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Bubberstation/code/game/objects/items/emags.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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/* Emags
* Contains:
* EMAGS AND DOORMAGS
*/
/*
* EMAG AND SUBTYPES
*/
/obj/item/card/emag
desc = "It's a card with a magnetic strip attached to some circuitry."
name = "cryptographic sequencer"
icon_state = "emag"
item_flags = NO_MAT_REDEMPTION | NOBLUDGEON
slot_flags = ITEM_SLOT_ID
worn_icon_state = "emag"
var/prox_check = TRUE //If the emag requires you to be in range
var/type_blacklist //List of types that require a specialized emag
/obj/item/card/emag/attack_self(mob/user) //for traitors with balls of plastitanium
if(Adjacent(user))
user.visible_message(span_notice("[user] shows you: [icon2html(src, viewers(user))] [name]."), span_notice("You show [src]."))
add_fingerprint(user)
/obj/item/card/emag/bluespace
name = "bluespace cryptographic sequencer"
desc = "It's a blue card with a magnetic strip attached to some circuitry. It appears to have some sort of transmitter attached to it."
color = rgb(40, 130, 255)
prox_check = FALSE
/obj/item/card/emag/halloween
name = "hack-o'-lantern"
desc = "It's a pumpkin with a cryptographic sequencer sticking out."
icon_state = "hack_o_lantern"
/obj/item/card/emagfake
desc = "It's a card with a magnetic strip attached to some circuitry. Closer inspection shows that this card is a poorly made replica, with a \"Donk Co.\" logo stamped on the back."
name = "cryptographic sequencer"
icon_state = "emag"
slot_flags = ITEM_SLOT_ID
worn_icon_state = "emag"
/obj/item/card/emagfake/attack_self(mob/user) //for assistants with balls of plasteel
if(Adjacent(user))
user.visible_message(span_notice("[user] shows you: [icon2html(src, viewers(user))] [name]."), span_notice("You show [src]."))
add_fingerprint(user)
/obj/item/card/emagfake/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
return ITEM_INTERACT_SKIP_TO_ATTACK // So it does the attack animation.
/obj/item/card/emag/Initialize(mapload)
. = ..()
type_blacklist = list(typesof(/obj/machinery/door/airlock) + typesof(/obj/machinery/door/window/) + typesof(/obj/machinery/door/firedoor) - typesof(/obj/machinery/door/airlock/tram)) //list of all typepaths that require a specialized emag to hack.
/obj/item/card/emag/storage_insert_on_interaction(datum/storage, atom/storage_holder, mob/living/user)
return !user.combat_mode
/obj/item/card/emag/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!can_emag(interacting_with, user))
return ITEM_INTERACT_BLOCKING
log_combat(user, interacting_with, "attempted to emag")
interacting_with.emag_act(user, src)
return ITEM_INTERACT_SUCCESS
/obj/item/card/emag/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return prox_check ? NONE : interact_with_atom(interacting_with, user)
/obj/item/card/emag/proc/can_emag(atom/target, mob/user)
for (var/subtypelist in type_blacklist)
if (target.type in subtypelist)
to_chat(user, span_warning("The [target] cannot be affected by the [src]! A more specialized hacking device is required."))
return FALSE
return TRUE
/*
* DOORMAG
*/
/obj/item/card/emag/doorjack
desc = "Commonly known as a \"doorjack\", this device is a specialized cryptographic sequencer specifically designed to override station airlock access codes. Uses self-refilling charges to hack airlocks."
name = "airlock authentication override card"
icon_state = "doorjack"
worn_icon_state = "doorjack"
var/type_whitelist //List of types
var/charges = 3
var/max_charges = 3
var/list/charge_timers = list()
var/charge_time = 1800 //three minutes
/obj/item/card/emag/doorjack/Initialize(mapload)
. = ..()
type_whitelist = list(typesof(/obj/machinery/door/airlock), typesof(/obj/machinery/door/window/), typesof(/obj/machinery/door/firedoor)) //list of all acceptable typepaths that this device can affect
/obj/item/card/emag/doorjack/proc/use_charge(mob/user)
charges --
to_chat(user, span_notice("You use [src]. It now has [charges] charge[charges == 1 ? "" : "s"] remaining."))
charge_timers.Add(addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time, TIMER_STOPPABLE))
/obj/item/card/emag/doorjack/proc/recharge(mob/user)
charges = min(charges+1, max_charges)
playsound(src,'sound/machines/twobeep.ogg',10,TRUE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
charge_timers.Remove(charge_timers[1])
/obj/item/card/emag/doorjack/examine(mob/user)
. = ..()
. += span_notice("It has [charges] charges remaining.")
if (length(charge_timers))
. += "[span_notice("<b>A small display on the back reads:")]</b>"
for (var/i in 1 to length(charge_timers))
var/timeleft = timeleft(charge_timers[i])
var/loadingbar = num2loadingbar(timeleft/charge_time)
. += span_notice("<b>CHARGE #[i]: [loadingbar] ([DisplayTimeText(timeleft)])</b>")
/obj/item/card/emag/doorjack/can_emag(atom/target, mob/user)
if (charges <= 0)
to_chat(user, span_warning("[src] is recharging!"))
return FALSE
for (var/list/subtypelist in type_whitelist)
if (target.type in subtypelist)
return TRUE
to_chat(user, span_warning("[src] is unable to interface with this. It only seems to fit into airlock electronics."))
return FALSE
/*
* Battlecruiser Access
*/
/obj/item/card/emag/battlecruiser
name = "battlecruiser coordinates upload card"
desc = "An ominous card that contains the location of the station, and when applied to a communications console, \
the ability to long-distance contact the Syndicate fleet."
icon_state = "battlecruisercaller"
worn_icon_state = "emag"
///whether we have called the battlecruiser
var/used = FALSE
/// The battlecruiser team that the battlecruiser will get added to
var/datum/team/battlecruiser/team
/obj/item/card/emag/battlecruiser/proc/use_charge(mob/user)
used = TRUE
to_chat(user, span_boldwarning("You use [src], and it interfaces with the communication console. No going back..."))
/obj/item/card/emag/battlecruiser/examine(mob/user)
. = ..()
. += span_notice("It can only be used on the communications console.")
/obj/item/card/emag/battlecruiser/can_emag(atom/target, mob/user)
if(used)
to_chat(user, span_warning("[src] is used up."))
return FALSE
if(!istype(target, /obj/machinery/computer/communications))
to_chat(user, span_warning("[src] is unable to interface with this. It only seems to interface with the communication console."))
return FALSE
return TRUE