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