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Skyrat-tg/code/datums/components/interaction_booby_trap.dm
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MrMelbertandGitHub 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

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
/🆑
2023-12-08 23:50:19 -07:00

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/**
* Attached to an atom, creates an explosion when it is interacted with
*/
/datum/component/interaction_booby_trap
/// Explosion radius of light damage
var/explosion_light_range
/// Explosion radius of heavy damage
var/explosion_heavy_range
/// Sound to play when triggered
var/triggered_sound
/// Time to wait between being triggered and blowing up
var/trigger_delay
/// Looping sound to clue people in that something is up
var/datum/looping_sound/active_sound_loop
/// Using this tool on the atom will defuse the explosive
var/defuse_tool
/// List of additional signals which should make this explode
var/list/additional_triggers
/// Callback to run when we're going to explode
var/datum/callback/on_triggered_callback
/// Callback to run when we've been defused
var/datum/callback/on_defused_callback
/// Time until we explode
var/explode_timer
/datum/component/interaction_booby_trap/Initialize(
explosion_light_range = 3,
explosion_heavy_range = 1, // So we destroy some machine components
triggered_sound = 'sound/machines/triple_beep.ogg',
trigger_delay = 0.5 SECONDS,
sound_loop_type = /datum/looping_sound/trapped_machine_beep,
defuse_tool = TOOL_SCREWDRIVER,
additional_triggers = list(),
datum/callback/on_triggered_callback = null,
datum/callback/on_defused_callback = null,
)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.explosion_light_range = explosion_light_range
src.explosion_heavy_range = explosion_heavy_range
src.triggered_sound = triggered_sound
src.trigger_delay = trigger_delay
src.defuse_tool = defuse_tool
src.additional_triggers = additional_triggers
src.on_triggered_callback = on_triggered_callback
src.on_defused_callback = on_defused_callback
if (sound_loop_type)
active_sound_loop = new sound_loop_type(parent)
active_sound_loop.start()
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_touched))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(on_examine))
if (defuse_tool)
RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(defuse_tool), PROC_REF(on_defused))
if (length(additional_triggers))
RegisterSignals(parent, additional_triggers, PROC_REF(trigger_explosive))
/datum/component/interaction_booby_trap/Destroy(force, silent)
UnregisterSignal(parent, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_TOOL_ACT(defuse_tool), COMSIG_ATOM_EXAMINE_MORE) + additional_triggers)
QDEL_NULL(active_sound_loop)
on_triggered_callback = null
on_defused_callback = null
return ..()
/// Called when someone touches the parent atom with their hands, we want to blow up
/datum/component/interaction_booby_trap/proc/on_touched(atom/source)
SIGNAL_HANDLER
trigger_explosive(source)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Start a countdown until destruction
/datum/component/interaction_booby_trap/proc/trigger_explosive(atom/source)
SIGNAL_HANDLER
if (explode_timer)
return
explode_timer = addtimer(CALLBACK(src, PROC_REF(explode), source), 0.5 SECONDS)
source.balloon_alert_to_viewers("beep")
playsound(parent, triggered_sound, 50, FALSE)
return
/// Blow up the parent atom and delete ourselves
/datum/component/interaction_booby_trap/proc/explode(atom/source)
on_triggered_callback?.Invoke(source)
var/turf/origin_turf = get_turf(source)
new /obj/effect/temp_visual/explosion/fast(origin_turf)
EX_ACT(source, EXPLODE_HEAVY, source)
explosion(origin = origin_turf, light_impact_range = explosion_light_range, heavy_impact_range = explosion_heavy_range, explosion_cause = src)
qdel(src)
/// Defuse the bomb and delete ourselves
/datum/component/interaction_booby_trap/proc/on_defused(atom/source, mob/user, obj/item/tool)
SIGNAL_HANDLER
on_defused_callback?.Invoke(source, user, tool)
qdel(src)
return ITEM_INTERACT_BLOCKING
/// Give people a little hint
/datum/component/interaction_booby_trap/proc/on_examine(atom/source, mob/examiner, list/examine_list)
SIGNAL_HANDLER
var/defuse_hint = (defuse_tool) ? "Perhaps [tool_behaviour_name(defuse_tool)] could help..." : ""
examine_list += span_warning("There's a light flashing red inside the maintenance panel. [defuse_hint]")