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* Smith role, access, access helpers, spawn point, comms, and IDs
* Area defines
* Hammertime
* Cyberiad Smith's office
* Forgot some atmos stuff
* Autolathable Hammers
* Formatting
* Toolbelts can hold hammers
* Initial work on smith machines
* Farragus Smith Office
* Placeholder sprites, mapping
* Smart hopper points and console messages
* More work on smithing machines
* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access
* Smith components, new materials
* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation
* Missed one
* Grrr map conflicts begone
* Dirt begone
* Casts and smelting
* Linters
* Attack chain linters!
* Better grip to throw people into your industrial machines
* Placeholder spots in the DMIs
* UpdatePaths - Space ruins now spawn new space ores in their rocks
* Small changes - removed excess tgui code from hopper
* Fixed a button on emerald
* Attaching inserts and lenses. Tool bits are pain.
* Tool bit initial implementation
* Merge conflict resolution
* Attack chain grrr
* Fixed a pair of minor mapping issues
* Tool bit implementation, efficiency, failure rate
* Hot things burn hands
* Points fix on hopper
* New mining rocks for space exploration
* Areas on asteroids
* Machinery icons 1
Adds basic icons for the new machinery
* Vendor iconstate update
* Crucible touchups
* Hammer touchups
* Crucible Input Animation
Adds an animation when you deposit ores
* Added scanning the crucible with multitool to get mineral count
* clothing sprites part 1
* locker sprite
* job icons
* garment bag
* Smith locker mapping
* Insert and Bit removal fix
* Job menu alignment fix, Allowed_items and small spriting path fixes
* Adds new asteroid ruins to config
* Ore Sprites
* Hammer Sprite
* Item Sprites 1
* Sheets, Wall Ores and Trim
* Sheet iconstate names
* species uniforms
* Tabs
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Lens spelling fix
* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs
* Fixed type lists
* Smithing machine bug fixes.
* Fixed adding modifications to items
* Crucible Lava Idle
Adds an idle animation for the crucible, but it needs overlay code to work.
* Fixed eguns
* Magma Crucible overlays and animations
* Machine broken/Off states
Adds broken, wires exposed (and on/off where appropriate) states to machines.
* Castivend recolor and Hot Items
* Overlays for all machines, new sprites for hot items, new checks, fixes
* Woe, farragus merge conflict
* update_appearance linters
* I have fat fingers.
* Forgot one
* transfer_item_to and qdel null check
* Usr to User
* Modsuits should not have inserts.
* Adds casting lip overlay
* Balance pass on movement debuffs and buffs
* Material movespeed changes
* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE
* Math fixes for lenses and bits.
* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums
* Bad var. Bad.
* Various fixes to bugs revealed in initial TM
* TYPO
* Lavaland base turf fix
* Paths in examine fix
* Adds an intercom to the workshop.
* Stamina-hybrid damage oversight fix for det revolver, uion, etc.
* Currently Operating Message fix
* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.
* Armor and upgrade fixes
* RCD tool bit equip fix
* Adds smith access to a few lists in access.dm that were missed in an oversight
* Indent fixes
* Fixes vending machine, allows tool bit use on mining equipment
* CI, you make me mad sometimes
* Removed duplicate code
* Name fix for CI again
* ORM now can handle space ores
* Adds space ores to Vetus drop and to trader inventories
* Fixes runtime with open hand attacking a lava furnace with nothing in it
* Adds crewvend kit to Castivend
* Fixes not being able to see new ores
* Adds drill and RCS to smith locker
* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.
* Plant fixes
* Fixes doubled-up catwalk
* Emerald cargo windoor fix, small lavaland adjustment
* Small oversight for overlay fix
* Missing lightswitches
* Fixed stock parts mismatch in casting basin recipe
* Better support for power tools, grrr attackchain
* Better attack chain handling. Better handling for bit insertion
* Fixes handling of inserts with storage suits (like labcoats)
* sprites for bomber + plasmeme outfit
* Adds missing adjacency checks
* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.
* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.
* Small hallway adjustment
* Illuminates metastation smith office
* Removes excessive decimals in magma crucible scan output
* Berserker should not have inserts.
* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly
* Adds smith bomber jacket to loadout panel
* Adds random spawners for smithed items, adds random low-quality items to maints loot
* Adds traitor version of bulldog shotgun
* Revert "Adds traitor version of bulldog shotgun"
This reverts commit 1d39c59f07.
* Added check to assembler, moved desc changes to examine()
* plasmaman suit fix
* Fixed hot check when removing items from hammer and furnace
* Remaps lavaland workshop, fixed deltastation light switch
* Improper's the smith office name
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Compacts extra ore drops from Vetus
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* better looping
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Better loop
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Multitools don't need tool bits.
* Better variable names, fixed missing parenthesis
* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines
* window
* Update deltastation.dmm
* Update deltastation.dmm
* Update deltastation.dmm
* Fixes small oversights
* Minor lavaland remap
* Reverts TM-required changes in preparation for full merge
* Begone, stray font!
* Damn you cable CI
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
169 lines
5.6 KiB
Plaintext
169 lines
5.6 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 act_result
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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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