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## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑
103 lines
4.0 KiB
Plaintext
103 lines
4.0 KiB
Plaintext
/**
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* Attached to an atom, creates an explosion when it is interacted with
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*/
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/datum/component/interaction_booby_trap
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/// Explosion radius of light damage
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var/explosion_light_range
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/// Explosion radius of heavy damage
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var/explosion_heavy_range
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/// Sound to play when triggered
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var/triggered_sound
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/// Time to wait between being triggered and blowing up
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var/trigger_delay
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/// Looping sound to clue people in that something is up
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var/datum/looping_sound/active_sound_loop
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/// Using this tool on the atom will defuse the explosive
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var/defuse_tool
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/// List of additional signals which should make this explode
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var/list/additional_triggers
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/// Callback to run when we're going to explode
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var/datum/callback/on_triggered_callback
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/// Callback to run when we've been defused
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var/datum/callback/on_defused_callback
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/// Time until we explode
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var/explode_timer
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/datum/component/interaction_booby_trap/Initialize(
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explosion_light_range = 3,
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explosion_heavy_range = 1, // So we destroy some machine components
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triggered_sound = 'sound/machines/triple_beep.ogg',
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trigger_delay = 0.5 SECONDS,
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sound_loop_type = /datum/looping_sound/trapped_machine_beep,
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defuse_tool = TOOL_SCREWDRIVER,
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additional_triggers = list(),
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datum/callback/on_triggered_callback = null,
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datum/callback/on_defused_callback = null,
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)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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src.explosion_light_range = explosion_light_range
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src.explosion_heavy_range = explosion_heavy_range
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src.triggered_sound = triggered_sound
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src.trigger_delay = trigger_delay
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src.defuse_tool = defuse_tool
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src.additional_triggers = additional_triggers
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src.on_triggered_callback = on_triggered_callback
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src.on_defused_callback = on_defused_callback
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if (sound_loop_type)
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active_sound_loop = new sound_loop_type(parent)
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active_sound_loop.start()
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_touched))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(on_examine))
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if (defuse_tool)
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(defuse_tool), PROC_REF(on_defused))
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if (length(additional_triggers))
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RegisterSignals(parent, additional_triggers, PROC_REF(trigger_explosive))
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/datum/component/interaction_booby_trap/Destroy(force, silent)
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UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_TOOL_ACT(defuse_tool), COMSIG_ATOM_EXAMINE_MORE) + additional_triggers)
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QDEL_NULL(active_sound_loop)
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on_triggered_callback = null
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on_defused_callback = null
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return ..()
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/// Called when someone touches the parent atom with their hands, we want to blow up
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/datum/component/interaction_booby_trap/proc/on_touched(atom/source)
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SIGNAL_HANDLER
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trigger_explosive(source)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/// Start a countdown until destruction
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/datum/component/interaction_booby_trap/proc/trigger_explosive(atom/source)
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SIGNAL_HANDLER
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if (explode_timer)
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return
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explode_timer = addtimer(CALLBACK(src, PROC_REF(explode), source), 0.5 SECONDS)
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source.balloon_alert_to_viewers("beep")
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playsound(parent, triggered_sound, 50, FALSE)
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return
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/// Blow up the parent atom and delete ourselves
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/datum/component/interaction_booby_trap/proc/explode(atom/source)
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on_triggered_callback?.Invoke(source)
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var/turf/origin_turf = get_turf(source)
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new /obj/effect/temp_visual/explosion/fast(origin_turf)
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EX_ACT(source, EXPLODE_HEAVY, source)
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explosion(origin = origin_turf, light_impact_range = explosion_light_range, heavy_impact_range = explosion_heavy_range, explosion_cause = src)
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qdel(src)
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/// Defuse the bomb and delete ourselves
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/datum/component/interaction_booby_trap/proc/on_defused(atom/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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on_defused_callback?.Invoke(source, user, tool)
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qdel(src)
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return ITEM_INTERACT_BLOCKING
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/// Give people a little hint
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/datum/component/interaction_booby_trap/proc/on_examine(atom/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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var/defuse_hint = (defuse_tool) ? "Perhaps [tool_behaviour_name(defuse_tool)] could help..." : ""
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examine_list += span_warning("There's a light flashing red inside the maintenance panel. [defuse_hint]")
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