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Skyrat-tg/code/game/machinery/deployable.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

247 lines
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#define SINGLE "single"
#define VERTICAL "vertical"
#define HORIZONTAL "horizontal"
#define METAL 1
#define WOOD 2
#define SAND 3
//Barricades/cover
/obj/structure/barricade
name = "chest high wall"
desc = "Looks like this would make good cover."
anchored = TRUE
density = TRUE
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/bar_material = METAL
/obj/structure/barricade/deconstruct(disassembled = TRUE)
if(!(obj_flags & NO_DECONSTRUCTION))
make_debris()
qdel(src)
/obj/structure/barricade/proc/make_debris()
return
/obj/structure/barricade/attackby(obj/item/I, mob/living/user, params)
if(I.tool_behaviour == TOOL_WELDER && !user.combat_mode && bar_material == METAL)
if(atom_integrity < max_integrity)
if(!I.tool_start_check(user, amount=1))
return
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 40, volume=40))
atom_integrity = clamp(atom_integrity + 20, 0, max_integrity)
else
return ..()
/obj/structure/barricade/CanAllowThrough(atom/movable/mover, border_dir)//So bullets will fly over and stuff.
. = ..()
if(locate(/obj/structure/barricade) in get_turf(mover))
return TRUE
else if(isprojectile(mover))
if(!anchored)
return TRUE
var/obj/projectile/proj = mover
if(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(proj_pass_rate))
return TRUE
return FALSE
/////BARRICADE TYPES///////
/obj/structure/barricade/wooden
name = "wooden barricade"
desc = "This space is blocked off by a wooden barricade."
icon = 'icons/obj/structures.dmi'
icon_state = "woodenbarricade"
resistance_flags = FLAMMABLE
bar_material = WOOD
var/drop_amount = 3
/obj/structure/barricade/wooden/Initialize(mapload)
. = ..()
var/static/list/tool_behaviors = list(TOOL_CROWBAR = list(SCREENTIP_CONTEXT_LMB = "Deconstruct"))
AddElement(/datum/element/contextual_screentip_tools, tool_behaviors)
register_context()
/obj/structure/barricade/wooden/attackby(obj/item/I, mob/user)
if(istype(I,/obj/item/stack/sheet/mineral/wood))
var/obj/item/stack/sheet/mineral/wood/W = I
if(W.amount < 5)
to_chat(user, span_warning("You need at least five wooden planks to make a wall!"))
return
else
to_chat(user, span_notice("You start adding [I] to [src]..."))
playsound(src, 'sound/items/hammering_wood.ogg', 50, vary = TRUE)
if(do_after(user, 50, target=src))
W.use(5)
var/turf/T = get_turf(src)
T.place_on_top(/turf/closed/wall/mineral/wood/nonmetal)
qdel(src)
return
return ..()
/obj/structure/barricade/wooden/crowbar_act(mob/living/user, obj/item/tool)
balloon_alert(user, "deconstructing barricade...")
if(!tool.use_tool(src, user, 2 SECONDS, volume=50))
return
balloon_alert(user, "barricade deconstructed")
tool.play_tool_sound(src)
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
qdel(src)
return ITEM_INTERACT_SUCCESS
/obj/structure/barricade/wooden/crude
name = "crude plank barricade"
desc = "This space is blocked off by a crude assortment of planks."
icon_state = "woodenbarricade-old"
drop_amount = 1
max_integrity = 50
proj_pass_rate = 65
layer = SIGN_LAYER
/obj/structure/barricade/wooden/crude/snow
desc = "This space is blocked off by a crude assortment of planks. It seems to be covered in a layer of snow."
icon_state = "woodenbarricade-snow-old"
max_integrity = 75
/obj/structure/barricade/wooden/make_debris()
new /obj/item/stack/sheet/mineral/wood(get_turf(src), drop_amount)
/obj/structure/barricade/sandbags
name = "sandbags"
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags-0"
base_icon_state = "sandbags"
max_integrity = 280
proj_pass_rate = 20
pass_flags_self = LETPASSTHROW
bar_material = SAND
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_SANDBAGS
canSmoothWith = SMOOTH_GROUP_SANDBAGS + SMOOTH_GROUP_SECURITY_BARRICADE + SMOOTH_GROUP_WALLS
/obj/structure/barricade/sandbags/Initialize(mapload)
. = ..()
AddElement(/datum/element/climbable)
AddElement(/datum/element/elevation, pixel_shift = 12)
/obj/structure/barricade/security
name = "security barrier"
desc = "A deployable barrier. Provides good cover in fire fights."
icon = 'icons/obj/structures.dmi'
icon_state = "barrier0"
density = FALSE
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor_type = /datum/armor/barricade_security
var/deploy_time = 40
var/deploy_message = TRUE
/datum/armor/barricade_security
melee = 10
bullet = 50
laser = 50
energy = 50
bomb = 10
fire = 10
/obj/structure/barricade/security/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(deploy)), deploy_time)
/obj/structure/barricade/security/proc/deploy()
icon_state = "barrier1"
set_density(TRUE)
set_anchored(TRUE)
if(deploy_message)
visible_message(span_warning("[src] deploys!"))
/obj/item/grenade/barrier
name = "barrier grenade"
desc = "Instant cover."
icon = 'icons/obj/weapons/grenade.dmi'
icon_state = "wallbang"
inhand_icon_state = "flashbang"
actions_types = list(/datum/action/item_action/toggle_barrier_spread)
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
. = ..()
. += span_notice("Alt-click to toggle modes.")
/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
if(!istype(user) || !user.can_perform_action(src))
return
toggle_mode(user)
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
if(SINGLE)
mode = VERTICAL
if(VERTICAL)
mode = HORIZONTAL
if(HORIZONTAL)
mode = SINGLE
to_chat(user, span_notice("[src] is now in [mode] mode."))
/obj/item/grenade/barrier/detonate(mob/living/lanced_by)
. = ..()
if(!.)
return
new /obj/structure/barricade/security(get_turf(src.loc))
switch(mode)
if(VERTICAL)
var/turf/target_turf = get_step(src, NORTH)
if(!target_turf.is_blocked_turf())
new /obj/structure/barricade/security(target_turf)
var/turf/target_turf2 = get_step(src, SOUTH)
if(!target_turf2.is_blocked_turf())
new /obj/structure/barricade/security(target_turf2)
if(HORIZONTAL)
var/turf/target_turf = get_step(src, EAST)
if(!target_turf.is_blocked_turf())
new /obj/structure/barricade/security(target_turf)
var/turf/target_turf2 = get_step(src, WEST)
if(!target_turf2.is_blocked_turf())
new /obj/structure/barricade/security(target_turf2)
qdel(src)
/obj/item/grenade/barrier/ui_action_click(mob/user)
toggle_mode(user)
/obj/item/deployable_turret_folded
name = "folded heavy machine gun"
desc = "A folded and unloaded heavy machine gun, ready to be deployed and used."
icon = 'icons/obj/weapons/turrets.dmi'
icon_state = "folded_hmg"
inhand_icon_state = "folded_hmg"
max_integrity = 250
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
/obj/item/deployable_turret_folded/Initialize(mapload)
. = ..()
AddComponent(/datum/component/deployable, 5 SECONDS, /obj/machinery/deployable_turret/hmg)
#undef SINGLE
#undef VERTICAL
#undef HORIZONTAL
#undef METAL
#undef WOOD
#undef SAND