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## 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)  - 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:  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 /🆑
254 lines
8.5 KiB
Plaintext
254 lines
8.5 KiB
Plaintext
//CONTAINS: Detective's Scanner
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// TODO: Split everything into easy to manage procs.
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/obj/item/detective_scanner
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name = "forensic scanner"
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desc = "Used to remotely scan objects and biomass for DNA and fingerprints. Can print a report of the findings."
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icon = 'icons/obj/devices/scanner.dmi'
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icon_state = "forensicnew"
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w_class = WEIGHT_CLASS_SMALL
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inhand_icon_state = "electronic"
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worn_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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/// if the scanner is currently busy processing
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var/scanner_busy = FALSE
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var/list/log = list()
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var/range = 8
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var/view_check = TRUE
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var/forensicPrintCount = 0
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actions_types = list(/datum/action/item_action/display_detective_scan_results)
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/datum/action/item_action/display_detective_scan_results
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name = "Display Forensic Scanner Results"
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/datum/action/item_action/display_detective_scan_results/Trigger(trigger_flags)
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var/obj/item/detective_scanner/scanner = target
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if(istype(scanner))
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scanner.display_detective_scan_results(usr)
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/obj/item/detective_scanner/attack_self(mob/user)
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if(!LAZYLEN(log))
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balloon_alert(user, "no logs!")
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return
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if(scanner_busy)
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balloon_alert(user, "scanner busy!")
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return
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scanner_busy = TRUE
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balloon_alert(user, "printing report...")
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addtimer(CALLBACK(src, PROC_REF(safe_print_report)), 10 SECONDS)
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/**
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* safe_print_report - a wrapper proc for print_report
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*
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* Calls print_report(), and should a runtime occur within we can still reset the 'busy' state
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*/
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/obj/item/detective_scanner/proc/safe_print_report()
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print_report()
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scanner_busy = FALSE
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/obj/item/detective_scanner/proc/print_report()
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// Create our paper
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var/obj/item/paper/report_paper = new(get_turf(src))
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//This could be a global count like sec and med record printouts. See GLOB.manifest.generalPrintCount AKA datacore.dm
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var/frNum = ++forensicPrintCount
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report_paper.name = "FR-[frNum] 'Forensic Record'"
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var/report_text = "<center><B>Forensic Record - (FR-[frNum])</B></center><HR><BR>"
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report_text += jointext(log, "<BR>")
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report_text += "<HR><B>Notes:</B><BR>"
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report_paper.add_raw_text(report_text)
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report_paper.update_appearance()
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if(ismob(loc))
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var/mob/printer = loc
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printer.put_in_hands(report_paper)
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balloon_alert(printer, "logs cleared")
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// Clear the logs
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log = list()
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/obj/item/detective_scanner/storage_insert_on_interaction(datum/storage, atom/storage_holder, mob/living/user)
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return !user.combat_mode
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/obj/item/detective_scanner/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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safe_scan(user, interacting_with)
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return ITEM_INTERACT_SUCCESS
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/obj/item/detective_scanner/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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safe_scan(user, interacting_with)
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return ITEM_INTERACT_SUCCESS
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/**
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* safe_scan - a wrapper proc for scan()
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*
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* calls scan(), and should a runtime occur within we can still reset the 'busy' state
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*/
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/obj/item/detective_scanner/proc/safe_scan(mob/user, atom/atom_to_scan)
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set waitfor = FALSE
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if(scanner_busy)
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return
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if(!scan(user, atom_to_scan)) // this should only return FALSE if a runtime occurs during the scan proc, so ideally never
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balloon_alert(user, "scanner error!") // but in case it does, we 'error' instead of just bricking the scanner
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scanner_busy = FALSE
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/**
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* scan - scans an atom for forensic data and outputs it to the mob holding the scanner
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*
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* This should always return TRUE barring a runtime
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*/
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/obj/item/detective_scanner/proc/scan(mob/user, atom/scanned_atom)
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// Can remotely scan objects and mobs.
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if((get_dist(scanned_atom, user) > range) || (!(scanned_atom in view(range, user)) && view_check) || (loc != user))
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return TRUE
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scanner_busy = TRUE
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user.visible_message(
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span_notice("\The [user] points the [src.name] at \the [scanned_atom] and performs a forensic scan."),
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ignored_mobs = user
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)
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to_chat(user, span_notice("You scan \the [scanned_atom]. The scanner is now analysing the results..."))
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// GATHER INFORMATION
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//Make our assoc list array
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// The keys are the headers used for it, and the value is a list of each line printed
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var/list/det_data = list()
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var/list/blood = GET_ATOM_BLOOD_DNA(scanned_atom)
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det_data[DETSCAN_CATEGORY_FIBER] = GET_ATOM_FIBRES(scanned_atom)
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var/target_name = scanned_atom.name
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// Start gathering
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if(ishuman(scanned_atom))
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var/mob/living/carbon/human/scanned_human = scanned_atom
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if(!scanned_human.gloves)
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LAZYADD(det_data[DETSCAN_CATEGORY_FINGERS], md5(scanned_human.dna?.unique_identity))
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else if(!ismob(scanned_atom))
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det_data[DETSCAN_CATEGORY_FINGERS] = GET_ATOM_FINGERPRINTS(scanned_atom)
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// Only get reagents from non-mobs.
