Files
Bubberstation/code/game/objects/items/devices/lightreplacer.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

340 lines
12 KiB
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// Light Replacer (LR)
//
// ABOUT THE DEVICE
//
// This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
// allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
// they don't have hands or a way to replace lightbulbs.
//
// HOW IT WORKS
//
// You attack a light fixture with it, if the light fixture is broken it will replace the
// light fixture with a working light; the broken light is then placed on the floor for the
// user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
//
// HOW TO REFILL THE DEVICE
//
// It will need to be manually refilled with lights.
// If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
//
// EMAGGED FEATURES
//
// I'm not sure everyone will react the emag's features so please say what your opinions are of it. (I'm pretty sure the players like it)
//
// When emagged it will rig every light it replaces with plasma, which will slowly heat up and ignite while the light is on.
// This is VERY noticable, even the device's name changes when you emag it so if anyone
// examines you when you're holding it in your hand, you will be discovered.
//
#define GLASS_SHEET_USES 5
#define LIGHTBULB_COST 1
#define BULB_SHARDS_REQUIRED 4
/obj/item/lightreplacer
name = "light replacer"
desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
icon = 'icons/obj/service/janitor.dmi'
icon_state = "lightreplacer"
inhand_icon_state = "electronic"
worn_icon_state = "light_replacer"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 8
/// How many uses does our light replacer have?
var/uses = 10
/// The maximum number of lights this replacer can hold
var/max_uses = 20
/// The light replacer's charge increment (used for adding to cyborg light replacers)
var/charge = 1
/// Eating used bulbs gives us bulb shards. Requires BULB_SHARDS_MAXIMUM to produce a new light.
var/bulb_shards = 0
/// whether it is "bluespace powered" (can be used at a range)
var/bluespace_toggle = FALSE
/obj/item/lightreplacer/examine(mob/user)
. = ..()
. += status_string()
/obj/item/lightreplacer/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return do_action(interacting_with, user) ? ITEM_INTERACT_SUCCESS : NONE
/obj/item/lightreplacer/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
// has no bluespace capabilities
if(!bluespace_toggle)
return NONE
// target not in range
if(interacting_with.z != user.z)
return NONE
// target not in view
if(!(interacting_with in view(7, get_turf(user))))
user.balloon_alert(user, "out of range!")
return ITEM_INTERACT_BLOCKING
//replace lights & stuff
return do_action(interacting_with, user) ? ITEM_INTERACT_SUCCESS : NONE
/obj/item/lightreplacer/attackby(obj/item/insert, mob/user, params)
. = ..()
if(uses >= max_uses)
user.balloon_alert(user, "already full!")
return TRUE
if(istype(insert, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/glass_to_insert = insert
if(glass_to_insert.use(LIGHTBULB_COST))
add_uses(GLASS_SHEET_USES)
user.balloon_alert(user, "glass inserted")
else
user.balloon_alert(user, "need [LIGHTBULB_COST] glass sheets!")
return TRUE
if(insert.type == /obj/item/shard) //we don't want to insert plasma, titanium or other types of shards
if(!user.temporarilyRemoveItemFromInventory(insert))
user.balloon_alert(user, "stuck in your hand!")
return TRUE
if(!add_shard(user)) //add_shard will display a message if it created a bulb from the shard so only display message when that does not happen
user.balloon_alert(user, "shard inserted")
qdel(insert)
return TRUE
if(istype(insert, /obj/item/light))
var/obj/item/light/light_to_insert = insert
//remove from player's hand
if(!user.temporarilyRemoveItemFromInventory(light_to_insert))
user.balloon_alert(user, "stuck in your hand!")
