Files
Bubberstation/code/modules/mining/fulton.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

250 lines
8.5 KiB
Plaintext

GLOBAL_LIST_EMPTY(total_extraction_beacons)
/obj/item/extraction_pack
name = "fulton extraction pack"
desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_pack"
w_class = WEIGHT_CLASS_NORMAL
/// Beacon weakref
var/datum/weakref/beacon_ref
/// List of networks
var/list/beacon_networks = list("station")
/// Number of uses left
var/uses_left = 3
/// Can be used indoors
var/can_use_indoors
/// Can be used on living creatures
var/safe_for_living_creatures = TRUE
/// Maximum force that can be used to extract
var/max_force_fulton = MOVE_FORCE_STRONG
/obj/item/extraction_pack/examine()
. = ..()
. += span_infoplain("It has [uses_left] use\s remaining.")
var/obj/structure/extraction_point/beacon = beacon_ref?.resolve()
if(isnull(beacon))
beacon_ref = null
. += span_infoplain("It is not linked to a beacon.")
return
. += span_infoplain("It is linked to [beacon.name].")
/obj/item/extraction_pack/attack_self(mob/user)
var/list/possible_beacons = list()
for(var/datum/weakref/point_ref as anything in GLOB.total_extraction_beacons)
var/obj/structure/extraction_point/extraction_point = point_ref.resolve()
if(isnull(extraction_point))
GLOB.total_extraction_beacons.Remove(point_ref)
if(extraction_point.beacon_network in beacon_networks)
possible_beacons += extraction_point
if(!length(possible_beacons))
balloon_alert(user, "no beacons")
return
var/chosen_beacon = tgui_input_list(user, "Beacon to connect to", "Balloon Extraction Pack", sort_names(possible_beacons))
if(isnull(chosen_beacon))
return
beacon_ref = WEAKREF(chosen_beacon)
balloon_alert(user, "linked!")
/obj/item/extraction_pack/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!ismovable(interacting_with))
return NONE
if(!isturf(interacting_with.loc)) // no extracting stuff inside other stuff
return NONE
var/atom/movable/thing = interacting_with
if(thing.anchored)
return NONE
. = ITEM_INTERACT_BLOCKING
var/obj/structure/extraction_point/beacon = beacon_ref?.resolve()
if(isnull(beacon))
balloon_alert(user, "not linked!")
beacon_ref = null
return .
if(!can_use_indoors)
var/area/area = get_area(thing)
if(!area.outdoors)
balloon_alert(user, "not outdoors!")
return .
if(!safe_for_living_creatures && check_for_living_mobs(thing))
to_chat(user, span_warning("[src] is not safe for use with living creatures, they wouldn't survive the trip back!"))
balloon_alert(user, "not safe!")
return .
if(thing.move_resist > max_force_fulton)
balloon_alert(user, "too heavy!")
return .
balloon_alert_to_viewers("attaching...")
playsound(thing, 'sound/items/zip.ogg', vol = 50, vary = TRUE)
if(isliving(thing))
var/mob/living/creature = thing
if(creature.mind)
to_chat(thing, span_userdanger("You are being extracted! Stand still to proceed."))
if(!do_after(user, 5 SECONDS, target = thing))
return .
balloon_alert_to_viewers("extracting!")
if(loc == user && ishuman(user))
var/mob/living/carbon/human/human_user = user
human_user.back?.atom_storage?.attempt_insert(src, user, force = STORAGE_SOFT_LOCKED)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, thing, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(thing))
var/mob/living/creature = thing
creature.Paralyze(32 SECONDS) // Keep them from moving during the duration of the extraction
if(creature.buckled)
creature.buckled.unbuckle_mob(creature, TRUE) // Unbuckle them to prevent anchoring problems
else
thing.set_anchored(TRUE)
thing.set_density(FALSE)
var/obj/effect/extraction_holder/holder_obj = new(get_turf(thing))
holder_obj.appearance = thing.appearance
thing.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(0.4 SECONDS)
balloon = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', vol = 50, vary = TRUE, extrarange = -3)
animate(holder_obj, pixel_z = 10, time = 2 SECONDS, flags = ANIMATION_RELATIVE)
animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
sleep(6 SECONDS)
playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', vol = 50, vary = TRUE, extrarange = -3)
animate(holder_obj, pixel_z = 1000, time = 3 SECONDS, flags = ANIMATION_RELATIVE)
if(ishuman(thing))
var/mob/living/carbon/human/creature = thing
creature.SetUnconscious(0)
creature.remove_status_effect(/datum/status_effect/drowsiness)
creature.SetSleeping(0)
sleep(3 SECONDS)
var/turf/flooring_near_beacon = list()
var/turf/beacon_turf = get_turf(beacon)
for(var/turf/floor as anything in RANGE_TURFS(1, beacon_turf))
if(!floor.is_blocked_turf())
flooring_near_beacon += floor
if(!length(flooring_near_beacon))
flooring_near_beacon += beacon_turf
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = -990, time = 5 SECONDS, flags = ANIMATION_RELATIVE)
animate(pixel_z = 5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
animate(pixel_z = -5, time = 1 SECONDS, flags = ANIMATION_RELATIVE)
sleep(7 SECONDS)
balloon3 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(0.4 SECONDS)
holder_obj.cut_overlay(balloon3)
thing.set_anchored(FALSE) // An item has to be unanchored to be extracted in the first place.
thing.set_density(initial(thing.density))
animate(holder_obj, pixel_z = -10, time = 0.5 SECONDS, flags = ANIMATION_RELATIVE)
sleep(0.5 SECONDS)
thing.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/item/fulton_core
name = "extraction beacon assembly kit"
desc = "When built, emits a signal which fulton recovery devices can lock onto. Activate in hand to unfold into a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "folded_extraction"
/obj/item/fulton_core/attack_self(mob/user)
if(do_after(user, 1.5 SECONDS, target = user) && !QDELETED(src))
new /obj/structure/extraction_point(get_turf(user))
playsound(src, 'sound/items/deconstruct.ogg', vol = 50, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE)
qdel(src)
/obj/structure/extraction_point
name = "fulton recovery beacon"
desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_point"
anchored = TRUE
density = FALSE
obj_flags = CAN_BE_HIT | UNIQUE_RENAME
var/beacon_network = "station"
/obj/structure/extraction_point/Initialize(mapload)
. = ..()
name += " ([rand(100,999)]) ([get_area_name(src, TRUE)])"
GLOB.total_extraction_beacons.Add(WEAKREF(src))
update_appearance(UPDATE_OVERLAYS)
/obj/structure/extraction_point/attack_hand(mob/living/user, list/modifiers)
. = ..()
balloon_alert_to_viewers("undeploying...")
if(!do_after(user, 1.5 SECONDS, src))
return
new /obj/item/fulton_core(drop_location())
playsound(src, 'sound/items/deconstruct.ogg', vol = 50, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE)
qdel(src)
/obj/structure/extraction_point/update_overlays()
. = ..()
. += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
/obj/effect/extraction_holder
name = "extraction holder"
desc = "you shouldn't see this"
var/atom/movable/stored_obj
/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return TRUE
for(var/thing in A.get_all_contents())
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return TRUE
return FALSE
/obj/effect/extraction_holder/singularity_act()
return
/obj/effect/extraction_holder/singularity_pull()
return
/obj/item/extraction_pack/syndicate
name = "syndicate fulton extraction pack"
can_use_indoors = TRUE