mirror of
https://github.com/ParadiseSS13/Paradise.git
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169 lines
5.7 KiB
Plaintext
169 lines
5.7 KiB
Plaintext
/**
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* ## Item interaction
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*
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* Handles non-combat iteractions of a tool on this atom,
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* such as using a tool on a wall to deconstruct it,
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* or scanning someone with a health analyzer
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*/
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/atom/proc/base_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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SHOULD_CALL_PARENT(TRUE)
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PROTECTED_PROC(TRUE)
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// We do not have a combat mode or secondary actions like /tg/, so instead
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// I'm unilaterally deciding it here: If you are not on harm intent, tool
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// interactions are not attacks. Shit like the autolathe accepting
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// screwdrivers on harm intent is unintuitive and needs to go away, and there
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// are dozens of ${TOOL}_act procs that do constant harm intent checks.
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var/tool_return = tool_act(user, tool, modifiers)
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if(tool_return)
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return tool_return
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var/early_sig_return = NONE
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/*
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* This is intentionally using `||` instead of `|` to short-circuit the signal calls
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* This is because we want to return early if ANY of these signals return a value
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*
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* This puts priority on the atom's signals, then the tool's signals, then the user's signals
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*/
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early_sig_return = SEND_SIGNAL(src, COMSIG_INTERACT_TARGET, user, tool, modifiers) \
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|| SEND_SIGNAL(tool, COMSIG_INTERACTING, user, src, modifiers) \
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|| SEND_SIGNAL(user, COMSIG_INTERACT_USER, src, tool, modifiers)
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if(early_sig_return)
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return early_sig_return
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if(new_attack_chain)
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var/self_interaction = item_interaction(user, tool, modifiers)
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if(self_interaction)
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return self_interaction
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if(tool.new_attack_chain)
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var/interact_return = tool.interact_with_atom(src, user, modifiers)
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if(interact_return)
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return interact_return
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return NONE
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/**
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*
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* ## Tool Act
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*
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* Handles using specific tools on this atom directly.
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*
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* Handles the tool_acts in particular, such as wrenches and screwdrivers.
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*
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* This can be overriden to handle unique "tool interactions"
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* IE using an item like a tool (when it's not actually one)
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* but otherwise does nothing that [item_interaction] doesn't already do.
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*
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* In other words, use sparingly. It's harder to use (correctly) than [item_interaction].
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*/
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/atom/proc/tool_act(mob/living/user, obj/item/tool, list/modifiers)
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SHOULD_CALL_PARENT(TRUE)
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PROTECTED_PROC(TRUE)
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if(SEND_SIGNAL(src, COMSIG_TOOL_ATTACK, tool, user) & COMPONENT_CANCEL_TOOLACT)
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return FALSE
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var/tool_type = tool.tool_behaviour
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if(!tool_type)
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return NONE
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var/act_result = NONE // or FALSE, or null, as some things may return
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switch(tool_type)
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if(TOOL_CROWBAR)
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act_result = crowbar_act(user, tool)
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if(TOOL_MULTITOOL)
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act_result = multitool_act(user, tool)
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if(TOOL_SCREWDRIVER)
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act_result = screwdriver_act(user, tool)
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if(TOOL_WRENCH)
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act_result = wrench_act(user, tool)
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if(TOOL_WIRECUTTER)
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act_result = wirecutter_act(user, tool)
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if(TOOL_WELDER)
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act_result = welder_act(user, tool)
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if(TOOL_HAMMER)
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act_result = hammer_act(user, tool)
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if(!act_result)
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return NONE
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return ITEM_INTERACT_COMPLETE
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/**
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* Called when this atom has an item used on it.
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* IE, a mob is clicking on this atom with an item.
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*
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* Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.
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* Return NONE to allow default interaction / tool handling.
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*/
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/atom/proc/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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return NONE
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/**
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* Called when this item is being used to interact with an atom,
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* IE, a mob is clicking on an atom with this item.
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*
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* Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.
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* Return NONE to allow default interaction / tool handling.
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*/
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/obj/item/proc/interact_with_atom(atom/target, mob/living/user, list/modifiers)
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return NONE
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/**
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* ## Ranged item interaction
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*
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* Handles non-combat ranged interactions of a tool on this atom,
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* such as shooting a gun in the direction of someone*,
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* having a scanner you can point at someone to scan them at any distance,
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* or pointing a laser pointer at something.
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*
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* *While this intuitively sounds combat related, it is not,
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* because a "combat use" of a gun is gun-butting.
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*/
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/atom/proc/base_ranged_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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SHOULD_CALL_PARENT(TRUE)
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PROTECTED_PROC(TRUE)
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// See [base_item_interaction] for defails on why this is using `||` (TL;DR it's short circuiting)
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var/early_sig_return = SEND_SIGNAL(src, COMSIG_INTERACT_RANGED, user, tool, modifiers) \
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|| SEND_SIGNAL(tool, COMSIG_INTERACTING_RANGED, user, src, modifiers)
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if(early_sig_return)
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return early_sig_return
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var/self_interaction = ranged_item_interaction(user, tool, modifiers)
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if(self_interaction)
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return self_interaction
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var/interact_return = tool.ranged_interact_with_atom(src, user, modifiers)
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if(interact_return)
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return interact_return
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return NONE
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/**
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* Called when this atom has an item used on it from a distance.
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* IE, a mob is clicking on this atom with an item and is not adjacent.
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*
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* Does NOT include Telekinesis users, they are considered adjacent generally.
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*
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* Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.
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*/
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/atom/proc/ranged_item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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return NONE
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/**
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* Called when this item is being used to interact with an atom from a distance,
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* IE, a mob is clicking on an atom with this item and is not adjacent.
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*
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* Does NOT include Telekinesis users, they are considered adjacent generally
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* (so long as this item is adjacent to the atom).
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*
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* Return an ITEM_INTERACT_ flag in the event the interaction was handled, to cancel further interaction code.
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*/
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/obj/item/proc/ranged_interact_with_atom(atom/target, mob/living/user, list/modifiers)
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return NONE
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