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* refactor: Attack chain, initial setup. * migrate curtain to make dreamchecker happy * update thurible * don't call attacked_by separately for legacy attack chain * remove duplicate proc * condense similar code, put allowances for legacy code in new procs * update docs, include diagram source * add comment on how to update diagram * fix admonition * mindflayer updates * remove commented out code * clarify all steps * after_attack should be overridable * whoops * retrofit recent changes * duh, can't restrict this yet because of tool_acts * i hate ore bags with the fire of a thousand suns * return correct value for object attack logic * Various cleanups. We don't want to attempt to pull stuff out of `/obj/item/attackby`, because those pieces are part of the related objects' migrations, not `/obj/item` itself. Attempting to do this causes knockon effects where things expected to call e.g. `/obj/item/storage/attackby` in the call chain were not ferried over to the new item interaction code, because the related objects hadn't actually been migrated over yet. I've used refactoring /obj/vehicle as the example for migrating `attackby` methods instead. * simplify some argument names * fuck it * make it do the thing * Rename CI module call * Prove that CI works * improve test output * aaand fix it again * fix curtain tool interactions * fix compile error * fix compile error * Better docs, introduce migration plan tool.
109 lines
2.9 KiB
Plaintext
109 lines
2.9 KiB
Plaintext
#define MAX_HEALTH_ACTIVATE 0
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#define MIN_HEALTH_ACTIVATE -150
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/obj/item/assembly/health
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name = "health sensor"
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desc = "Used for scanning and monitoring health."
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icon_state = "health"
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materials = list(MAT_METAL=800, MAT_GLASS=200)
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origin_tech = "magnets=1;biotech=1"
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/// Are we scanning our user's health?
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var/scanning = FALSE
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/// Our user's health
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var/user_health
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/// The health amount on which to activate
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var/alarm_health = MAX_HEALTH_ACTIVATE
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/obj/item/assembly/health/activate()
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if(!..())
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return FALSE//Cooldown check
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toggle_scan()
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return FALSE
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/obj/item/assembly/health/toggle_secure()
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secured = !secured
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if(secured && scanning)
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START_PROCESSING(SSobj, src)
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else
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scanning = FALSE
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user_health = null // Clear out the user data, we're no longer scanning
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STOP_PROCESSING(SSobj, src)
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update_icon()
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return secured
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/obj/item/assembly/health/process()
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if(!scanning || !secured)
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STOP_PROCESSING(SSobj, src) // It should never reach here, but if it somehow does stop processing
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return
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var/atom/A = src
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if(connected && connected.holder)
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A = connected.holder
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for(A, A && !ismob(A), A = A.loc); // For A, check A exists and that its not a mob, if these are both true then set A to A.loc and repeat
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// like get_turf(), but for mobs.
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if(!isliving(A))
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user_health = null // We aint on a living thing, remove the previous data
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return
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var/mob/living/M = A
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user_health = M.health
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if(user_health <= alarm_health) // Its a health detector, not a death detector
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pulse()
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audible_message("[bicon(src)] *beep* *beep* *beep*")
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playsound(src, 'sound/machines/triple_beep.ogg', 40, extrarange = -10)
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toggle_scan()
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/obj/item/assembly/health/pickup(mob/user)
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..()
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ADD_TRAIT(user, TRAIT_CAN_VIEW_HEALTH, "HEALTH[UID()]")
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/obj/item/assembly/health/proc/toggle_scan()
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if(!secured)
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return FALSE
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scanning = !scanning
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if(scanning)
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START_PROCESSING(SSobj, src)
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else
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user_health = null // Clear out the user data, we're no longer scanning
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STOP_PROCESSING(SSobj, src)
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/obj/item/assembly/health/attack_self__legacy__attackchain(mob/user)
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ui_interact(user)
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/obj/item/assembly/health/ui_state(mob/user)
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return GLOB.deep_inventory_state
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/obj/item/assembly/health/ui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "HealthSensor", name)
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ui.open()
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/obj/item/assembly/health/ui_data(mob/user)
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var/list/data = list()
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data["on"] = scanning
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data["alarm_health"] = alarm_health
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data["user_health"] = user_health
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data["maxHealth"] = MAX_HEALTH_ACTIVATE
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data["minHealth"] = MIN_HEALTH_ACTIVATE
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return data
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/obj/item/assembly/health/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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if(..())
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return
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. = TRUE
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switch(action)
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if("scan_toggle")
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toggle_scan()
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if("alarm_health")
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alarm_health = clamp(text2num(params["alarm_health"]), MIN_HEALTH_ACTIVATE, MAX_HEALTH_ACTIVATE)
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#undef MAX_HEALTH_ACTIVATE
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#undef MIN_HEALTH_ACTIVATE
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