Slightly refactors storage item insertion (#24429)

* everything is on fire

* silent trait check

* how did it even become CRLF

* minor formatting

* fix icon updating and adds silent insertion to global trait list

* adds the new parameter to documentation - whoops!

* pain

* contra review

* contra review again, reduces amount of checks for user in the loops

---------

Co-authored-by: cybercapitalism <98280110+cybercapitalism@users.noreply.github.com>
This commit is contained in:
chuga-git
2024-03-24 13:41:07 -05:00
committed by GitHub
parent 25848b6988
commit 19c0b70171
18 changed files with 84 additions and 67 deletions
+2
View File
@@ -249,6 +249,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_FORCES_OPEN_DOORS_ITEM "forces_open_doors_item_varient"
/// Makes the item no longer spit out a visible message when thrown
#define TRAIT_NO_THROWN_MESSAGE "no_message_when_thrown"
/// Makes the item not display a message on storage insertion
#define TRAIT_SILENT_INSERTION "silent_insertion"
/// A surgical tool; when in hand in help intent (and with a surgery in progress) won't attack the user
#define TRAIT_SURGICAL "surgical_tool"
+2 -1
View File
@@ -107,7 +107,8 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_FORCES_OPEN_DOORS" = TRAIT_FORCES_OPEN_DOORS_ITEM,
"TRAIT_OBSCURED_WIRES" = TRAIT_OBSCURED_WIRES,
"TRAIT_XENO_INTERACTABLE" = TRAIT_XENO_INTERACTABLE,
"TRAIT_NO_THROWN_MESSAGE" = TRAIT_NO_THROWN_MESSAGE
"TRAIT_NO_THROWN_MESSAGE" = TRAIT_NO_THROWN_MESSAGE,
"TRAIT_SILENT_INSERTION" = TRAIT_SILENT_INSERTION
),
/turf = list(
"bluespace_speed_trait" = TRAIT_BLUESPACE_SPEED
+1 -1
View File
@@ -397,7 +397,7 @@
else if(B.rating <= A.rating)
continue
W.remove_from_storage(B, src)
W.handle_item_insertion(A, 1)
W.handle_item_insertion(A, user, TRUE)
component_parts -= A
component_parts += B
B.loc = null
+2 -2
View File
@@ -368,7 +368,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
failure = 1
continue
success = 1
S.handle_item_insertion(IT, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
S.handle_item_insertion(IT, user, TRUE) //The TRUE stops the "You put the [src] into [S]" insertion message from being displayed.
if(success && !failure)
to_chat(user, "<span class='notice'>You put everything in [S].</span>")
else if(success)
@@ -377,7 +377,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
to_chat(user, "<span class='notice'>You fail to pick anything up with [S].</span>")
else if(S.can_be_inserted(src))
S.handle_item_insertion(src)
S.handle_item_insertion(src, user)
else if(istype(I, /obj/item/stack/tape_roll))
if(isstorage(src)) //Don't tape the bag if we can put the duct tape inside it instead
var/obj/item/storage/bag = src
@@ -454,7 +454,7 @@
// The following three procs handle refusing access to contents if the duffel is zipped
/obj/item/storage/backpack/duffel/handle_item_insertion(obj/item/I, prevent_warning, bypass_zip = FALSE)
/obj/item/storage/backpack/duffel/handle_item_insertion(obj/item/I, mob/user, prevent_warning, bypass_zip = FALSE)
if(bypass_zip)
return ..()
@@ -67,7 +67,7 @@
. = ..()
update_weight()
/obj/item/storage/bag/trash/handle_item_insertion(obj/item/I, prevent_warning)
/obj/item/storage/bag/trash/handle_item_insertion(obj/item/I, mob/user, prevent_warning)
. = ..()
update_weight()
@@ -273,7 +273,7 @@
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
/obj/item/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W as obj, mob/user, prevent_warning = FALSE)
var/obj/item/stack/sheet/S = W
if(!istype(S)) return 0
