Attack Chain Migration: /turf (#27530)

* Attack Chain Migration: /turf

* don't clobber component/signal vars when copying holodeck turfs

* Attack Chain Migration: /turf

* don't clobber component/signal vars when copying holodeck turfs

* Fixes from first round of testing

* rename signals, add afterattack skip

* Update code/game/turfs/simulated/minerals.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* Add some tests.

* Update code/game/turfs/simulated/minerals.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* fix TM issues

* make soap instantaneous and remove hardcoded sleep

* add sentinel value for obj placement direction choice

* fix tests

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
warriorstar-orion
2025-01-10 16:15:19 -05:00
committed by GitHub
parent 27db7ad209
commit 3db86c80ac
23 changed files with 349 additions and 235 deletions
+4 -3
View File
@@ -82,14 +82,15 @@
color = "#aa77aa"
icon_state = "vinefloor"
/turf/simulated/floor/vines/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_ATTACK_BY, TYPE_PROC_REF(/datum, signal_cancel_attack_by))
/turf/simulated/floor/vines/get_broken_states()
return list()
//All of this shit is useless for vines
/turf/simulated/floor/vines/attackby__legacy__attackchain()
return
/turf/simulated/floor/vines/burn_tile()
return