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Bubberstation/code/game/objects/items/devices/scanners/sequence_scanner.dm
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

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/obj/item/sequence_scanner
name = "genetic sequence scanner"
icon = 'icons/obj/devices/scanner.dmi'
icon_state = "gene"
inhand_icon_state = "healthanalyzer"
worn_icon_state = "healthanalyzer"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
desc = "A hand-held scanner for analyzing someones gene sequence on the fly. Use on a DNA console to update the internal database."
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
throwforce = 3
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2)
var/list/discovered = list() //hit a dna console to update the scanners database
var/list/buffer
var/ready = TRUE
var/cooldown = (20 SECONDS)
/// genetic makeup data that's scanned
var/list/genetic_makeup_buffer = list()
/obj/item/sequence_scanner/examine(mob/user)
. = ..()
. += span_notice("Use primary attack to scan mutations, Secondary attack to scan genetic makeup")
if(LAZYLEN(genetic_makeup_buffer) > 0)
. += span_notice("It has the genetic makeup of \"[genetic_makeup_buffer["name"]]\" stored inside its buffer")
/obj/item/sequence_scanner/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(istype(interacting_with, /obj/machinery/computer/scan_consolenew))
var/obj/machinery/computer/scan_consolenew/console = interacting_with
if(console.stored_research)
to_chat(user, span_notice("[name] linked to central research database."))
discovered = console.stored_research.discovered_mutations
else
to_chat(user,span_warning("No database to update from."))
return ITEM_INTERACT_SUCCESS
if(!isliving(interacting_with))
return NONE
add_fingerprint(user)
//no scanning if its a husk or DNA-less Species
if (!HAS_TRAIT(interacting_with, TRAIT_GENELESS) && !HAS_TRAIT(interacting_with, TRAIT_BADDNA))
user.visible_message(span_notice("[user] analyzes [interacting_with]'s genetic sequence."))
balloon_alert(user, "sequence analyzed")
playsound(user, 'sound/items/healthanalyzer.ogg', 50) // close enough
gene_scan(interacting_with, user)
return ITEM_INTERACT_SUCCESS
user.visible_message(span_notice("[user] fails to analyze [interacting_with]'s genetic sequence."), span_warning("[interacting_with] has no readable genetic sequence!"))
return ITEM_INTERACT_BLOCKING
/obj/item/sequence_scanner/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(istype(interacting_with, /obj/machinery/computer/scan_consolenew))
var/obj/machinery/computer/scan_consolenew/console = interacting_with
var/buffer_index = tgui_input_number(user, "Slot:", "Which slot to export:", 1, LAZYLEN(console.genetic_makeup_buffer), 1)
console.genetic_makeup_buffer[buffer_index] = genetic_makeup_buffer
return ITEM_INTERACT_SUCCESS
if(!isliving(interacting_with))
return NONE
add_fingerprint(user)
//no scanning if its a husk, DNA-less Species or DNA that isn't able to be copied by a changeling/disease
if (!HAS_TRAIT(interacting_with, TRAIT_GENELESS) && !HAS_TRAIT(interacting_with, TRAIT_BADDNA) && !HAS_TRAIT(interacting_with, TRAIT_NO_DNA_COPY))
user.visible_message(span_warning("[user] is scanning [interacting_with]'s genetic makeup."))
if(!do_after(user, 3 SECONDS, interacting_with))
balloon_alert(user, "scan failed!")
user.visible_message(span_warning("[user] fails to scan [interacting_with]'s genetic makeup."))
return ITEM_INTERACT_BLOCKING
makeup_scan(interacting_with, user)
balloon_alert(user, "makeup scanned")
return ITEM_INTERACT_SUCCESS
user.visible_message(span_notice("[user] fails to analyze [interacting_with]'s genetic makeup."), span_warning("[interacting_with] has no readable genetic makeup!"))
return ITEM_INTERACT_BLOCKING
/obj/item/sequence_scanner/attack_self(mob/user)
display_sequence(user)
/obj/item/sequence_scanner/attack_self_tk(mob/user)
return
///proc for scanning someone's mutations
/obj/item/sequence_scanner/proc/gene_scan(mob/living/carbon/target, mob/living/user)
if(!iscarbon(target) || !target.has_dna())
return
//add target mutations to list as well as extra mutations.
//dupe list as scanner could modify target data
buffer = LAZYLISTDUPLICATE(target.dna.mutation_index)
var/list/active_mutations = list()
for(var/datum/mutation/human/mutation in target.dna.mutations)
LAZYSET(buffer, mutation.type, GET_SEQUENCE(mutation.type))
active_mutations.Add(mutation.type)
to_chat(user, span_notice("Subject [target.name]'s DNA sequence has been saved to buffer."))
for(var/mutation in buffer)
//highlight activated mutations
if(LAZYFIND(active_mutations, mutation))
to_chat(user, span_boldnotice("[get_display_name(mutation)]"))
else
to_chat(user, span_notice("[get_display_name(mutation)]"))
///proc for scanning someone's genetic makeup
/obj/item/sequence_scanner/proc/makeup_scan(mob/living/carbon/target, mob/living/user)
if(!iscarbon(target) || !target.has_dna())
return
genetic_makeup_buffer = list(
"label"="Analyzer Slot:[target.real_name]",
"UI"=target.dna.unique_identity,
"UE"=target.dna.unique_enzymes,
"UF"=target.dna.unique_features,
"name"=target.real_name,
"blood_type"=target.dna.blood_type)
/obj/item/sequence_scanner/proc/display_sequence(mob/living/user)
if(!LAZYLEN(buffer) || !ready)
return
var/list/options = list()
for(var/mutation in buffer)
options += get_display_name(mutation)
var/answer = tgui_input_list(user, "Analyze Potential", "Sequence Analyzer", sort_list(options))
if(isnull(answer))
return
if(!ready || !user.can_perform_action(src, NEED_LITERACY|NEED_LIGHT|FORBID_TELEKINESIS_REACH))
return
var/sequence
for(var/mutation in buffer) //this physically hurts but i dont know what anything else short of an assoc list
if(get_display_name(mutation) == answer)
sequence = buffer[mutation]
break
if(sequence)
var/display
for(var/i in 0 to length_char(sequence) / DNA_MUTATION_BLOCKS-1)
if(i)
display += "-"
display += copytext_char(sequence, 1 + i*DNA_MUTATION_BLOCKS, DNA_MUTATION_BLOCKS*(1+i) + 1)
to_chat(user, "[span_boldnotice("[display]")]<br>")
ready = FALSE
icon_state = "[icon_state]_recharging"
addtimer(CALLBACK(src, PROC_REF(recharge)), cooldown, TIMER_UNIQUE)
/obj/item/sequence_scanner/proc/recharge()
icon_state = initial(icon_state)
ready = TRUE
/obj/item/sequence_scanner/proc/get_display_name(mutation)
var/datum/mutation/human/human_mutation = GET_INITIALIZED_MUTATION(mutation)
if(!human_mutation)
return "ERROR"
if(mutation in discovered)
return "[human_mutation.name] ([human_mutation.alias])"
else
return human_mutation.alias