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/**
* Dynamic way to allow holding another item in an inventory slot / hand slot
* with a single static item of the item itself.
*
* Useful for cyborgs and rigsuits and more.
*/
/obj/item/gripper
name = "magnetic gripper"
desc = "A simple grasping tool specialized in construction and engineering work."
description_info = "Ctrl-Clicking on the gripper will drop whatever it is holding.<br>\
Using an object on the gripper will interact with the item inside it, if it exists, instead."
icon = 'icons/obj/device.dmi'
icon_state = "gripper"
item_flags = ITEM_NO_BLUDGEON | ITEM_ENCUMBERS_WHILE_HELD
/// Has a list of items that it can hold.
var/list/can_hold
/// currently held item
VAR_PRIVATE/obj/item/wrapped
var/conf_inject_clickchain_flags
/obj/item/gripper/examine(mob/user, dist)
. = ..()
if(wrapped)
. += "<span class='notice'>\The [src] is holding \the [wrapped].</span>"
. += wrapped.examine(user)
/obj/item/gripper/Destroy()
remove_item(drop_location())
return ..()
/**
* Checks if an item should be able to be held in here.
*/
/obj/item/gripper/proc/can_hold(obj/item/item)
for(var/typepath in can_hold)
if(istype(item,typepath))
return TRUE
return FALSE
/obj/item/gripper/inv_slot_attached()
if(wrapped)
return list(wrapped, src)
return src
//! WARNING WARNING GRIPPERS ARE STILL SHITCODE !//
//! This exact combination of hooks will make it work as expected. !//
//! It's realistically still pretty shitty. !//
/obj/item/gripper/pickup(...)
. = ..()
wrapped?.pickup(arglist(args))
/obj/item/gripper/dropped(...)
. = ..()
wrapped?.dropped(arglist(args))
/obj/item/gripper/equipped(...)
. = ..()
wrapped?.equipped(arglist(args))
/obj/item/gripper/unequipped(...)
. = ..()
wrapped?.unequipped(arglist(args))
/obj/item/gripper/on_inv_equipped(...)
. = ..()
wrapped?.on_inv_equipped(arglist(args))
/obj/item/gripper/on_inv_unequipped(...)
. = ..()
wrapped?.on_inv_unequipped(arglist(args))
/obj/item/gripper/on_inv_pickup(...)
. = ..()
wrapped?.on_inv_pickup(arglist(args))
/obj/item/gripper/on_inv_dropped(...)
. = ..()
wrapped?.on_inv_dropped(arglist(args))
/obj/item/gripper/proc/insert_item(obj/item/I)
if(QDELETED(I))
return
if(wrapped)
remove_item(drop_location())
wrapped = I
I.forceMove(src)
// forcemove will have removed them from inv if they were inside
if(worn_slot)
I.pickup(inv_inside.owner, NONE, null)
I.equipped(inv_inside.owner, isnum(inv_slot_or_index) ? SLOT_ID_HANDS : inv_slot_or_index, NONE)
I.on_inv_equipped(inv_inside.owner, inv_inside, inv_slot_or_index, NONE, null)
RegisterSignals(I, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED), PROC_REF(unwrap_hook))
/**
* newloc false to not move
*/
/obj/item/gripper/proc/remove_item(atom/newloc = FALSE)
if(!wrapped)
return
var/obj/item/old = wrapped
UnregisterSignal(wrapped, list(COMSIG_PARENT_QDELETING, COMSIG_MOVABLE_MOVED))
wrapped = null
// in theory the below should pull it out of inventory properly
// as worn_slot is set, which allows inventory hooks to fire.
switch(newloc)
if(null)
old.moveToNullspace()
if(FALSE)
else
old.forceMove(newloc)
/obj/item/gripper/proc/unwrap_hook(datum/source)
ASSERT(isitem(source))
ASSERT(source == wrapped)
remove_item(FALSE)
/obj/item/gripper/proc/get_item()
return wrapped
/obj/item/gripper/CtrlClick(mob/user)
drop_item()
/obj/item/gripper/attack_self(mob/user, datum/event_args/actor/actor)
. = ..()
if(.)
return
if(wrapped)
return wrapped.attack_self(user)
/obj/item/gripper/attackby(obj/item/I, mob/living/user, list/params, clickchain_flags, damage_multiplier)
// todo: items should have a melee_receive_chain or something that
// lets us arbitrarily route melee_interaction_chain to something else.
if(!isnull(wrapped))
. = wrapped.attackby(I, user, params, clickchain_flags, damage_multiplier)
if(.)
