Files
Bubberstation/code/modules/mob/inventory.dm
MrMelbert 12afcb911e Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request

- Large amount of storage datum cleanup.
   - Documentation.
   - Maybe more consistent use of parent vs real_location. 
   - Removes the weakrefs, replaces it with just references.
      - These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
 
- Some bugfixes. 

## Why It's Good For The Game

Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.

## Changelog

🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.  
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
2024-02-05 11:42:03 -08:00

574 lines
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//These procs handle putting s tuff in your hands
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
///Returns the thing we're currently holding
/mob/proc/get_active_held_item()
return get_item_for_held_index(active_hand_index)
//Finds the opposite limb for the active one (eg: upper left arm will find the item in upper right arm)
//So we're treating each "pair" of limbs as a team, so "both" refers to them
/mob/proc/get_inactive_held_item()
return get_item_for_held_index(get_inactive_hand_index())
//Finds the opposite index for the active one (eg: upper left arm will find the item in upper right arm)
//So we're treating each "pair" of limbs as a team, so "both" refers to them
/mob/proc/get_inactive_hand_index()
var/other_hand = 0
if(!(active_hand_index % 2))
other_hand = active_hand_index-1 //finding the matching "left" limb
else
other_hand = active_hand_index+1 //finding the matching "right" limb
if(other_hand < 0 || other_hand > held_items.len)
other_hand = 0
return other_hand
/mob/proc/get_item_for_held_index(i)
if(i > 0 && i <= held_items.len)
return held_items[i]
return null
//Odd = left. Even = right
/mob/proc/held_index_to_dir(i)
if(!(i % 2))
return "r"
return "l"
//Check we have an organ for this hand slot (Dismemberment), Only relevant for humans
/mob/proc/has_hand_for_held_index(i)
return TRUE
//Check we have an organ for our active hand slot (Dismemberment),Only relevant for humans
/mob/proc/has_active_hand()
return has_hand_for_held_index(active_hand_index)
//Finds the first available (null) index OR all available (null) indexes in held_items based on a side.
//Lefts: 1, 3, 5, 7...
//Rights:2, 4, 6, 8...
/mob/proc/get_empty_held_index_for_side(side = LEFT_HANDS, all = FALSE)
var/list/empty_indexes = all ? list() : null
for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
if(!held_items[i])
if(!all)
return i
empty_indexes += i
return empty_indexes
//Same as the above, but returns the first or ALL held *ITEMS* for the side
/mob/proc/get_held_items_for_side(side = LEFT_HANDS, all = FALSE)
var/list/holding_items = all ? list() : null
for(var/i in (side == LEFT_HANDS) ? 1 : 2 to held_items.len step 2)
var/obj/item/I = held_items[i]
if(I)
if(!all)
return I
holding_items += I
return holding_items
/mob/proc/get_empty_held_indexes()
var/list/L
for(var/i in 1 to held_items.len)
if(!held_items[i])
LAZYADD(L, i)
return L
/mob/proc/get_held_index_of_item(obj/item/I)
return held_items.Find(I)
///Find number of held items, multihand compatible
/mob/proc/get_num_held_items()
. = 0
for(var/i in 1 to held_items.len)
if(held_items[i])
.++
//Sad that this will cause some overhead, but the alias seems necessary
//*I* may be happy with a million and one references to "indexes" but others won't be
/mob/proc/is_holding(obj/item/I)
return get_held_index_of_item(I)
//Checks if we're holding an item of type: typepath
/mob/proc/is_holding_item_of_type(typepath)
for(var/obj/item/I in held_items)
if(istype(I, typepath))
return I
return FALSE
//Checks if we're holding a tool that has given quality
//Returns the tool that has the best version of this quality
/mob/proc/is_holding_tool_quality(quality)
var/obj/item/best_item
var/best_quality = INFINITY
for(var/obj/item/I in held_items)
if(I.tool_behaviour == quality && I.toolspeed < best_quality)
best_item = I
best_quality = I.toolspeed
return best_item
//To appropriately fluff things like "they are holding [I] in their [get_held_index_name(get_held_index_of_item(I))]"
//Can be overridden to pass off the fluff to something else (eg: science allowing people to add extra robotic limbs, and having this proc react to that
// with say "they are holding [I] in their Nanotrasen Brand Utility Arm - Right Edition" or w/e
/mob/proc/get_held_index_name(i)
var/list/hand = list()
if(i > 2)
hand += "upper "
var/num = 0
if(!(i % 2))
num = i-2
hand += "right hand"
else
num = i-1
hand += "left hand"
num -= (num*0.5)
if(num > 1) //"upper left hand #1" seems weird, but "upper left hand #2" is A-ok
hand += " #[num]"
return hand.Join()
//Returns if a certain item can be equipped to a certain slot.
