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Bubberstation/code/modules/wiremod/components/atom/health.dm
SkyratBot 8bb0ac2572 [MIRROR] Circuit health analyzer/state components now work on targets inside lockers (#29297)
* Circuit health analyzer/state components now work on targets inside lockers (#85649)

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## About The Pull Request

Makes circuit health analyzer/scanner components check distance to
target turf instead of target itself similarly to (most) other
components. (There are exceptions, presumably due to balancing?
concerns, but this feels like it should not have been one)

This doesn't feel intentional so I marked it as a fix, given that BCIs
stopping being able to scan their occupant is rather nonsensical

## Why It's Good For The Game

Currently BCIs with health analyzer components stop working if the owner
goes into a locker which is pretty stupid. Most components also only
check for turf distance, and while this could theoretically be used to
pinpoint someone's hiding spot there are far better ways to do so with
circuits

## Changelog

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🆑
fix: Circuit health analyzer/state components now work on targets inside
lockers
/🆑

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* Circuit health analyzer/state components now work on targets inside lockers

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-08-14 22:42:27 +07:00

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/**
* # Get Health Component
*
* Return the health of a mob
*/
/obj/item/circuit_component/health
display_name = "Get Health"
desc = "A component that returns the health of an organism."
category = "Entity"
/// The input port
var/datum/port/input/input_port
/// Brute damage
var/datum/port/output/brute
/// Burn damage
var/datum/port/output/burn
/// Toxin damage
var/datum/port/output/toxin
/// Oxyloss damage
var/datum/port/output/oxy
/// Health
var/datum/port/output/health
circuit_flags = CIRCUIT_FLAG_INPUT_SIGNAL|CIRCUIT_FLAG_OUTPUT_SIGNAL
var/max_range = 5
/obj/item/circuit_component/health/get_ui_notices()
. = ..()
. += create_ui_notice("Maximum Range: [max_range] tiles", "orange", "info")
/obj/item/circuit_component/health/populate_ports()
input_port = add_input_port("Organism", PORT_TYPE_ATOM)
brute = add_output_port("Brute Damage", PORT_TYPE_NUMBER)
burn = add_output_port("Burn Damage", PORT_TYPE_NUMBER)
toxin = add_output_port("Toxin Damage", PORT_TYPE_NUMBER)
oxy = add_output_port("Suffocation Damage", PORT_TYPE_NUMBER)
health = add_output_port("Health", PORT_TYPE_NUMBER)
/obj/item/circuit_component/health/input_received(datum/port/input/port)
var/mob/living/organism = input_port.value
var/turf/current_turf = get_location()
var/turf/target_location = get_turf(organism)
if(!istype(organism) || get_dist(current_turf, target_location) > max_range || current_turf.z != target_location.z)
brute.set_output(null)
burn.set_output(null)
toxin.set_output(null)
oxy.set_output(null)
health.set_output(null)
return
brute.set_output(organism.getBruteLoss())
burn.set_output(organism.getFireLoss())
toxin.set_output(organism.getToxLoss())
oxy.set_output(organism.getOxyLoss())
health.set_output(organism.health)