Files
Aurora.3/code/modules/research/destructive_analyzer.dm
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.

Almost certainly a candidate for test merge.

Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-21 15:35:14 +00:00

92 lines
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/*
Destructive Analyzer
It is used to destroy hand-held objects and advance technological research. Controls are in the linked R&D console.
Note: Must be placed within 3 tiles of the R&D Console
*/
/obj/machinery/r_n_d/destructive_analyzer
name = "destructive analyzer"
desc = "A cutting-edge research device that allows scientists to discover and further knowledge in fields that were used in the manufacture of certain objects."
icon_state = "d_analyzer"
var/obj/item/loaded_item = null
var/decon_mod = 0
idle_power_usage = 30
active_power_usage = 2500
component_types = list(
/obj/item/circuitboard/destructive_analyzer,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/manipulator,
/obj/item/stock_parts/micro_laser
)
/obj/machinery/r_n_d/destructive_analyzer/upgrade_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Upgraded <b>micro-lasers</b> will increase data gathered from destructive analysis."
. += "Upgraded <b>scanning modules</b> will increase data gathered from destructive analysis."
. += "Upgraded <b>manipulators</b> will increase data gathered from destructive analysis."
/obj/machinery/r_n_d/destructive_analyzer/RefreshParts()
..()
var/T = 0
for(var/obj/item/stock_parts/S in component_parts)
T += S.rating
decon_mod = T * 0.1
/obj/machinery/r_n_d/destructive_analyzer/update_icon()
if(panel_open)
icon_state = "d_analyzer_t"
else if(loaded_item)
icon_state = "d_analyzer_l"
else
icon_state = "d_analyzer"
/obj/machinery/r_n_d/destructive_analyzer/attackby(obj/item/attacking_item, mob/user)
if(busy)
to_chat(user, SPAN_NOTICE("\The [src] is busy right now."))
return
if(loaded_item)
to_chat(user, SPAN_NOTICE("There is something already loaded into \the [src]."))
return 1
if(default_deconstruction_screwdriver(user, attacking_item))
if(linked_console)
linked_console.linked_destroy = null
linked_console = null
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
if(panel_open)
to_chat(user, SPAN_NOTICE("You can't load \the [src] while it's opened."))
return 1
if(!linked_console)
to_chat(user, SPAN_NOTICE("\The [src] must be linked to an R&D console first."))
return
if(istype(attacking_item, /obj/item) && !loaded_item)
if(!attacking_item.dropsafety()) //Don't put your module items in there!
return
if(!attacking_item.origin_tech)
to_chat(user, SPAN_NOTICE("This doesn't seem to have a tech origin."))
return
if(attacking_item.origin_tech.len == 0)
to_chat(user, SPAN_NOTICE("You cannot deconstruct this item."))
return
busy = 1
loaded_item = attacking_item
user.drop_from_inventory(attacking_item, src)
to_chat(user, SPAN_NOTICE("You add \the [attacking_item] to \the [src]."))
flick("d_analyzer_la", src)
spawn(10)
update_icon()
busy = 0
if(linked_console.screen == 2.1)
linked_console.screen = 2.2
linked_console.updateUsrDialog()
return 1
return