@@ -52,7 +52,7 @@
belt_image.color = I.color
. += belt_image
/obj/item/storage/belt/handle_item_insertion(obj/item/I, prevent_warning)
/obj/item/storage/belt/handle_item_insertion(obj/item/I, mob/user, prevent_warning)
. = ..()
update_weight()
@@ -754,7 +754,7 @@
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
/obj/item/storage/belt/rapier/handle_item_insertion(obj/item/W, prevent_warning)
/obj/item/storage/belt/rapier/handle_item_insertion(obj/item/W, mob/user, prevent_warning)
if(!..())
return
playsound(src, 'sound/weapons/blade_sheath.ogg', 20)
@@ -423,20 +423,21 @@
* This doesn't perform any checks of whether an item can be inserted. That's done by [/obj/item/storage/proc/can_be_inserted]
* Arguments:
* * obj/item/I - The item to be inserted
* * mob/user - The mob performing the insertion
* * prevent_warning - Stop the insertion message being displayed. Intended for cases when you are inserting multiple items at once.
*/
/obj/item/storage/proc/handle_item_insertion(obj/item/I, prevent_warning = FALSE)
/obj/item/storage/proc/handle_item_insertion(obj/item/I, mob/user, prevent_warning = FALSE)
if(!istype(I))
return FALSE
if(usr)
if(!Adjacent(usr) && !isnewplayer(usr))
if(user)
if(!Adjacent(user) && !isnewplayer(user))
return FALSE
if(!usr.unEquip(I, silent = TRUE))
if(!user.unEquip(I, silent = TRUE))
return FALSE
usr.update_icons() //update our overlays
user.update_icons() //update our overlays
if(QDELING(I))
return FALSE
if(silent)
if(silent || HAS_TRAIT(I, TRAIT_SILENT_INSERTION))
prevent_warning = TRUE
I.forceMove(src)
if(QDELING(I))
@@ -447,25 +448,34 @@
var/mob/M = _M
if((M.s_active == src) && M.client)
M.client.screen += I
if(user)
if(user.client && user.s_active != src)
user.client.screen -= I
I.dropped(user, TRUE)
add_fingerprint(user)
if(usr)
if(usr.client && usr.s_active != src)
usr.client.screen -= I
I.dropped(usr, TRUE)
add_fingerprint(usr)
if(!prevent_warning)
// all mobs with clients attached, sans the item's user
var/viewer_list = GLOB.player_list - user
if(!prevent_warning && !istype(I, /obj/item/gun/energy/kinetic_accelerator/crossbow))
for(var/mob/M in viewers(usr, null))
if(M == usr)
to_chat(usr, "<span class='notice'>You put [I] into [src].</span>")
else if(M in range(1)) //If someone is standing close enough, they can tell what it is...
M.show_message("<span class='notice'>[usr] puts [I] into [src].</span>")
else if(I && I.w_class >= WEIGHT_CLASS_NORMAL) //Otherwise they can only see large or normal items from a distance...
M.show_message("<span class='notice'>[usr] puts [I] into [src].</span>")
// the item's user will always get a notification
to_chat(user, "<span class='notice'>You put [I] into [src].</span>")
// if the item less than normal sized, only people within 1 tile get the message, otherwise, everybody in view gets it
if(I.w_class < WEIGHT_CLASS_NORMAL)
for(var/mob/M in viewer_list)
if(in_range(M, user))
M.show_message("<span class='notice'>[user] puts [I] into [src].</span>")
else
// restrict player list to include only those in view
viewer_list = viewer_list & viewers(world.view, user)
for(var/mob/M in viewer_list)
M.show_message("<span class='notice'>[user] puts [I] into [src].</span>")
orient2hud(user)
if(user.s_active)
user.s_active.show_to(user)
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
I.mouse_opacity = MOUSE_OPACITY_OPAQUE //So you can click on the area around the item to equip it, instead of having to pixel hunt
I.in_inventory = TRUE
update_icon()
@@ -545,7 +555,7 @@
return TRUE
return FALSE
