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## About The Pull Request Implements half of this (with some minor changes):  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 /🆑
175 lines
6.7 KiB
Plaintext
175 lines
6.7 KiB
Plaintext
/obj/item/sequence_scanner
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name = "genetic sequence scanner"
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icon = 'icons/obj/device.dmi'
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icon_state = "gene"
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inhand_icon_state = "healthanalyzer"
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worn_icon_state = "healthanalyzer"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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desc = "A hand-held scanner for analyzing someones gene sequence on the fly. Use on a DNA console to update the internal database."
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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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throwforce = 3
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2)
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var/list/discovered = list() //hit a dna console to update the scanners database
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var/list/buffer
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var/ready = TRUE
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var/cooldown = 200
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/// genetic makeup data that's scanned
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var/list/genetic_makeup_buffer = list()
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/obj/item/sequence_scanner/examine(mob/user)
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. = ..()
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. += span_notice("Use primary attack to scan mutations, Secondary attack to scan genetic makeup")
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if(LAZYLEN(genetic_makeup_buffer) > 0)
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. += span_notice("It has the genetic makeup of \"[genetic_makeup_buffer["name"]]\" stored inside its buffer")
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/obj/item/sequence_scanner/interact_with_atom(atom/interacting_with, mob/living/user)
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if(!isliving(interacting_with))
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return NONE
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add_fingerprint(user)
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//no scanning if its a husk or DNA-less Species
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if (!HAS_TRAIT(interacting_with, TRAIT_GENELESS) && !HAS_TRAIT(interacting_with, TRAIT_BADDNA))
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user.visible_message(span_notice("[user] analyzes [interacting_with]'s genetic sequence."))
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balloon_alert(user, "sequence analyzed")
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playsound(user, 'sound/items/healthanalyzer.ogg', 50) // close enough
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gene_scan(interacting_with, user)
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return ITEM_INTERACT_SUCCESS
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user.visible_message(span_notice("[user] fails to analyze [interacting_with]'s genetic sequence."), span_warning("[interacting_with] has no readable genetic sequence!"))
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return ITEM_INTERACT_BLOCKING
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/obj/item/sequence_scanner/interact_with_atom_secondary(atom/interacting_with, mob/living/user)
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if(!isliving(interacting_with))
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return NONE
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add_fingerprint(user)
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//no scanning if its a husk, DNA-less Species or DNA that isn't able to be copied by a changeling/disease
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if (!HAS_TRAIT(interacting_with, TRAIT_GENELESS) && !HAS_TRAIT(interacting_with, TRAIT_BADDNA) && !HAS_TRAIT(interacting_with, TRAIT_NO_DNA_COPY))
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user.visible_message(span_warning("[user] is scanning [interacting_with]'s genetic makeup."))
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if(!do_after(user, 3 SECONDS))
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balloon_alert(user, "scan failed!")
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user.visible_message(span_warning("[user] fails to scan [interacting_with]'s genetic makeup."))
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return ITEM_INTERACT_BLOCKING
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makeup_scan(interacting_with, user)
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balloon_alert(user, "makeup scanned")
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return ITEM_INTERACT_SUCCESS
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user.visible_message(span_notice("[user] fails to analyze [interacting_with]'s genetic makeup."), span_warning("[interacting_with] has no readable genetic makeup!"))
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return ITEM_INTERACT_BLOCKING
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/obj/item/sequence_scanner/afterattack_secondary(obj/object, mob/user, proximity)
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. = ..()
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if(!istype(object) || !proximity)
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return
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if(istype(object, /obj/machinery/computer/scan_consolenew))
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var/obj/machinery/computer/scan_consolenew/console = object
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var/buffer_index = tgui_input_number(user, "Slot:", "Which slot to export:", 1, LAZYLEN(console.genetic_makeup_buffer), 1)
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console.genetic_makeup_buffer[buffer_index] = genetic_makeup_buffer
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/obj/item/sequence_scanner/attack_self(mob/user)
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display_sequence(user)
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/obj/item/sequence_scanner/attack_self_tk(mob/user)
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return
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/obj/item/sequence_scanner/afterattack(obj/object, mob/user, proximity)
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. = ..()
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if(!istype(object) || !proximity)
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return
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if(istype(object, /obj/machinery/computer/scan_consolenew))
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var/obj/machinery/computer/scan_consolenew/console = object
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if(console.stored_research)
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to_chat(user, span_notice("[name] linked to central research database."))