return
return clickchain_flags | I.afterattack(src, user, clickchain_flags, params)
return ..()
/obj/item/gripper/melee_interaction_chain(datum/event_args/actor/clickchain/clickchain, clickchain_flags)
if(!isnull(wrapped))
return wrapped.melee_interaction_chain(clickchain, clickchain_flags | CLICKCHAIN_REDIRECTED | conf_inject_clickchain_flags)
return ..()
/obj/item/gripper/verb/drop_item()
set name = "Drop Item"
set desc = "Release an item from your magnetic gripper."
set category = "Robot Commands"
if(!wrapped)
return
to_chat(usr, "<span class='danger'>You drop \the [wrapped].</span>")
remove_item(drop_location())
/obj/item/gripper/afterattack(atom/target, mob/user, clickchain_flags, list/params)
if(istype(target,/obj/item)) //Check that we're not pocketing a mob.
//...and that the item is not in a container.
if(!isturf(target.loc))
return
var/obj/item/I = target
if(I.anchored)
to_chat(user,"<span class='notice'>You are unable to lift \the [I] from \the [I.loc].</span>")
return
//Check if the item is blacklisted.
var/grab = can_hold(I)
//We can grab the item, finally.
if(grab)
to_chat(user, "You collect \the [I].")
insert_item(I)
return
else
to_chat(user, "<span class='danger'>Your gripper cannot hold \the [target].</span>")
else if(istype(target,/obj/machinery/power/apc))
var/obj/machinery/power/apc/A = target
if(A.opened)
if(A.cell)
insert_item(A.cell)
A.cell.add_fingerprint(user)
A.cell.update_icon()
A.cell = null
A.charging = 0
A.update_icon()
user.visible_message("<span class='danger'>[user] removes the power cell from [A]!</span>", "You remove the power cell.")
else if(istype(target,/mob/living/silicon/robot))
var/mob/living/silicon/robot/A = target
if(A.opened)
if(A.cell)
insert_item(A.cell)
A.cell.add_fingerprint(user)
A.cell.update_icon()
A.updateicon()
A.cell = null
user.visible_message("<span class='danger'>[user] removes the power cell from [A]!</span>", "You remove the power cell.")
/obj/item/gripper/omni
name = "omni gripper"
desc = "A strange grasping tool that can hold anything a human can, but still maintains the limitations of application its more limited cousins have."
icon_state = "gripper-omni"
/obj/item/gripper/omni/can_hold(obj/item/item)
return TRUE
/obj/item/gripper/omni/no_attack
conf_inject_clickchain_flags = CLICKCHAIN_DO_NOT_ATTACK
/obj/item/gripper/engineering
can_hold = list(
/obj/item/cell,
/obj/item/airlock_electronics,
/obj/item/tracker_electronics,
/obj/item/module/power_control,
/obj/item/stock_parts,
/obj/item/frame,
/obj/item/camera_assembly,
/obj/item/tank,
/obj/item/circuitboard,
/obj/item/smes_coil,
/obj/item/fuelrod,
/obj/item/fuel_assembly,
)
// VEEEEERY limited version for mining borgs. Basically only for swapping cells and upgrading the drills.
/obj/item/gripper/miner
name = "drill maintenance gripper"
desc = "A simple grasping tool for the maintenance of heavy drilling machines."
icon_state = "gripper-mining"
can_hold = list(
/obj/item/cell,
/obj/item/stock_parts,
)
/obj/item/gripper/security
name = "security gripper"
desc = "A simple grasping tool for corporate security work."
icon_state = "gripper-sec"
can_hold = list(
/obj/item/paper,
/obj/item/paper_bundle,
/obj/item/pen,
/obj/item/sample,
/obj/item/forensics/sample_kit,
/obj/item/tape_recorder,
/obj/item/barrier_tape_roll,
/obj/item/uv_light,
)
/obj/item/gripper/paperwork
name = "paperwork gripper"
desc = "A simple grasping tool for clerical work."
can_hold = list(
/obj/item/clipboard,
/obj/item/paper,
/obj/item/paper_bundle,
/obj/item/card/id,
/obj/item/book,
/obj/item/newspaper,
)
/obj/item/gripper/medical
name = "medical gripper"
desc = "A simple grasping tool for medical work."
can_hold = list(
/obj/item/reagent_containers/glass,
/obj/item/storage/pill_bottle,
/obj/item/reagent_containers/pill,
/obj/item/reagent_containers/blood,
/obj/item/stack/material/phoron,
/obj/item/implant,
/obj/item/nif,
)
/obj/item/gripper/research //A general usage gripper, used for toxins/robotics/xenobio/etc
name = "scientific gripper"
icon_state = "gripper-sci"
desc = "A simple grasping tool suited to assist in a wide array of research applications."
