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Paradise/code/game/atom/atom_tool_acts.dm

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