Files
Paradise/code/game/objects/structures/tank_dispenser.dm
warriorstar-orion 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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#define MAX_TANK_STORAGE 10
/obj/structure/dispenser
name = "tank storage unit"
desc = "A simple yet bulky storage device for gas tanks. Has room for up to ten oxygen tanks, and ten plasma tanks."
icon = 'icons/obj/objects.dmi'
icon_state = "dispenser"
density = TRUE
anchored = TRUE
var/starting_oxygen_tanks = MAX_TANK_STORAGE // The starting amount of oxygen tanks the dispenser gets when it's spawned
var/starting_plasma_tanks = MAX_TANK_STORAGE // Starting amount of plasma tanks
var/list/stored_oxygen_tanks = list() // List of currently stored oxygen tanks
var/list/stored_plasma_tanks = list() // And plasma tanks
/obj/structure/dispenser/oxygen
starting_plasma_tanks = 0
/obj/structure/dispenser/plasma
starting_oxygen_tanks = 0
/obj/structure/dispenser/Initialize(mapload)
. = ..()
initialize_tanks()
update_icon(UPDATE_OVERLAYS)
/obj/structure/dispenser/Destroy()
QDEL_LIST_CONTENTS(stored_plasma_tanks)
QDEL_LIST_CONTENTS(stored_oxygen_tanks)
return ..()
/obj/structure/dispenser/proc/initialize_tanks()
for(var/I in 1 to starting_plasma_tanks)
var/obj/item/tank/internals/plasma/P = new(src)
stored_plasma_tanks.Add(P)
for(var/I in 1 to starting_oxygen_tanks)
var/obj/item/tank/internals/oxygen/O = new(src)
stored_oxygen_tanks.Add(O)
/obj/structure/dispenser/update_overlays()
. = ..()
var/oxy_tank_amount = LAZYLEN(stored_oxygen_tanks)
switch(oxy_tank_amount)
if(1 to 3)
. += "oxygen-[oxy_tank_amount]"
if(4 to INFINITY)
. += "oxygen-4"
var/pla_tank_amount = LAZYLEN(stored_plasma_tanks)
switch(pla_tank_amount)
if(1 to 4)
. += "plasma-[pla_tank_amount]"
if(5 to INFINITY)
. += "plasma-5"
/obj/structure/dispenser/attack_hand(mob/user)
if(..())
return 1
add_fingerprint(user)
ui_interact(user)
/obj/structure/dispenser/attack_ai(mob/user)
if(isrobot(user) && Adjacent(user)) //Robots can use it, but not the AI
attack_hand(user)
/obj/structure/dispenser/attack_ghost(mob/user)
ui_interact(user)
/obj/structure/dispenser/ui_state(mob/user)
return GLOB.default_state
/obj/structure/dispenser/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "TankDispenser", name)
ui.open()
/obj/structure/dispenser/ui_data(user)
var/list/data = list()
data["o_tanks"] = LAZYLEN(stored_oxygen_tanks)
data["p_tanks"] = LAZYLEN(stored_plasma_tanks)
return data
/obj/structure/dispenser/ui_act(action, list/params)
if(..())
return
switch(action)
if("oxygen")
try_remove_tank(usr, stored_oxygen_tanks)
if("plasma")
try_remove_tank(usr, stored_plasma_tanks)
add_fingerprint(usr)
return TRUE
/obj/structure/dispenser/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(istype(I, /obj/item/tank/internals/oxygen) || istype(I, /obj/item/tank/internals/air) || istype(I, /obj/item/tank/internals/anesthetic))
try_insert_tank(user, stored_oxygen_tanks, I)
return
if(istype(I, /obj/item/tank/internals/plasma))
try_insert_tank(user, stored_plasma_tanks, I)
return
return ..()
/obj/structure/dispenser/wrench_act(mob/living/user, obj/item/I)
I.play_tool_sound(src, 50)
if(anchored)
to_chat(user, "<span class='notice'>You lean down and unwrench [src].</span>")
anchored = FALSE
else
to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
anchored = TRUE
return TRUE
/// Called when the user clicks on the oxygen or plasma tank UI buttons, and tries to withdraw a tank.
/obj/structure/dispenser/proc/try_remove_tank(mob/living/user, list/tank_list)
if(!LAZYLEN(tank_list))
return // There are no tanks left to withdraw.
var/obj/item/tank/internals/T = tank_list[1]
tank_list.Remove(T)
if(!user.put_in_hands(T))
T.forceMove(loc) // If the user's hands are full, place it on the tile of the dispenser.
to_chat(user, "<span class='notice'>You take [T] out of [src].</span>")
update_icon(UPDATE_OVERLAYS)
/// Called when the user clicks on the dispenser with a tank. Tries to insert the tank into the dispenser, and updates the UI if successful.
/obj/structure/dispenser/proc/try_insert_tank(mob/living/user, list/tank_list, obj/item/tank/T)
if(LAZYLEN(tank_list) >= MAX_TANK_STORAGE)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
if(!user.drop_item()) // Antidrop check
to_chat(user, "<span class='warning'>[T] is stuck to your hand!</span>")
return
T.forceMove(src)
tank_list.Add(T)
update_icon(UPDATE_OVERLAYS)
to_chat(user, "<span class='notice'>You put [T] in [src].</span>")
SStgui.update_uis(src)
/obj/structure/dispenser/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
for(var/X in src)
var/obj/item/I = X
I.forceMove(loc)
new /obj/item/stack/sheet/metal(loc, 2)
qdel(src)
#undef MAX_TANK_STORAGE