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