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Skyrat-tg/code/game/machinery/botlaunchpad.dm
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MrMelbertandGitHub 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00

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/obj/machinery/botpad
name = "Bot pad"
desc = "A lighter version of the orbital mech pad modified to launch bots. Requires linking to a remote to function."
icon = 'icons/obj/machines/telepad.dmi'
icon_state = "botpad"
circuit = /obj/item/circuitboard/machine/botpad
// ID of the console, used for linking up
var/id = "botlauncher"
var/obj/item/botpad_remote/connected_remote
var/datum/weakref/launched_bot // we need this to recall the bot
/obj/machinery/botpad/Destroy()
if(connected_remote)
connected_remote.connected_botpad = null
connected_remote = null
launched_bot = null
return ..()
/obj/machinery/botpad/screwdriver_act(mob/user, obj/item/tool)
return default_deconstruction_screwdriver(user, "botpad-open", "botpad", tool)
/obj/machinery/botpad/crowbar_act(mob/user, obj/item/tool)
return default_deconstruction_crowbar(tool)
/obj/machinery/botpad/multitool_act(mob/living/user, obj/item/tool)
if(!panel_open)
return
if(!multitool_check_buffer(user, tool))
return
var/obj/item/multitool/multitool = tool
multitool.set_buffer(src)
balloon_alert(user, "saved to multitool buffer")
return ITEM_INTERACT_SUCCESS
// Checks the turf for a bot and launches it if it's the only mob on the pad.
/obj/machinery/botpad/proc/launch(mob/living/user)
var/turf/reverse_turf = get_turf(user)
var/atom/possible_bot
for(var/mob/living/robot in get_turf(src))
if(!isbot(robot))
user.balloon_alert(user, "unidentified life form on the pad!")
return
if(!isnull(possible_bot))
user.balloon_alert(user, "too many bots on the pad!")
return
possible_bot = robot // We don't change the launched_bot var here because we are not sure if there is another bot on the pad.
launched_bot = WEAKREF(possible_bot)
podspawn(list(
"target" = get_turf(src),
"path" = /obj/structure/closet/supplypod/botpod,
"style" = STYLE_SEETHROUGH,
"reverse_dropoff_coords" = list(reverse_turf.x, reverse_turf.y, reverse_turf.z)
))
use_power(active_power_usage)
/obj/machinery/botpad/proc/recall(mob/living/user)
var/atom/our_bot = launched_bot?.resolve()
if(isnull(our_bot))
user.balloon_alert(user, "no bots detected on the pad!")
return
user.balloon_alert(user, "bot sent back to pad")
if(isbasicbot(our_bot))
var/mob/living/basic/bot/basic_bot = our_bot
basic_bot.summon_bot(src)
return
var/mob/living/simple_animal/bot/simple_bot = our_bot
simple_bot.call_bot(src, get_turf(src))
/obj/structure/closet/supplypod/botpod
style = STYLE_SEETHROUGH
explosionSize = list(0,0,0,0)
reversing = TRUE
reverse_option_list = list("Mobs"=TRUE,"Objects"=FALSE,"Anchored"=FALSE,"Underfloor"=FALSE,"Wallmounted"=FALSE,"Floors"=FALSE,"Walls"=FALSE,"Mecha"=FALSE)
delays = list(POD_TRANSIT = 0, POD_FALLING = 0, POD_OPENING = 0, POD_LEAVING = 0)
reverse_delays = list(POD_TRANSIT = 15, POD_FALLING = 10, POD_OPENING = 0, POD_LEAVING = 0)
custom_rev_delay = TRUE
effectQuiet = TRUE
leavingSound = 'sound/vehicles/rocketlaunch.ogg'
close_sound = null
pod_flags = FIRST_SOUNDS