handle_item_insertion(I)
handle_item_insertion(I, user)
/obj/item/storage/attack_hand(mob/user)
if(ishuman(user))
@@ -43,7 +43,7 @@
if(. && istype(I, /obj/item/card/id))
refresh_ID()
/obj/item/storage/wallet/handle_item_insertion(obj/item/I, prevent_warning = FALSE)
/obj/item/storage/wallet/handle_item_insertion(obj/item/I, mob/user, prevent_warning = FALSE)
. = ..()
if(. && istype(I, /obj/item/card/id))
refresh_ID()
+1 -1
View File
@@ -928,7 +928,7 @@
var/obj/item/storage/bag/trash/bag = jani_vehicle?.mybag || jani_cart?.mybag
var/obj/trashed_into
if(bag?.can_be_inserted(garbage, TRUE))
bag.handle_item_insertion(garbage, TRUE)
bag.handle_item_insertion(garbage, user, TRUE)
trashed_into = bag
else if(target_bin)
move_into_storage(user, target_bin, garbage)
+2 -2
View File
@@ -296,7 +296,7 @@
if(egg != /obj/item/fish_eggs) // Don't harvest duds
egg = new egg(get_turf(user)) //Spawn the egg at the user's feet
if(fish_bag?.can_be_inserted(egg))
fish_bag.handle_item_insertion(egg)
fish_bag.handle_item_insertion(egg, user)
else
duds++
egg_list.Remove(egg) //Remove the egg from the egg_list
@@ -350,7 +350,7 @@
if(fish_item)
var/obj/item/I = new fish_item(get_turf(user))
if(fish_bag?.can_be_inserted(I))
fish_bag.handle_item_insertion(I)
fish_bag.handle_item_insertion(I, user)
user.visible_message("[user.name] scoops \a [fish_name] from [src].", "You scoop \a [fish_name] out of [src].")
kill_fish(fish_to_scoop) //Kill the caught fish from the tank
+1 -1
View File
@@ -828,7 +828,7 @@
for(var/obj/item/food/snacks/grown/G in locate(user.x,user.y,user.z))
if(!S.can_be_inserted(G))
return
S.handle_item_insertion(G, 1)
S.handle_item_insertion(G, user, TRUE)
else if(istype(O, /obj/item/shovel/spade))
if(!myseed && !weedlevel)
+21 -21
View File
@@ -243,50 +243,50 @@
/obj/item/proc/equip_to_best_slot(mob/M)
if(src != M.get_active_hand())
to_chat(M, "<span class='warning'>You are not holding anything to equip!</span>")
return 0
return FALSE
if(M.equip_to_appropriate_slot(src))
if(M.hand)
M.update_inv_l_hand()
else
M.update_inv_r_hand()
return 1
return TRUE
if(M.s_active && M.s_active.can_be_inserted(src, 1)) //if storage active insert there
M.s_active.handle_item_insertion(src)
return 1
if(M.s_active && M.s_active.can_be_inserted(src, TRUE)) //if storage active insert there
M.s_active.handle_item_insertion(src, M)
return TRUE
var/obj/item/storage/S = M.get_inactive_hand()
if(istype(S) && S.can_be_inserted(src, 1)) //see if we have box in other hand
S.handle_item_insertion(src)
return 1
if(istype(S) && S.can_be_inserted(src, M, TRUE)) //see if we have box in other hand
S.handle_item_insertion(src, M)
return TRUE
S = M.get_item_by_slot(SLOT_HUD_WEAR_ID)
if(istype(S) && S.can_be_inserted(src, 1)) //else we put in a wallet
S.handle_item_insertion(src)
return 1
if(istype(S) && S.can_be_inserted(src, TRUE)) //else we put in a wallet
S.handle_item_insertion(src, M)
return TRUE
S = M.get_item_by_slot(SLOT_HUD_BELT)
if(istype(S) && S.can_be_inserted(src, 1)) //else we put in belt
S.handle_item_insertion(src)
return 1
if(istype(S) && S.can_be_inserted(src, TRUE)) //else we put in belt
S.handle_item_insertion(src, M)
return TRUE
var/obj/item/O = M.get_item_by_slot(SLOT_HUD_BACK) //else we put in backpack
if(istype(O, /obj/item/storage))
S = O
if(S.can_be_inserted(src, 1))
S.handle_item_insertion(src)
if(S.can_be_inserted(src, TRUE))
S.handle_item_insertion(src, M)
playsound(loc, "rustle", 50, TRUE, -5)
return 1
return TRUE
if(ismodcontrol(O))
var/obj/item/mod/control/C = O
if(C.can_be_inserted(src, 1))
