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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 /🆑
304 lines
11 KiB
Plaintext
304 lines
11 KiB
Plaintext
/**
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* Component which allows you to attach a seclight to an item,
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* be it a piece of clothing or a tool.
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*/
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/datum/component/seclite_attachable
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// Whether we can remove the light with a screwdriver or not.
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var/is_light_removable = TRUE
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/// If passed, we wil simply update our item's icon_state when a light is attached.
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/// Formatted as parent_base_state-[light_icon-state]-"on"
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var/light_icon_state
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/// If passed, we will add overlays to the item when a light is attached.
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/// This is the icon file it grabs the overlay from.
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var/light_overlay_icon
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/// The state to take from the light overlay icon if supplied.
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var/light_overlay
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/// The X offset of our overlay if supplied.
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var/overlay_x = 0
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/// The Y offset of our overlay if supplied.
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var/overlay_y = 0
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// Internal vars.
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/// A reference to the actual light that's attached.
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var/obj/item/flashlight/seclite/light
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/// A weakref to the item action we add with the light.
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var/datum/weakref/toggle_action_ref
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/// Static typecache of all lights we consider seclites (all lights we can attach).
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var/static/list/valid_lights = typecacheof(list(/obj/item/flashlight/seclite))
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/datum/component/seclite_attachable/Initialize(
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obj/item/flashlight/seclite/starting_light,
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is_light_removable = TRUE,
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light_icon_state,
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light_overlay_icon,
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light_overlay,
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overlay_x = 0,
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overlay_y = 0,
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.is_light_removable = is_light_removable
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src.light_icon_state = light_icon_state
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src.light_overlay_icon = light_overlay_icon
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src.light_overlay = light_overlay
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src.overlay_x = overlay_x
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src.overlay_y = overlay_y
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if(istype(starting_light))
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add_light(starting_light)
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/datum/component/seclite_attachable/Destroy(force, silent)
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if(light)
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remove_light()
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return ..()
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// Inheriting component allows lights to be added externally to things which already have a mount.
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/datum/component/seclite_attachable/InheritComponent(
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datum/component/seclite_attachable/new_component,
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original,
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obj/item/flashlight/seclite/starting_light,
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is_light_removable = TRUE,
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light_icon_state,
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light_overlay_icon,
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light_overlay,
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overlay_x,
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overlay_y,
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)
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if(!original)
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return
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src.is_light_removable = is_light_removable
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// For the rest of these arguments, default to what already exists
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if(light_icon_state)
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src.light_icon_state = light_icon_state
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if(light_overlay_icon)
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src.light_overlay_icon = light_overlay_icon
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if(light_overlay)
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src.light_overlay = light_overlay
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if(overlay_x)
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src.overlay_x = overlay_x
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if(overlay_x)
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src.overlay_y = overlay_y
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if(istype(starting_light))
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add_light(starting_light)
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/datum/component/seclite_attachable/RegisterWithParent()
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RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(on_parent_deconstructed))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_light_exit))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(parent, COMSIG_ITEM_UI_ACTION_CLICK, PROC_REF(on_action_click))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
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RegisterSignal(parent, COMSIG_HIT_BY_SABOTEUR, PROC_REF(on_saboteur))
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/datum/component/seclite_attachable/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_OBJ_DECONSTRUCT,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
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COMSIG_ATOM_UPDATE_ICON_STATE,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_ITEM_UI_ACTION_CLICK,
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COMSIG_ATOM_ATTACKBY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_QDELETING,
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))
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/// Sets a new light as our current light for our parent.
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/datum/component/seclite_attachable/proc/add_light(obj/item/flashlight/new_light, mob/attacher)
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if(light)
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CRASH("[type] tried to add a new light when it already had one.")
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light = new_light
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light.set_light_flags(light.light_flags | LIGHT_ATTACHED)
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// We may already exist within in our parent's contents... But if we don't move it over now
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if(light.loc != parent)
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light.forceMove(parent)
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// We already have an action for the light for some reason? Clean it up
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if(toggle_action_ref?.resolve())
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stack_trace("[type] - add_light had an existing toggle action when add_light was called.")
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QDEL_NULL(toggle_action_ref)
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// Make a new toggle light item action for our parent
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var/obj/item/item_parent = parent
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var/datum/action/item_action/toggle_seclight/toggle_action = item_parent.add_item_action(/datum/action/item_action/toggle_seclight)
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toggle_action_ref = WEAKREF(toggle_action)
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update_light()
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/// Removes the current light from our parent.
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/datum/component/seclite_attachable/proc/remove_light()
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// Our action may be linked to our parent,
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// but it's really sourced from our light. Get rid of it.
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QDEL_NULL(toggle_action_ref)
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// It is possible the light was removed by being deleted.
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if(!QDELETED(light))
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light.set_light_flags(light.light_flags & ~LIGHT_ATTACHED)
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light.update_brightness()
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light = null
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update_light()
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/// Toggles the light within on or off.
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/// Returns TRUE if there is a light inside, FALSE otherwise.
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/datum/component/seclite_attachable/proc/toggle_light(mob/user)
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if(!light)
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return FALSE
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var/successful_toggle = light.toggle_light(user)
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if(!successful_toggle)
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return TRUE
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user.balloon_alert(user, "[light.name] toggled [light.light_on ? "on":"off"]")
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update_light()
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return TRUE
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/// Called after the a light is added, removed, or toggles.
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/// Ensures all of our appearances look correct for the new light state.