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discovered = console.stored_research.discovered_mutations
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else
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to_chat(user,span_warning("No database to update from."))
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///proc for scanning someone's mutations
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/obj/item/sequence_scanner/proc/gene_scan(mob/living/carbon/target, mob/living/user)
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if(!iscarbon(target) || !target.has_dna())
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return
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//add target mutations to list as well as extra mutations.
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//dupe list as scanner could modify target data
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buffer = LAZYLISTDUPLICATE(target.dna.mutation_index)
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var/list/active_mutations = list()
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for(var/datum/mutation/human/mutation in target.dna.mutations)
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LAZYOR(buffer, mutation.type)
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active_mutations.Add(mutation.type)
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to_chat(user, span_notice("Subject [target.name]'s DNA sequence has been saved to buffer."))
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for(var/mutation in buffer)
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//highlight activated mutations
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if(LAZYFIND(active_mutations, mutation))
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to_chat(user, span_boldnotice("[get_display_name(mutation)]"))
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else
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to_chat(user, span_notice("[get_display_name(mutation)]"))
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///proc for scanning someone's genetic makeup
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/obj/item/sequence_scanner/proc/makeup_scan(mob/living/carbon/target, mob/living/user)
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if(!iscarbon(target) || !target.has_dna())
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return
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genetic_makeup_buffer = list(
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"label"="Analyzer Slot:[target.real_name]",
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"UI"=target.dna.unique_identity,
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"UE"=target.dna.unique_enzymes,
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"UF"=target.dna.unique_features,
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"name"=target.real_name,
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"blood_type"=target.dna.blood_type)
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/obj/item/sequence_scanner/proc/display_sequence(mob/living/user)
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if(!LAZYLEN(buffer) || !ready)
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return
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var/list/options = list()
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for(var/mutation in buffer)
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options += get_display_name(mutation)
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var/answer = tgui_input_list(user, "Analyze Potential", "Sequence Analyzer", sort_list(options))
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if(isnull(answer))
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return
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if(!ready || !user.can_perform_action(src, NEED_LITERACY|NEED_LIGHT|FORBID_TELEKINESIS_REACH))
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return
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var/sequence
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for(var/mutation in buffer) //this physically hurts but i dont know what anything else short of an assoc list
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if(get_display_name(mutation) == answer)
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sequence = buffer[mutation]
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break
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if(sequence)
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var/display
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for(var/i in 0 to length_char(sequence) / DNA_MUTATION_BLOCKS-1)
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if(i)
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display += "-"
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display += copytext_char(sequence, 1 + i*DNA_MUTATION_BLOCKS, DNA_MUTATION_BLOCKS*(1+i) + 1)
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to_chat(user, "[span_boldnotice("[display]")]<br>")
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ready = FALSE
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icon_state = "[icon_state]_recharging"
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addtimer(CALLBACK(src, PROC_REF(recharge)), cooldown, TIMER_UNIQUE)
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/obj/item/sequence_scanner/proc/recharge()
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icon_state = initial(icon_state)
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ready = TRUE
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/obj/item/sequence_scanner/proc/get_display_name(mutation)
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var/datum/mutation/human/human_mutation = GET_INITIALIZED_MUTATION(mutation)
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if(!human_mutation)
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return "ERROR"
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if(mutation in discovered)
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return "[human_mutation.name] ([human_mutation.alias])"
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else
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return human_mutation.alias
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