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Author SHA1 Message Date
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
John Willard
fa9a2a701a Implant pad TGUI (#80978)
## About The Pull Request

I was messing a little bit with TGUI stuff and ended up turning the
implant pad TGUI, so why not.
On top of the new UI, I replaced the messages to chat with nice and
consistent balloon alerts which will hopefully make it not seem like an
ancient piece of shit.

Video demonstration


https://github.com/tgstation/tgstation/assets/53777086/a1ebe0d4-005b-4e29-a623-2c1b352cd017

I also removed ``INTERACT_MACHINE_SET_MACHINE`` from the prisoner
console, because it was accidentally left in when the console was moved
to TGUI

## Why It's Good For The Game

I'm still going down the list of things that need to be TGUI, and I
ended up doing this cause I just felt like it while messing with some
other stuff.
Rest of the list is visible here:
https://hackmd.io/@sClqlHM0T4yZfn-qa5KnAg/S152Tl2hh

## Changelog

🆑
refactor: Implant pads now use TGUI
/🆑
2024-01-17 04:37:03 -05:00
Rhials
16bdcf409c "Security Implant" rework, prisoner management console updates (#79882)
## About The Pull Request

For the vernacular purposes of the following PR body -- "Security
Implant" refers to the existing subset of implants given, by security,
to captured prisoners and such as a punitive, controlling measure. This
includes the chemical, tracking, and maybe exile implants.

This revamps the functionality of how "security" implants are displayed
on huds, prisoner management console implant controls/readouts, and
their instrumentality. It was also, ultimately, an attempt at nerfing
the tracking implant that spiralled far out of control.

Rather than only displaying chemical on the right and tracking on the
left, all implants with the "security implant" flag will be trackable on
SecHuds. A maximum of two can be implanted at once. This is both due to
technical limitations, but also conveniently provides security a limit
to consider when choosing implants.

Implants now also occupy their HUD slot based on the order they were
implanted in, rather than always occupying the same spot. Neat!


![image](https://github.com/tgstation/tgstation/assets/28870487/68b17dbb-cda4-4c3b-96d4-b3bbcf49b80e)

From two (three if you count the exile implant), there are now five
security implants. _The tracker implant has been split into two of these
implants._

<details>
<summary>Summary of the implants, functions, changes:</summary>
<br>

- **Tracker (Red)** -- No longer grants teleporter beacon. Tracking
radius has been increased from 20 to 35 tiles. The Prisoner Management
Console will now list the area the prisoner is occupying as well.
Disables after the implantee is dead for 10 minutes.
- **Chemical (Blue)** -- No mechanical changes. The implant pad readout
has been modified slightly.
- **Exile (Green)** -- In addition to past functionality, station
shuttle controls (public, mining, etc.) will be unresponsive for the
implantee. Flimsy, but more effective than a stern warning not to come
back from lavaland.
- **Beacon (Yellow)** -- Implantee becomes a teleporter beacon. The
prisoner console will report if their currently occupied area is
hazardous or not, so half of the security team doesn't blindly teleport
into space or lava. Disables after the implantee is dead for 10 minutes.
Available from Cargo.
- **Teleport Blocker (Deep Blue, not shown)** -- Prevents the implantee
from being teleported. Ever wanted to keep a wizard or cultist in a
cell? This is where you can start. Available from Cargo, expensive and
scarce.

Each of the implants has some application that would benefit security if
used on a captured criminal. Their usefulness may overlap in some
places, but the overall range of control these implants give security is
broadened.

</details>

The implant control console has also been given a small facelift.
Certain implants provide more useful readouts that can help officers
locate, control, or capture an implantee, rewarding cooperation between
officers.

It has also been totally converted into TGUI by @MrMelbert. Kickass!

Also, You can now remotely destroy implants, either to relieve criminals
from their punishment or to make room for a different implant. Wardens
should keep hold of their ID and remember to log out, since a motivated
convict could use it to shed their implants!


![tgui](https://github.com/tgstation/tgstation/assets/28870487/3c2ae99f-9c1d-4b18-b4cb-942cc96bcafe)

Everything made in this PR _should_ be scaleable enough to allow for new
security implant types to be implemented with relative ease. The
teleport-blocker implant was a last minute attempt to prove it to
myself. I had a few more ideas for implants in my head, but figured this
PR was already getting big and ugly enough. That is all for another day.

I truly apologize if there's anything I've missed in here. I did a lot
of this over a long period of time and kind of just... sat on it for a
while. If there's any confusing our unexplained changes, feel free to
point them out and I'll try to give an explanation.
## Why It's Good For The Game

The goal of this PR is to give a bit more depth to security's armory
implants. The intent is to present a choice in what implants are given
(rather than just tracker and maybe chem if you're feeling spiteful),
and to make them more useful as punitive/monitoring tools.

The tracker implant needed a nerf (and probably still does regardless of
this PR's success). It's never used for tracking since the teleporter
beacon is much more direct (+ gives a virtually free attack
opportunity), and the tracking range was incredibly subpar. I'd rather
not take toys away from security, but having the best option not be
roundstart gear feels like a fair compromise.

Warden content. Wardens have more gear to budget for and use at their
own (or the HOSes) discretion. The changes to the prisoner console allow
them to coordinate with officers to get good value out of the implants
they've chosen for an implantee.

Gives antagonists an alternate way to get de-implanted, without external
help, that can only be granted at the fault of security. Wardens who
dish out implants must keep an eye on the people carrying them!
## Changelog
🆑 Rhials, MrMelbert
add: The Tracker implant has had its teleport beacon functionality
migrated to the new (cargo accessible) Beacon implant.
add: Teleport Blocker security implant, that prevents the implantee from
teleporting by any means. Purchasable from cargo.
add: Security implants may now be harmlessly self-destructed at the
Prisoner Management Console.
balance: The Tracker implant tracking radius has increased from 20 to 35
tiles. The Prisoner Management Console will track and display the area
the implantee is in as well.
balance: The exile implant now prevents implantees from operating
shuttle controls.
code: Various code improvements and removal of unused vars in the
Prisoner Management Console
code: The HUD slots for chem/tracking implants have been converted to
display any implant with the IMPLANT_TYPE_SECURITY flag and an
associated sprite.
spellcheck: Modifies various implant pad readouts, removing false
information and rewriting some sections.
/🆑

---------

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-09 17:15:19 +01:00