mirror of
https://github.com/Bubberstation/Bubberstation.git
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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 /🆑
211 lines
6.7 KiB
Plaintext
211 lines
6.7 KiB
Plaintext
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/*
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* Wrapping Paper
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*/
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/obj/item/stack/wrapping_paper
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name = "wrapping paper"
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desc = "Wrap packages with this festive paper to make gifts."
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icon = 'icons/obj/stack_objects.dmi'
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icon_state = "wrap_paper"
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inhand_icon_state = "wrap_paper"
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greyscale_config = /datum/greyscale_config/wrap_paper
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item_flags = NOBLUDGEON
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amount = 25
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max_amount = 25
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resistance_flags = FLAMMABLE
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merge_type = /obj/item/stack/wrapping_paper
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singular_name = "wrapping paper"
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/obj/item/stack/wrapping_paper/Initialize(mapload)
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. = ..()
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if(!greyscale_colors)
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//Generate random valid colors for paper and ribbon
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var/generated_base_color = "#" + random_color()
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var/generated_ribbon_color = "#" + random_color()
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var/list/base_hsv = rgb2hsv(generated_base_color)
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var/list/ribbon_hsv = rgb2hsv(generated_ribbon_color)
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//If colors are too dark, set to original colors
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if(base_hsv[3] < 50)
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generated_base_color = COLOR_VIBRANT_LIME
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if(ribbon_hsv[3] < 50)
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generated_ribbon_color = COLOR_RED
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//Set layers to these colors, base then ribbon
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set_greyscale(colors = list(generated_base_color, generated_ribbon_color))
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/obj/item/stack/wrapping_paper/click_alt(mob/user)
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var/new_base = input(user, "", "Select a base color", color) as color
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var/new_ribbon = input(user, "", "Select a ribbon color", color) as color
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if(!new_base || !new_ribbon)
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return CLICK_ACTION_BLOCKING
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set_greyscale(colors = list(new_base, new_ribbon))
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return CLICK_ACTION_SUCCESS
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//preset wrapping paper meant to fill the original color configuration
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/obj/item/stack/wrapping_paper/xmas
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greyscale_colors = "#00FF00#FF0000"
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/obj/item/stack/wrapping_paper/use(used, transfer, check = TRUE)
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var/turf/T = get_turf(src)
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. = ..()
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if(QDELETED(src) && !transfer)
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new /obj/item/c_tube(T)
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/obj/item/stack/wrapping_paper/small
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desc = "Wrap packages with this festive paper to make gifts. This roll looks a bit skimpy."
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amount = 10
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merge_type = /obj/item/stack/wrapping_paper/small
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/*
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* Package Wrap
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*/
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/obj/item/stack/package_wrap
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name = "package wrapper"
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singular_name = "wrapping sheet"
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desc = "You can use this to wrap items in."
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icon = 'icons/obj/stack_objects.dmi'
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icon_state = "deliveryPaper"
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item_flags = NOBLUDGEON
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amount = 25
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max_amount = 25
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resistance_flags = FLAMMABLE
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grind_results = list(/datum/reagent/cellulose = 5)
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merge_type = /obj/item/stack/package_wrap
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/obj/item/stack/package_wrap/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] begins wrapping [user.p_them()]self in \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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if(use(3))
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var/obj/item/delivery/big/parcel = new(get_turf(user.loc))
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parcel.base_icon_state = "deliverypackage5"
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parcel.update_icon()
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user.forceMove(parcel)
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parcel.add_fingerprint(user)
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return OXYLOSS
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else
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balloon_alert(user, "not enough paper!")
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return SHAME
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/obj/item/proc/can_be_package_wrapped() //can the item be wrapped with package wrapper into a delivery package
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return TRUE
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/obj/item/storage/can_be_package_wrapped()
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return FALSE
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/obj/item/storage/box/can_be_package_wrapped()
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return TRUE
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/obj/item/delivery/can_be_package_wrapped()
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return FALSE
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/obj/item/stack/package_wrap/storage_insert_on_interaction(datum/storage, atom/storage_holder, mob/user)
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if(isitem(storage_holder))
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// Don't insert if the target can be wrapped
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var/obj/item/item = storage_holder
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return !item.can_be_package_wrapped()
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return TRUE
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/obj/item/stack/package_wrap/interact_with_atom(obj/interacting_with, mob/living/user, list/modifiers)
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if(!isobj(interacting_with))
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return NONE
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if(interacting_with.anchored)
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return NONE
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if(isitem(interacting_with))
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var/obj/item/item = interacting_with
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if(!item.can_be_package_wrapped())
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balloon_alert(user, "can't be wrapped!")