C.handle_item_insertion(src)
if(C.can_be_inserted(src, TRUE))
C.handle_item_insertion(src, M)
playsound(loc, "rustle", 50, TRUE, -5)
return 1
return TRUE
to_chat(M, "<span class='warning'>You are unable to equip that!</span>")
return 0
return FALSE
/mob/proc/get_all_slots()
return list(wear_mask, back, l_hand, r_hand)
@@ -446,12 +446,12 @@
return
if(ismodcontrol(equipped_item)) // Check if the item is a MODsuit
if(thing && equipped_item.can_be_inserted(thing)) // Check if the item can be inserted into the MODsuit
equipped_item.handle_item_insertion(thing) // Insert the item into the MODsuit
equipped_item.handle_item_insertion(thing, src) // Insert the item into the MODsuit
playsound(loc, "rustle", 50, TRUE, -5)
return
if(!istype(equipped_item)) // We also let you equip things like this
equip_to_slot_if_possible(thing, slot_item)
return
if(thing && equipped_item.can_be_inserted(thing)) // put thing in belt or bag
equipped_item.handle_item_insertion(thing)
equipped_item.handle_item_insertion(thing, src)
playsound(loc, "rustle", 50, 1, -5)
+3 -3
View File
@@ -272,7 +272,7 @@
// Convinience proc. Collects crap that fails to equip either onto the mob's back, or drops it.
// Used in job equipping so shit doesn't pile up at the start loc.
/mob/living/carbon/human/proc/equip_or_collect(obj/item/W, slot, initial = FALSE)
if(W.mob_can_equip(src, slot, 1))
if(W.mob_can_equip(src, slot, TRUE))
//Mob can equip. Equip it.
equip_to_slot_or_del(W, slot, initial)
else
@@ -280,12 +280,12 @@
if(isstorage(back))
var/obj/item/storage/S = back
//Now, S represents a container we can insert W into.
S.handle_item_insertion(W, TRUE, TRUE)
S.handle_item_insertion(W, src, TRUE, TRUE)
return S
if(ismodcontrol(back))
var/obj/item/mod/control/C = back
if(C.bag)
C.bag.handle_item_insertion(W, TRUE, TRUE)
C.bag.handle_item_insertion(W, src, TRUE, TRUE)
return C.bag
var/turf/T = get_turf(src)
+2 -2
View File
@@ -427,9 +427,9 @@
return bag.can_be_inserted(I, stop_messages)
return FALSE
/obj/item/mod/control/proc/handle_item_insertion(I, prevent_warning)
/obj/item/mod/control/proc/handle_item_insertion(I, mob/user, prevent_warning)
if(bag)
bag.handle_item_insertion(I, prevent_warning)
bag.handle_item_insertion(I, user, prevent_warning)
/obj/item/mod/control/get_cell()
if(!open)
+2 -2
View File
@@ -80,13 +80,13 @@
var/obj/item/I = new item_to_summon(src)
if(H.back && isstorage(H.back))
var/obj/item/storage/S = H.back
S.handle_item_insertion(I, TRUE) //We don't check if it can be inserted because it's magic, GET IN THERE!
S.handle_item_insertion(I, H, TRUE) //We don't check if it can be inserted because it's magic, GET IN THERE!
H.visible_message("<span class='chaosgood'>[H]'s [S.name] glows bright!</span>", "<span class='chaosverygood'>\A [I] suddenly appears in your glowing [S.name]!</span>")
return
if(H.back && ismodcontrol(H.back))
var/obj/item/mod/control/C = H.back
if(C.bag)
C.handle_item_insertion(I, TRUE)
C.handle_item_insertion(I, H, TRUE)
H.visible_message("<span class='chaosgood'>[H]'s [C] glows bright!</span>", "<span class='chaosverygood'>\A [I] suddenly appears in your glowing [C.name]!</span>")
return
I.forceMove(get_turf(H))
@@ -125,6 +125,10 @@
empty_state = "crossbow_empty"
can_holster = TRUE
/obj/item/gun/energy/kinetic_accelerator/crossbow/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SILENT_INSERTION, ROUNDSTART_TRAIT)
/obj/item/gun/energy/kinetic_accelerator/crossbow/large
name = "energy crossbow"
desc = "A reverse engineered weapon using syndicate technology."