return TRUE
//insert light. display message only if adding a shard did not create a new bulb else the messages will conflict
var/display_msg = TRUE
if(light_to_insert.status == LIGHT_OK)
add_uses(1)
else if(add_shard(user))
display_msg = FALSE
if(display_msg)
user.balloon_alert(user, "light inserted")
qdel(light_to_insert)
return TRUE
if(istype(insert, /obj/item/storage))
var/replaced_something = FALSE
var/loaded = FALSE
var/obj/item/storage/storage_to_empty = insert
for(var/obj/item/item_to_check in storage_to_empty.contents)
//reached max capacity during insertion
if(src.uses >= max_uses)
break
//consume the item only if it's an light tube,bulb or shard
loaded = FALSE
if(istype(item_to_check, /obj/item/light))
var/obj/item/light/found_light = item_to_check
if(found_light.status == LIGHT_OK)
add_uses(1)
else
add_shard(user)
loaded = TRUE
else if(istype(item_to_check, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/glass_to_insert = item_to_check
if(glass_to_insert.use(LIGHTBULB_COST))
add_uses(GLASS_SHEET_USES)
loaded = TRUE
else if(item_to_check.type == /obj/item/shard)
add_shard(user)
loaded = TRUE
//if item was loaded delete it
if(loaded)
qdel(item_to_check)
replaced_something = TRUE
if(!replaced_something)
if(uses == max_uses)
user.balloon_alert(user, "already full!")
else
user.balloon_alert(user, "nothing usable in [storage_to_empty]!")
return TRUE
user.balloon_alert(user, "lights inserted")
return TRUE
/obj/item/lightreplacer/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
playsound(loc, SFX_SPARKS, 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
update_appearance()
to_chat(user, span_warning("[src]'s lights are now filled with plasma! Be careful to only install them in disabled light fixtures, lest they explode!"))
return FALSE
/obj/item/lightreplacer/update_name(updates)
. = ..()
name = (obj_flags & EMAGGED) ? "shortcircuited [initial(name)]" : initial(name)
/obj/item/lightreplacer/update_icon_state()
icon_state = "[initial(icon_state)][(obj_flags & EMAGGED ? "-emagged" : "")]"
return ..()
/obj/item/lightreplacer/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, obj_flags))
update_appearance()
else if(vname == NAMEOF(src, uses))
uses = clamp(vval, 0, max_uses)
return TRUE
else if(vname == NAMEOF(src, max_uses))
if(vval <= 0)
return FALSE
max_uses = vval
uses = clamp(uses, 0, max_uses)
return TRUE
else if(vname == NAMEOF(src, bulb_shards))
if(vval <= 0)
return FALSE
add_uses(round(vval / BULB_SHARDS_REQUIRED))
bulb_shards = vval % BULB_SHARDS_REQUIRED
return TRUE
return ..()
/obj/item/lightreplacer/attack_self(mob/user)
var/on_a_light = FALSE //For if we are on the same tile as a light when we do this
for(var/obj/machinery/light/target in user.loc)
replace_light(target, user)
on_a_light = TRUE
if(!on_a_light) //So we dont give a ballon alert when we just used replace_light
user.balloon_alert(user, "[uses] lights, [bulb_shards]/[BULB_SHARDS_REQUIRED] fragments")
/**
* attempts to fix lights, flood lights & lights on a turf
* Arguments
* * target - the target we are trying to fix
* * user - the mob performing this action
* returns TRUE if the target was valid[light, floodlight or turf] regardless if any light's were fixed or not
*/
/obj/item/lightreplacer/proc/do_action(atom/target, mob/user)
// if we are attacking an light fixture then replace it directly
if(istype(target, /obj/machinery/light))
if(replace_light(target, user) && bluespace_toggle)
user.Beam(target, icon_state = "rped_upgrade", time = 0.5 SECONDS)
playsound(src, 'sound/items/pshoom.ogg', 40, 1)
return TRUE
// if we are attacking a floodlight frame finish it
if(istype(target, /obj/structure/floodlight_frame))
var/obj/structure/floodlight_frame/frame = target
if(frame.state == FLOODLIGHT_NEEDS_LIGHTS && Use(user))
new /obj/machinery/power/floodlight(frame.loc)
if(bluespace_toggle)
user.Beam(target, icon_state = "rped_upgrade", time = 0.5 SECONDS)
playsound(src, 'sound/items/pshoom.ogg', 40, 1)
to_chat(user, span_notice("You finish \the [frame] with a light tube."))