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/datum/component/seclite_attachable/proc/update_light()
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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item_parent.update_item_action_buttons()
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/// Signal proc for [COMSIG_ATOM_EXITED] that handles our light being removed or deleted from our parent.
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/datum/component/seclite_attachable/proc/on_light_exit(obj/item/source, atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(gone == light)
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remove_light()
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/// Signal proc for [COMSIG_OBJ_DECONSTRUCT] that drops our light to the ground if our parent is deconstructed.
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/datum/component/seclite_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
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SIGNAL_HANDLER
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// Our light is gone already - Probably destroyed by whatever destroyed our parent. Just remove it.
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if(QDELETED(light) || !is_light_removable)
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remove_light()
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return
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// We were deconstructed in any other way, so we can just drop the light on the ground (which removes it via signal).
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light.forceMove(source.drop_location())
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/// Signal proc for [COMSIG_QDELETING] that deletes our light if our parent is deleted.
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/datum/component/seclite_attachable/proc/on_parent_deleted(obj/item/source)
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SIGNAL_HANDLER
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QDEL_NULL(light)
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/// Signal proc for [COMSIG_ITEM_UI_ACTION_CLICK] that toggles our light on and off if our action button is clicked.
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/datum/component/seclite_attachable/proc/on_action_click(obj/item/source, mob/user, datum/action)
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SIGNAL_HANDLER
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// This isn't OUR action specifically, we don't care.
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if(!IS_WEAKREF_OF(action, toggle_action_ref))
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return
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// Toggle light fails = no light attached = shouldn't be possible
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if(!toggle_light(user))
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CRASH("[type] - on_action_click somehow both HAD AN ACTION and also HAD A TRIGGERABLE ACTION, without having an attached light.")
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return COMPONENT_ACTION_HANDLED
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/// Signal proc for [COMSIG_ATOM_ATTACKBY] that allows a user to attach a seclite by hitting our parent with it.
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/datum/component/seclite_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, params)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(attacking_item, valid_lights))
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return
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if(light)
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source.balloon_alert(attacker, "already has \a [light]!")
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return
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if(!attacker.transferItemToLoc(attacking_item, source))
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return
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add_light(attacking_item, attacker)
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source.balloon_alert(attacker, "attached [attacking_item]")
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return COMPONENT_NO_AFTERATTACK
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/// Signal proc for [COMSIG_ATOM_TOOL_ACT] via [TOOL_SCREWDRIVER] that removes any attached seclite.
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/datum/component/seclite_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!light || !is_light_removable)
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return
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INVOKE_ASYNC(src, PROC_REF(unscrew_light), source, user, tool)
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return ITEM_INTERACT_BLOCKING
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/// Invoked asyncronously from [proc/on_screwdriver]. Handles removing the light from our parent.
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/datum/component/seclite_attachable/proc/unscrew_light(obj/item/source, mob/user, obj/item/tool)
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tool?.play_tool_sound(source)
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source.balloon_alert(user, "unscrewed [light]")
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var/obj/item/flashlight/seclite/to_remove = light
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// The forcemove here will call exited on the light, and automatically update our references / etc
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to_remove.forceMove(source.drop_location())
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if(source.Adjacent(user) && !issilicon(user))
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user.put_in_hands(to_remove)
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/// Signal proc for [COMSIG_ATOM_EXAMINE] that shows our item can have / does have a seclite attached.
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/datum/component/seclite_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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if(light)
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examine_list += "It has \a [light] [is_light_removable ? "mounted on it with a few <b>screws</b>" : "permanently mounted on it"]."
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else
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examine_list += "It has a mounting point for a <b>seclite</b>."
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/// Signal proc for [COMSIG_ATOM_UPDATE_OVERLAYS] that updates our parent with our seclite overlays, if we have some.
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/datum/component/seclite_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
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SIGNAL_HANDLER
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// No overlays to add, no reason to run
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if(!light_overlay || !light_overlay_icon)
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return
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// No light, nothing to add
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if(!light)
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return
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var/overlay_state = "[light_overlay][light.light_on ? "_on":""]"
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var/mutable_appearance/flashlight_overlay = mutable_appearance(light_overlay_icon, overlay_state)
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flashlight_overlay.pixel_x = overlay_x
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flashlight_overlay.pixel_y = overlay_y
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overlays += flashlight_overlay
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/// Signal proc for [COMSIG_ATOM_UPDATE_ICON_STATE] that updates our parent's icon state, if we have one.
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/datum/component/seclite_attachable/proc/on_update_icon_state(obj/item/source)
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SIGNAL_HANDLER
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// No icon state to set, no reason to run
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if(!light_icon_state)
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return
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// Get the "base icon state" to work on
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var/base_state = source.base_icon_state || initial(source.icon_state)
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// Updates our icon state based on our light state.
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if(light)
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source.icon_state = "[base_state]-[light_icon_state][light.light_on ? "-on":""]"
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// Reset their icon state when if we've got no light.
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else if(source.icon_state != base_state)
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// Yes, this might mess with other icon state alterations,
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// but that's the downside of using icon states over overlays.
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source.icon_state = base_state
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/// Signal proc for [COMSIG_HIT_BY_SABOTEUR] that turns the light off for a few seconds.
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/datum/component/seclite_attachable/proc/on_saboteur(datum/source, disrupt_duration)
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SIGNAL_HANDLER
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. = light.on_saboteur(source, disrupt_duration)
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update_light()
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