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Letter NandGitHub cb37c3ba0a implement INTERACT_ATOM_* (#7465)
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title, will be used when i tgify machines (upgradable machinery)
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code: properly implement `INTERACT_ATOM_*`
/🆑

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2026-01-14 00:06:48 -05:00

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/**
* Vehicles where ocucpants are inside / in contents, rather than buckled
*/
/obj/vehicle/sealed
enclosed = TRUE // you're in a sealed vehicle dont get dinked idiot
interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_IGNORE_MOBILITY
//* Occupants - Actions *//
occupant_actions = list(
/datum/action/vehicle/sealed/climb_out,
)
var/enter_delay = 20
/obj/vehicle/sealed/MouseDroppedOn(atom/dropping, mob/user, proximity, params)
if(!istype(dropping) || !isliving(user) || !user.Reachability(src) || !Adjacent(dropping))
return ..()
if(user == dropping)
mob_try_enter(user)
return CLICKCHAIN_DO_NOT_PROPAGATE
return ..()
/obj/vehicle/sealed/attackby(obj/item/I, mob/user, params)
if(key_type && !is_key(inserted_key) && is_key(I))
. = CLICKCHAIN_DO_NOT_PROPAGATE
if(!user.attempt_insert_item_for_installation(I, src))
return
to_chat(user, "<span class='notice'>You insert [I] into [src].</span>")
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
return
return ..()
/obj/vehicle/sealed/proc/remove_key(mob/user)
if(!inserted_key)
to_chat(user, "<span class='notice'>There is no key in [src]!</span>")
return
if(!is_occupant(user) || !(occupants[user] & VEHICLE_CONTROL_DRIVE))
to_chat(user, "<span class='notice'>You must be driving [src] to remove [src]'s key!</span>")
return
to_chat(user, "<span class='notice'>You remove [inserted_key] from [src].</span>")
inserted_key.forceMove(drop_location())
user.put_in_hands(inserted_key)
inserted_key = null
/obj/vehicle/sealed/Destroy()
DumpMobs()
return ..()
/obj/vehicle/sealed/proc/DumpMobs(randomstep = TRUE)
for(var/i in occupants)
mob_exit(i)
if(iscarbon(i))
var/mob/living/carbon/Carbon = i
Carbon.default_combat_knockdown(40)
/obj/vehicle/sealed/proc/DumpSpecificMobs(flag, randomstep = TRUE)
for(var/i in occupants)
if((occupants[i] & flag))
mob_exit(i, null, randomstep)
if(iscarbon(i))
var/mob/living/carbon/C = i
C.default_combat_knockdown(40)
/obj/vehicle/sealed/AllowDrop()
return FALSE
/obj/vehicle/sealed/setDir(newdir)
. = ..()
for(var/k in occupants)
var/mob/M = k
M.setDir(newdir)
//* Entry / Exit *//
/**
* Called when someone tries to climb into us.
*
* @params
* * entering - the person attempting to enter
* * actor - the person trying to put them in us; usually the same as entering, but not always
* * silent - suppress user messages
* * suppressed - suppress external messages
* * enter_delay - the delay for the entry (they have to stay still relative to us)
* * use_control_flags - override the normal control flags and use these instead
*/
/obj/vehicle/sealed/proc/mob_try_enter(mob/entering, datum/event_args/actor/actor, silent, suppressed, enter_delay = src.enter_delay, use_control_flags)
if(isnull(actor))
actor = new /datum/event_args/actor(entering)
if(!mob_can_enter(entering, actor, silent, suppressed))
return FALSE
if(enter_delay && !suppressed)
entering.visible_message(SPAN_NOTICE("[entering] starts to climb into [src]."))
if(do_after(entering, enter_delay, src, NONE, MOBILITY_CAN_USE))
return mob_enter(entering)
return FALSE
/**
* checks if a mob can enter
*/
/obj/vehicle/sealed/proc/mob_can_enter(mob/entering, datum/event_args/actor/actor, silent, suppressed)
if(!istype(entering))
return FALSE
if(occupant_amount() >= max_occupants)
return FALSE
return TRUE
/**
* Called to put someone into us.
*
* This should not be overridden; use [mob_entered()] for that
*
* @params
* * entering - the person attempting to enter
* * actor - the person trying to put them in us; usually the same as entering, but not always
* * silent - suppress user messages
* * suppressed - suppress external messages
* * use_control_flags - override the normal control flags and use these instead
*/
/obj/vehicle/sealed/proc/mob_enter(mob/entering, datum/event_args/actor/actor, silent, suppressed, use_control_flags)
SHOULD_NOT_OVERRIDE(TRUE)
if(!silent)
entering.visible_message("<span class='notice'>[entering] climbs into \the [src]!</span>")
entering.forceMove(src)
entering.update_perspective()
// todo: update
add_occupant(entering, control_flags = use_control_flags)
mob_entered(entering, entering, silent, suppressed, occupants[entering])
return TRUE
/**
* At this point, the entry has already happened.
*
* * Use this for physicality hooks, so refactoring later is easy.
*
* @params
* * entering - the person who entered
* * actor - the person who put them in us; usually the same as the entering mob, but not always
* * silent - suppress user messages
* * suppressed - suppress external messages
* * control_flags - control flags given to them
*/
/obj/vehicle/sealed/proc/mob_entered(mob/entering, datum/event_args/actor/actor, silent, suppressed, control_flags)
return
/**
* Called when someone tries to eject from us
*
* @params
* * exiting - the person attempting to exit
* * actor - the person trying to eject them; usually the same as exiting, but not always
* * new_loc - where to put them after
* * silent - suppress user messages
* * suppressed - suppress external messages
*/
/obj/vehicle/sealed/proc/mob_try_exit(mob/exiting, datum/event_args/actor/actor, atom/new_loc = drop_location(), silent, suppressed)
if(!mob_can_exit(exiting, actor, silent, suppressed))
return FALSE
return mob_exit(exiting, actor, new_loc, silent, suppressed)
/**
* checks if a mob can exit
*/
/obj/vehicle/sealed/proc/mob_can_exit(mob/entering, datum/event_args/actor/actor, silent, suppressed)
return TRUE
/**
* Called to eject someone from us
*
* This cannot be overridden
*
* @params
* * exiting - the person attempting to exit
* * actor - the person trying to eject them; usually the same as exiting, but not always
* * new_loc - where to put them after
* * silent - suppress user messages
* * suppressed - suppress external messages
*/
/obj/vehicle/sealed/proc/mob_exit(mob/exiting, datum/event_args/actor/actor, atom/new_loc = drop_location(), silent, suppressed)
var/old_control_flags = occupants[exiting]
remove_occupant(exiting)
exiting.forceMove(new_loc)
exiting.update_perspective()
mob_exited(exiting, actor, silent, suppressed, old_control_flags)
if(!silent)
exiting.visible_message("<span class='notice'>[exiting] drops out of \the [src]!</span>")
return TRUE
/**
* At this point, the exit has already happened.
*
* * Use this for physicality hooks, so refactoring later is easy.
*
* @params
* * exiting - the person who exited
* * actor - the person who took them out of us; usually the same as the exiting mob, but not always
* * silent - suppress user messages
* * suppressed - suppress external messages
* * control_flags - control flags they had before exit
*/
/obj/vehicle/sealed/proc/mob_exited(mob/exiting, datum/event_args/actor/actor, silent, suppressed, control_flags)
return