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return ITEM_INTERACT_BLOCKING
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if(user.is_holding(item))
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if(!user.dropItemToGround(item))
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return ITEM_INTERACT_BLOCKING
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else if(!isturf(item.loc))
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return ITEM_INTERACT_BLOCKING
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if(use(1))
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var/obj/item/delivery/small/parcel = new(get_turf(item.loc))
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if(user.Adjacent(item))
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parcel.add_fingerprint(user)
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item.add_fingerprint(user)
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user.put_in_hands(parcel)
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item.forceMove(parcel)
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var/size = round(item.w_class)
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parcel.name = "[weight_class_to_text(size)] parcel"
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parcel.update_weight_class(size)
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size = min(size, 5)
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parcel.base_icon_state = "deliverypackage[size]"
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parcel.update_icon()
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else
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return ITEM_INTERACT_BLOCKING
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else if(istype(interacting_with, /obj/structure/closet))
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var/obj/structure/closet/closet = interacting_with
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if(closet.opened)
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balloon_alert(user, "can't wrap while open!")
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return ITEM_INTERACT_BLOCKING
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if(!closet.delivery_icon) //no delivery icon means unwrappable closet (e.g. body bags)
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balloon_alert(user, "can't wrap!")
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return ITEM_INTERACT_BLOCKING
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if(use(3))
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var/obj/item/delivery/big/parcel = new(get_turf(closet.loc))
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parcel.base_icon_state = closet.delivery_icon
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parcel.update_icon()
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parcel.drag_slowdown = closet.drag_slowdown
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closet.forceMove(parcel)
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parcel.add_fingerprint(user)
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closet.add_fingerprint(user)
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else
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balloon_alert(user, "not enough paper!")
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return ITEM_INTERACT_BLOCKING
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else if(istype(interacting_with, /obj/machinery/portable_atmospherics))
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var/obj/machinery/portable_atmospherics/portable_atmospherics = interacting_with
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if(portable_atmospherics.anchored)
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balloon_alert(user, "can't wrap while anchored!")
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return ITEM_INTERACT_BLOCKING
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if(use(3))
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var/obj/item/delivery/big/parcel = new(get_turf(portable_atmospherics.loc))
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parcel.base_icon_state = "deliverybox"
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parcel.update_icon()
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parcel.drag_slowdown = portable_atmospherics.drag_slowdown
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portable_atmospherics.forceMove(parcel)
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parcel.add_fingerprint(user)
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portable_atmospherics.add_fingerprint(user)
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else
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balloon_alert(user, "not enough paper!")
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return ITEM_INTERACT_BLOCKING
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else
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balloon_alert(user, "can't wrap!")
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return ITEM_INTERACT_BLOCKING
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user.visible_message(span_notice("[user] wraps [interacting_with]."))
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user.log_message("has used [name] on [key_name(interacting_with)]", LOG_ATTACK, color="blue")
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return ITEM_INTERACT_SUCCESS
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/obj/item/stack/package_wrap/use(used, transfer = FALSE, check = TRUE)
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var/turf/T = get_turf(src)
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. = ..()
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if(QDELETED(src) && !transfer)
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new /obj/item/c_tube(T)
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/obj/item/stack/package_wrap/small
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desc = "You can use this to wrap items in. This roll looks a bit skimpy."
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w_class = WEIGHT_CLASS_SMALL
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amount = 5
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merge_type = /obj/item/stack/package_wrap/small
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/obj/item/c_tube
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name = "cardboard tube"
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desc = "A tube... of cardboard."
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icon = 'icons/obj/stack_objects.dmi'
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icon_state = "c_tube"
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inhand_icon_state = "c_tube"
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 5
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