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, ignore_equipped = FALSE, indirect_action = FALSE)
return FALSE
/mob/proc/can_put_in_hand(I, hand_index)
if(hand_index > held_items.len)
return FALSE
if(!put_in_hand_check(I))
return FALSE
if(!has_hand_for_held_index(hand_index))
return FALSE
return !held_items[hand_index]
/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE)
if(hand_index == null || !held_items.len || (!forced && !can_put_in_hand(I, hand_index)))
return FALSE
if(isturf(I.loc) && !ignore_anim)
I.do_pickup_animation(src)
if(get_item_for_held_index(hand_index))
dropItemToGround(get_item_for_held_index(hand_index), force = TRUE)
I.forceMove(src)
held_items[hand_index] = I
SET_PLANE_EXPLICIT(I, ABOVE_HUD_PLANE, src)
if(I.pulledby)
I.pulledby.stop_pulling()
if(!I.on_equipped(src, ITEM_SLOT_HANDS))
return FALSE
update_held_items()
I.pixel_x = I.base_pixel_x
I.pixel_y = I.base_pixel_y
if(QDELETED(I)) // this is here because some ABSTRACT items like slappers and circle hands could be moved from hand to hand then delete, which meant you'd have a null in your hand until you cleared it (say, by dropping it)
held_items[hand_index] = null
return FALSE
return hand_index
//Puts the item into the first available left hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(obj/item/I)
return put_in_hand(I, get_empty_held_index_for_side(LEFT_HANDS))
//Puts the item into the first available right hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_r_hand(obj/item/I)
return put_in_hand(I, get_empty_held_index_for_side(RIGHT_HANDS))
/mob/proc/put_in_hand_check(obj/item/I)
return FALSE //nonliving mobs don't have hands
/mob/living/put_in_hand_check(obj/item/I)
if(istype(I) && ((mobility_flags & MOBILITY_PICKUP) || (I.item_flags & ABSTRACT)) \
&& !(SEND_SIGNAL(src, COMSIG_LIVING_TRY_PUT_IN_HAND, I) & COMPONENT_LIVING_CANT_PUT_IN_HAND))
return TRUE
return FALSE
//Puts the item into our active hand if possible. returns TRUE on success.
/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE)
return put_in_hand(I, active_hand_index, forced, ignore_animation)
//Puts the item into our inactive hand if possible, returns TRUE on success
/mob/proc/put_in_inactive_hand(obj/item/I, forced = FALSE)
return put_in_hand(I, get_inactive_hand_index(), forced)
//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
//If both fail it drops it on the floor (or nearby tables if germ sensitive) and returns FALSE.
//This is probably the main one you need to know :)
/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE, ignore_animation = TRUE)
if(QDELETED(I))
return FALSE
// If the item is a stack and we're already holding a stack then merge
if (isstack(I))
var/obj/item/stack/item_stack = I
var/obj/item/stack/active_stack = get_active_held_item()
if (item_stack.is_zero_amount(delete_if_zero = TRUE))
return FALSE
if (merge_stacks)
if (istype(active_stack) && active_stack.can_merge(item_stack, inhand = TRUE))
if (item_stack.merge(active_stack))
to_chat(usr, span_notice("Your [active_stack.name] stack now contains [active_stack.get_amount()] [active_stack.singular_name]\s."))
return TRUE
else
var/obj/item/stack/inactive_stack = get_inactive_held_item()
if (istype(inactive_stack) && inactive_stack.can_merge(item_stack, inhand = TRUE))
if (item_stack.merge(inactive_stack))
to_chat(usr, span_notice("Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s."))