can_hold = list(
/obj/item/cell,
/obj/item/stock_parts,
/obj/item/mmi,
/obj/item/robot_parts,
/obj/item/robot_upgrade,
/obj/item/flash, //to build borgs,
/obj/item/disk,
/obj/item/circuitboard,
/obj/item/reagent_containers/glass,
/obj/item/assembly/prox_sensor,
/obj/item/healthanalyzer, //to build medibots,
/obj/item/slime_cube,
/obj/item/slime_crystal,
/obj/item/disposable_teleporter/slime,
/obj/item/slimepotion,
/obj/item/slime_extract,
/obj/item/reagent_containers/food/snacks/monkeycube,
/obj/item/nif,
)
/obj/item/gripper/circuit
name = "circuit assembly gripper"
icon_state = "gripper-circ"
desc = "A complex grasping tool used for working with circuitry."
can_hold = list(
/obj/item/cell,
/obj/item/electronic_assembly,
/obj/item/assembly/electronic_assembly,
/obj/item/clothing/under/circuitry,
/obj/item/clothing/gloves/circuitry,
/obj/item/clothing/glasses/circuitry,
/obj/item/clothing/shoes/circuitry,
/obj/item/clothing/head/circuitry,
/obj/item/clothing/ears/circuitry,
/obj/item/clothing/suit/circuitry,
/obj/item/implant/integrated_circuit,
/obj/item/integrated_circuit,
)
/obj/item/gripper/service //Used to handle food, drinks, and seeds.
name = "service gripper"
icon_state = "gripper"
desc = "A simple grasping tool used to perform tasks in the service sector, such as handling food, drinks, and seeds."
can_hold = list(
/obj/item/reagent_containers, //simplifies a lot of redundant categorization and spaghetti with reagents
/obj/item/glass_extra,
/obj/item/seeds,
/obj/item/grown,
/obj/item/tray,
/obj/item/plantspray,
/obj/item/reagent_containers/glass,
/obj/item/reagent_containers/food/drinks,
/obj/item/storage/box/wings,
)
/obj/item/gripper/gravekeeper //Used for handling grave things, flowers, etc.
name = "grave gripper"
icon_state = "gripper"
desc = "A specialized grasping tool used in the preparation and maintenance of graves."
can_hold = list(
/obj/item/seeds,
/obj/item/grown,
/obj/item/material/gravemarker,
)
/obj/item/gripper/no_use //Used when you want to hold and put items in other things, but not able to 'use' the item
/obj/item/gripper/no_use/attack_self(mob/user, datum/event_args/actor/actor)
return
/obj/item/gripper/no_use/organ
name = "organ gripper"
icon_state = "gripper-flesh"
desc = "A specialized grasping tool used to preserve and manipulate organic material."
can_hold = list(
/obj/item/organ,
)
/obj/item/gripper/no_use/organ/Entered(var/atom/movable/AM)
..()
if(istype(AM, /obj/item/organ))
var/obj/item/organ/O = AM
O.preserve(GRIPPER_TRAIT)
/obj/item/gripper/no_use/organ/Exited(var/atom/movable/AM)
..()
if(istype(AM, /obj/item/organ))
var/obj/item/organ/O = AM
O.unpreserve(GRIPPER_TRAIT)
/obj/item/gripper/no_use/organ/robotics
name = "robotics organ gripper"
icon_state = "gripper-flesh"
desc = "A specialized grasping tool used in robotics work."
can_hold = list(
/obj/item/organ/external,
/obj/item/organ/internal/brain, //to insert into MMIs,
/obj/item/organ/internal/cell,
/obj/item/organ/internal/eyes/robot,
)
/obj/item/gripper/no_use/mech
name = "exosuit gripper"
icon_state = "gripper-mech"
desc = "A large, heavy-duty grasping tool used in construction of mechs."
can_hold = list(
/obj/item/vehicle_part,
/obj/item/vehicle_part/micro,
/obj/item/vehicle_module,
/obj/item/vehicle_tracking_beacon,
)
/obj/item/gripper/no_use/loader //This is used to disallow building with metal.
name = "sheet loader"
desc = "A specialized loading device, designed to pick up and insert sheets of materials inside machines."
icon_state = "gripper-sheet"
can_hold = list(
/obj/item/stack/material,
)