc = "A cryogenic pod that has recently discharged its occupant. The pod appears non-functional."
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/obj/structure/showcase/machinery/oldpod/used/psyker
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name = "opened mental energizer"
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desc = "A mental energizer that has recently discharged its occupant. The pod appears non-functional."
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icon_state = "psykerpod-open"
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/obj/structure/showcase/cyborg/old
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name = "Cyborg Statue"
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desc = "An old, deactivated cyborg. Whilst once actively used to guard against intruders, it now simply intimidates them with its cold, steely gaze."
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icon = 'icons/mob/silicon/robots.dmi'
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icon_state = "robot_old"
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density = FALSE
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/obj/structure/showcase/mecha/marauder
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name = "combat mech exhibit"
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desc = "A stand with an empty old Nanotrasen Corporation combat mech bolted to it. It is described as the premier unit used to defend corporate interests and employees."
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icon = 'icons/mob/mecha.dmi'
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icon_state = "marauder"
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/obj/structure/showcase/mecha/ripley
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name = "construction mech exhibit"
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desc = "A stand with a retired construction mech bolted to it. The clamps are rated at 9300PSI. It seems to be falling apart."
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icon = 'icons/mob/mecha.dmi'
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icon_state = "firefighter"
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/obj/structure/showcase/machinery/implanter
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name = "\improper Nanotrasen automated mindshield implanter exhibit"
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desc = "A flimsy model of a standard Nanotrasen automated mindshield implant machine. With secure positioning harnesses and a robotic surgical injector, brain damage and other serious medical anomalies are now up to 60% less likely!"
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icon = 'icons/obj/machines/implant_chair.dmi'
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icon_state = "implantchair"
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/obj/structure/showcase/machinery/microwave
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name = "\improper Nanotrasen-brand microwave"
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desc = "The famous Nanotrasen-brand microwave, the multi-purpose cooking appliance every station needs! This one appears to be drawn onto a cardboard box."
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icon = 'icons/obj/machines/microwave.dmi'
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icon_state = "mw_complete"
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/obj/structure/showcase/machinery/microwave_engineering
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name = "\improper Nanotrasen Wave(tm) microwave"
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desc = "Just when everyone thought Nanotrasen couldn't improve on their famous microwave, this 2563 model features Wave™! A Nanotrasen exclusive, Wave™ allows your PDA to be charged wirelessly through microwave frequencies. Because nothing says 'future' like charging your PDA while overcooking your leftovers. Nanotrasen Wave™ - Multitasking, redefined."
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icon = 'icons/obj/machines/microwave.dmi'
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icon_state = "engi_mw_complete"
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/obj/structure/showcase/machinery/cloning_pod
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name = "cloning pod exhibit"
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desc = "Depicts a prototype from a failed attempt at reliable cloning technology. The technology was scrapped after reports of severe mutations, wiggly ear syndrome and spontaneous tail growth. The date 11.11.2558 is engraved on the base."
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icon = 'icons/obj/machines/cloning.dmi'
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icon_state = "pod_0"
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/obj/structure/showcase/perfect_employee
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name = "'Perfect Man' employee exhibit"
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desc = "A stand with a model of the perfect Nanotrasen Employee bolted to it. Signs indicate it is robustly genetically engineered, as well as being ruthlessly loyal."
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/obj/structure/showcase/machinery/tv
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name = "\improper Nanotrasen corporate newsfeed"
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desc = "A slightly battered looking TV. Various Nanotrasen infomercials play on a loop, accompanied by a jaunty tune."
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "television"
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/obj/structure/showcase/machinery/signal_decrypter
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name = "subsystem signal decrypter"
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desc = "A strange machine that's supposedly used to help pick up and decrypt wave signals."
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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/obj/structure/showcase/wizard
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name = "wizard of yendor showcase"
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desc = "A historical figure of great importance to the wizard federation. He spent his long life learning magic, stealing artifacts, and harassing idiots with swords. May he rest forever, Rodney."
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "nim"
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/obj/structure/showcase/machinery/rng
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name = "byond random number generator"
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desc = "A strange machine supposedly from another world. The Wizard Federation has been meddling with it for years."
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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/obj/structure/showcase/katana
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name = "seppuku katana"
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density = 0
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desc = "Welp, only one way to recover your honour."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "katana"
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//Deconstructing
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//Showcases can be any sprite, so it makes sense that they can't be constructed.
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//However if a player wants to move an existing showcase or remove one, this is for that.
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/obj/structure/showcase/screwdriver_act(mob/living/user, obj/item/tool)
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if(anchored)
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return FALSE
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if(deconstruction_state == SHOWCASE_SCREWDRIVERED)
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to_chat(user, span_notice("You screw the screws back into the showcase."))
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tool.play_tool_sound(src, 100)
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deconstruction_state = SHOWCASE_CONSTRUCTED
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else if (deconstruction_state == SHOWCASE_CONSTRUCTED)
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to_chat(user, span_notice("You unscrew the screws."))
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tool.play_tool_sound(src, 100)
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deconstruction_state = SHOWCASE_SCREWDRIVERED
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return ITEM_INTERACT_SUCCESS
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/obj/structure/showcase/crowbar_act(mob/living/user, obj/item/tool)
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if(!tool.use_tool(src, user, 2 SECONDS, volume=100))
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return
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to_chat(user, span_notice("You start to crowbar the showcase apart..."))
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new /obj/item/stack/sheet/iron(drop_location(), 4)
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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/obj/structure/showcase/wrench_act(mob/living/user, obj/item/tool)
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if(deconstruction_state != SHOWCASE_CONSTRUCTED)
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return FALSE
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default_unfasten_wrench(user, tool)
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return ITEM_INTERACT_SUCCESS
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//Feedback is given in examine because showcases can basically have any sprite assigned to them
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/obj/structure/showcase/examine(mob/user)
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. = ..()
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switch(deconstruction_state)
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if(SHOWCASE_CONSTRUCTED)
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. += "It's fully constructed."
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if(SHOWCASE_SCREWDRIVERED)
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. += "It has its screws loosened."
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else
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. += "If you see this, something is wrong."
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#undef SHOWCASE_CONSTRUCTED
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#undef SHOWCASE_SCREWDRIVERED
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