return TRUE
if(put_in_active_hand(I, forced, ignore_animation))
return TRUE
var/hand = get_empty_held_index_for_side(LEFT_HANDS)
if(!hand)
hand = get_empty_held_index_for_side(RIGHT_HANDS)
if(hand)
if(put_in_hand(I, hand, forced, ignore_animation))
return TRUE
if(del_on_fail)
qdel(I)
return FALSE
// Failed to put in hands - drop the item
var/atom/location = drop_location()
// Try dropping on nearby tables if germ sensitive (except table behind you)
if(HAS_TRAIT(I, TRAIT_GERM_SENSITIVE))
var/list/dirs = list( // All dirs in clockwise order
NORTH,
NORTHEAST,
EAST,
SOUTHEAST,
SOUTH,
SOUTHWEST,
WEST,
NORTHWEST,
)
var/dir_count = dirs.len
var/facing_dir_index = dirs.Find(dir)
var/cw_index = facing_dir_index
var/ccw_index = facing_dir_index
var/list/turfs_ordered = list(get_step(src, dir))
// Build ordered list of turfs starting from the front facing
for(var/i in 1 to ROUND_UP(dir_count/2) - 1)
cw_index++
if(cw_index > dir_count)
cw_index = 1
turfs_ordered += get_step(src, dirs[cw_index]) // Add next tile on your right
ccw_index--
if(ccw_index <= 0)
ccw_index = dir_count
turfs_ordered += get_step(src, dirs[ccw_index]) // Add next tile on your left
// Check tables on these turfs
for(var/turf in turfs_ordered)
if(locate(/obj/structure/table) in turf || locate(/obj/structure/rack) in turf || locate(/obj/machinery/icecream_vat) in turf)
location = turf
break
I.forceMove(location)
I.layer = initial(I.layer)
SET_PLANE_EXPLICIT(I, initial(I.plane), location)
I.dropped(src)
return FALSE
/// Returns true if a mob is holding something
/mob/proc/is_holding_items()
return !!locate(/obj/item) in held_items
/mob/proc/drop_all_held_items()
. = FALSE
for(var/obj/item/I in held_items)
. |= dropItemToGround(I)
//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
/mob/proc/canUnEquip(obj/item/I, force)
if(!I)
return TRUE
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
return FALSE
return TRUE
/mob/proc/putItemFromInventoryInHandIfPossible(obj/item/I, hand_index, force_removal = FALSE)
if(!can_put_in_hand(I, hand_index))
return FALSE
if(!temporarilyRemoveItemFromInventory(I, force_removal))
return FALSE
I.remove_item_from_storage(src)
if(!put_in_hand(I, hand_index))
qdel(I)
CRASH("Assertion failure: putItemFromInventoryInHandIfPossible") //should never be possible
return TRUE
//The following functions are the same save for one small difference
/**
* Used to drop an item (if it exists) to the ground.
* * Will pass as TRUE is successfully dropped, or if there is no item to drop.
* * Will pass FALSE if the item can not be dropped due to TRAIT_NODROP via doUnEquip()
* If the item can be dropped, it will be forceMove()'d to the ground and the turf's Entered() will be called.
*/
/mob/proc/dropItemToGround(obj/item/I, force = FALSE, silent = FALSE, invdrop = TRUE)
if (isnull(I))
return TRUE
SEND_SIGNAL(src, COMSIG_MOB_DROPPING_ITEM)
. = doUnEquip(I, force, drop_location(), FALSE, invdrop = invdrop, silent = silent)
if(!. || !I) //ensure the item exists and that it was dropped properly.