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for(var/datum/reagent/present_reagent as anything in scanned_atom.reagents?.reagent_list)
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LAZYADD(det_data[DETSCAN_CATEGORY_DRINK], \
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"Reagent: <font color='red'>[present_reagent.name]</font> Volume: <font color='red'>[present_reagent.volume]</font>")
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// Get blood data from the blood reagent.
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if(!istype(present_reagent, /datum/reagent/blood))
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continue
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var/blood_DNA = present_reagent.data["blood_DNA"]
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var/blood_type = present_reagent.data["blood_type"]
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if(!blood_DNA || !blood_type)
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continue
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LAZYSET(blood, blood_DNA, blood_type)
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if(istype(scanned_atom, /obj/item/card/id))
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var/obj/item/card/id/user_id = scanned_atom
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for(var/region in DETSCAN_ACCESS_ORDER())
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var/access_in_region = SSid_access.accesses_by_region[region] & user_id.GetAccess()
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if(!length(access_in_region))
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continue
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LAZYADD(det_data[DETSCAN_CATEGORY_ACCESS], "[region]:")
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var/list/access_names = list()
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for(var/access_num in access_in_region)
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access_names += SSid_access.get_access_desc(access_num)
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LAZYADD(det_data[DETSCAN_CATEGORY_ACCESS], english_list(access_names))
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for(var/bloodtype in blood)
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LAZYADD(det_data[DETSCAN_CATEGORY_BLOOD], \
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"Type: <font color='red'>[blood[bloodtype]]</font> DNA (UE): <font color='red'>[bloodtype]</font>")
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// sends it off to be modified by the items
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SEND_SIGNAL(scanned_atom, COMSIG_DETECTIVE_SCANNED, user, det_data)
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// We gathered everything. Create a fork and slowly display the results to the holder of the scanner.
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var/found_something = FALSE
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add_log("<B>[station_time_timestamp()][get_timestamp()] - [target_name]</B>", 0)
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for(var/category in DETSCAN_DEFAULT_ORDER())
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if(!LAZYLEN(det_data[category]))
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continue // no data found, move to next category
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sleep(3 SECONDS)
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add_log(span_info("<B>[category]:</B>"))
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for(var/line in det_data[category])
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add_log(line)
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found_something = TRUE
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// Make sure the original user is still holding the scanner before sending them the results
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var/mob/holder = null
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if(src.loc == user)
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holder = user
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else if(ismob(src.loc))
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holder = src.loc
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if(!found_something)
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add_log("<I># No forensic traces found #</I>", 0) // Don't display this to the holder user
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if(holder)
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to_chat(holder, span_warning("Unable to locate any fingerprints, materials, fibers, or blood on \the [target_name]!"))
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else
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if(holder)
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to_chat(holder, span_notice("You finish scanning \the [target_name]."))
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add_log("---------------------------------------------------------", 0)
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return TRUE
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/obj/item/detective_scanner/proc/add_log(msg, broadcast = 1)
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if(scanner_busy)
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if(broadcast && ismob(loc))
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var/mob/logger = loc
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to_chat(logger, msg)
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log += " [msg]"
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else
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CRASH("[src] [REF(src)] is adding a log when it was never put in scanning mode!")
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/proc/get_timestamp()
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return time2text(world.time + 432000, ":ss")
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/obj/item/detective_scanner/click_alt(mob/living/user)
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if(!LAZYLEN(log))
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balloon_alert(user, "no logs!")
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return CLICK_ACTION_BLOCKING
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if(scanner_busy)
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balloon_alert(user, "scanner busy!")
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return CLICK_ACTION_BLOCKING
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balloon_alert(user, "deleting logs...")
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if(!do_after(user, 3 SECONDS, target = src))
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return CLICK_ACTION_BLOCKING
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balloon_alert(user, "logs cleared")
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log = list()
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return CLICK_ACTION_SUCCESS
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/obj/item/detective_scanner/examine(mob/user)
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. = ..()
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if(LAZYLEN(log) && !scanner_busy)
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. += span_notice("Alt-click to clear scanner logs.")
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/obj/item/detective_scanner/proc/display_detective_scan_results(mob/living/user)
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// No need for can-use checks since the action button should do proper checks
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if(!LAZYLEN(log))
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balloon_alert(user, "no logs!")
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return
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if(scanner_busy)
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balloon_alert(user, "scanner busy!")
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return
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to_chat(user, span_notice("<B>Scanner Report</B>"))
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for(var/iterLog in log)
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to_chat(user, iterLog)
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