qdel(frame)
return TRUE
//attempt to replace all light sources on the turf
if(isturf(target))
var/light_replaced = FALSE
for(var/atom/target_atom in target)
if(replace_light(target_atom, user))
light_replaced = TRUE
if(light_replaced && bluespace_toggle)
user.Beam(target, icon_state = "rped_upgrade", time = 0.5 SECONDS)
playsound(src, 'sound/items/pshoom.ogg', 40, 1)
return TRUE
return FALSE
/obj/item/lightreplacer/proc/status_string()
return "It has [uses] light\s remaining (plus [bulb_shards]/[BULB_SHARDS_REQUIRED] fragment\s)."
/obj/item/lightreplacer/proc/Use(mob/user)
if(uses <= 0)
return FALSE
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
src.add_fingerprint(user)
add_uses(-1)
return TRUE
// Negative numbers will subtract
/obj/item/lightreplacer/proc/add_uses(amount = 1)
uses = clamp(uses + amount, 0, max_uses)
/obj/item/lightreplacer/proc/add_shard(user)
bulb_shards += 1
if(bulb_shards >= BULB_SHARDS_REQUIRED)
bulb_shards = 0
add_uses(1)
to_chat(user, span_notice("\The [src] fabricates a new bulb from the broken glass it has stored. [status_string()]"))
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE)
return TRUE
return FALSE
#define LIGHT_CHARGE_COEFF 30000
/obj/item/lightreplacer/proc/Charge(mob/user, coeff)
charge += coeff
if(charge > LIGHT_CHARGE_COEFF)
add_uses(floor(charge / LIGHT_CHARGE_COEFF))
charge = charge % LIGHT_CHARGE_COEFF
#undef LIGHT_CHARGE_COEFF
/obj/item/lightreplacer/proc/replace_light(obj/machinery/light/target, mob/living/user)
//Confirm that it's a light we're testing, because afterattack runs this for everything on a given turf and will runtime
if(!istype(target))
return FALSE
//If the light source is ok then what are we doing here
if(target.status == LIGHT_OK)
user.balloon_alert(user, "light already installed!")
return FALSE
//Were all out
if(!Use(user))
//This balloon alert text is a little redundant, but I want to avoid a new player "yeah i know the light is empty" moment
user.balloon_alert(user, "light replacer empty!")
return FALSE
//remove any broken light on the fixture & add it as a shard
if(target.status != LIGHT_EMPTY)
add_shard(user)
target.status = LIGHT_EMPTY
target.update()
//create a copy of the light type & copy it's params onto the target
var/obj/item/light/old_light = new target.light_type()
target.status = old_light.status
target.switchcount = old_light.switchcount
target.brightness = old_light.brightness
if(obj_flags & EMAGGED)
target.create_reagents(LIGHT_REAGENT_CAPACITY, SEALED_CONTAINER | TRANSPARENT)
target.reagents.add_reagent(/datum/reagent/toxin/plasma, 10)
target.on = target.has_power()
target.update()
//clean up
qdel(old_light)
return TRUE
/obj/item/lightreplacer/cyborg/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
/obj/item/lightreplacer/blue
name = "bluespace light replacer"
desc = "A modified light replacer that zaps lights into place. Refill with broken or working lightbulbs, or sheets of glass."
icon_state = "lightreplacer_blue"
bluespace_toggle = TRUE
/obj/item/lightreplacer/blue/emag_act()
return FALSE // balancing against longrange explosions
#undef GLASS_SHEET_USES
#undef LIGHTBULB_COST
#undef BULB_SHARDS_REQUIRED