return
if(!(I.item_flags & NO_PIXEL_RANDOM_DROP))
I.pixel_x = I.base_pixel_x + rand(-6, 6)
I.pixel_y = I.base_pixel_y + rand(-6, 6)
I.do_drop_animation(src)
//for when the item will be immediately placed in a loc other than the ground
/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE, silent = TRUE)
. = doUnEquip(I, force, newloc, FALSE, silent = silent)
I.do_drop_animation(src)
//visibly unequips I but it is NOT MOVED AND REMAINS IN SRC
//item MUST BE FORCEMOVE'D OR QDEL'D
/mob/proc/temporarilyRemoveItemFromInventory(obj/item/I, force = FALSE, idrop = TRUE)
return doUnEquip(I, force, null, TRUE, idrop, silent = TRUE)
//DO NOT CALL THIS PROC
//use one of the above 3 helper procs
//you may override it, but do not modify the args
/mob/proc/doUnEquip(obj/item/I, force, atom/newloc, no_move, invdrop = TRUE, silent = FALSE) //Force overrides TRAIT_NODROP for things like wizarditis and admin undress.
//Use no_move if the item is just gonna be immediately moved afterward
//Invdrop is used to prevent stuff in pockets dropping. only set to false if it's going to immediately be replaced
PROTECTED_PROC(TRUE)
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for TRAIT_NODROP.
return TRUE
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
return FALSE
if((SEND_SIGNAL(I, COMSIG_ITEM_PRE_UNEQUIP, force, newloc, no_move, invdrop, silent) & COMPONENT_ITEM_BLOCK_UNEQUIP) && !force)
return FALSE
var/hand_index = get_held_index_of_item(I)
if(hand_index)
held_items[hand_index] = null
update_held_items()
if(I)
if(client)
client.screen -= I
I.layer = initial(I.layer)
SET_PLANE_EXPLICIT(I, initial(I.plane), newloc)
I.appearance_flags &= ~NO_CLIENT_COLOR
if(!no_move && !(I.item_flags & DROPDEL)) //item may be moved/qdel'd immedietely, don't bother moving it
if (isnull(newloc))
I.moveToNullspace()
else
I.forceMove(newloc)
I.dropped(src, silent)
SEND_SIGNAL(I, COMSIG_ITEM_POST_UNEQUIP, force, newloc, no_move, invdrop, silent)
SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, I, force, newloc, no_move, invdrop, silent)
return TRUE
/**
* Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)
*
* Argument(s):
* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
* * Optional - include_accessories (TRUE/FALSE), whether or not to include the accessories in the returned list
*/
/mob/living/proc/get_equipped_items(include_pockets = FALSE, include_accessories = FALSE)
var/list/items = list()
for(var/obj/item/item_contents in contents)
if(item_contents.item_flags & IN_INVENTORY)
items += item_contents
items -= held_items
return items
/**
* Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
*
* Argument(s):
* * Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
* * Optional - include_accessories (TRUE/FALSE), whether or not to include the accessories in the returned list
*/
/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE, include_accessories = FALSE)
var/list/items = ..()
if(!include_pockets)
items -= list(l_store, r_store, s_store)
if(include_accessories && w_uniform)
var/obj/item/clothing/under/worn_under = w_uniform
items += worn_under.attached_accessories
return items
/mob/living/proc/unequip_everything()
var/list/items = list()
items |= get_equipped_items(include_pockets = TRUE)
for(var/I in items)
dropItemToGround(I)
drop_all_held_items()
/mob/living/carbon/proc/check_obscured_slots(transparent_protection)
var/obscured = NONE
var/hidden_slots = NONE
for(var/obj/item/I in get_all_worn_items())
hidden_slots |= I.flags_inv
if(transparent_protection)
hidden_slots |= I.transparent_protection
if(hidden_slots & HIDENECK)
obscured |= ITEM_SLOT_NECK
if(hidden_slots & HIDEMASK)
obscured |= ITEM_SLOT_MASK
if(hidden_slots & HIDEEYES)
obscured |= ITEM_SLOT_EYES
if(hidden_slots & HIDEEARS)
obscured |= ITEM_SLOT_EARS
if(hidden_slots & HIDEGLOVES)
obscured |= ITEM_SLOT_GLOVES
if(hidden_slots & HIDEJUMPSUIT)
obscured |= ITEM_SLOT_ICLOTHING
if(hidden_slots & HIDESHOES)
obscured |= ITEM_SLOT_FEET
if(hidden_slots & HIDESUITSTORAGE)
obscured |= ITEM_SLOT_SUITSTORE
if(hidden_slots & HIDEHEADGEAR)
obscured |= ITEM_SLOT_HEAD
return obscured
/obj/item/proc/equip_to_best_slot(mob/M)
if(M.equip_to_appropriate_slot(src))
M.update_held_items()
return TRUE
else
if(equip_delay_self)
return
if(M.active_storage?.attempt_insert(src, M))
return TRUE
var/list/obj/item/possible = list(M.get_inactive_held_item(), M.get_item_by_slot(ITEM_SLOT_BELT), M.get_item_by_slot(ITEM_SLOT_DEX_STORAGE), M.get_item_by_slot(ITEM_SLOT_BACK))
for(var/i in possible)
if(!i)
continue
var/obj/item/I = i
if(I.atom_storage?.attempt_insert(src, M))
return TRUE
to_chat(M, span_warning("You are unable to equip that!"))
return FALSE
/mob/verb/quick_equip()
set name = "quick-equip"
set hidden = TRUE
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(execute_quick_equip)))
/// Safely drop everything, without deconstructing the mob
/mob/proc/drop_everything(del_on_drop, force, del_if_nodrop)
. = list()
for(var/obj/item/item in src)
if(!dropItemToGround(item, force))
if(del_if_nodrop && !(item.item_flags & ABSTRACT))
qdel(item)
if(del_on_drop)
qdel(item)
//Anything thats not deleted and isn't in the mob, so everything that is succesfully dropped to the ground, is returned
if(!QDELETED(item) && !(item in src))
. += item
///proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded
/mob/proc/execute_quick_equip()
var/obj/item/I = get_active_held_item()
if(!I)
to_chat(src, span_warning("You are not holding anything to equip!"))
return
if (temporarilyRemoveItemFromInventory(I) && !QDELETED(I))
if(I.equip_to_best_slot(src))
return
if(put_in_active_hand(I))
return
I.forceMove(drop_location())
//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
/mob/proc/getBackSlot()
return ITEM_SLOT_BACK
/mob/proc/getBeltSlot()
return ITEM_SLOT_BELT
//Inventory.dm is -kind of- an ok place for this I guess
//This is NOT for dismemberment, as the user still technically has 2 "hands"
//This is for multi-handed mobs, such as a human with a third limb installed
//This is a very rare proc to call (besides admin fuckery) so
//any cost it has isn't a worry
/mob/proc/change_number_of_hands(amt)
if(amt < held_items.len)
for(var/i in held_items.len to amt step -1)
dropItemToGround(held_items[i])
held_items.len = amt
if(hud_used)
hud_used.build_hand_slots()
/mob/living/carbon/human/change_number_of_hands(amt)
var/old_limbs = held_items.len
if(amt < old_limbs)
for(var/i in hand_bodyparts.len to amt step -1)
var/obj/item/bodypart/BP = hand_bodyparts[i]
BP.dismember()
hand_bodyparts[i] = null
hand_bodyparts.len = amt
else if(amt > old_limbs)
hand_bodyparts.len = amt
for(var/i in old_limbs+1 to amt)
var/path = /obj/item/bodypart/arm/left
if(!(i % 2))
path = /obj/item/bodypart/arm/right
var/obj/item/bodypart/BP = new path ()
BP.held_index = i
BP.try_attach_limb(src, TRUE)
hand_bodyparts[i] = BP
..() //Don't redraw hands until we have organs for them
//GetAllContents that is reasonable and not stupid
/mob/living/proc/get_all_gear()
var/list/processing_list = get_equipped_items(include_pockets = TRUE, include_accessories = TRUE) + held_items
list_clear_nulls(processing_list) // handles empty hands
var/i = 0
while(i < length(processing_list))
var/atom/A = processing_list[++i]
if(A.atom_storage)
processing_list += A.atom_storage.return_inv()
return processing_list
/// Returns a list of things that the provided mob has, including any storage-capable implants.
/mob/living/proc/gather_belongings()
var/list/belongings = get_all_gear()
for (var/obj/item/implant/storage/internal_bag in implants)
belongings += internal_bag.contents
return belongings