Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)

* 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.
This commit is contained in:
warriorstar-orion
2024-12-02 23:36:36 +00:00
committed by GitHub
parent e9e16645e1
commit 525c68d617
724 changed files with 4266 additions and 1862 deletions
+5 -5
View File
@@ -9,7 +9,7 @@
. = ..()
. += "<span class='notice'><b>Use this item in hand</b> to create an inflatable wall.</span>"
/obj/item/inflatable/attack_self(mob/user)
/obj/item/inflatable/attack_self__legacy__attackchain(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
to_chat(user, "<span class='notice'>You inflate [src].</span>")
var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
@@ -51,7 +51,7 @@
/obj/structure/inflatable/attack_hand(mob/user)
add_fingerprint(user)
/obj/structure/inflatable/attackby(obj/item/I, mob/living/user, params)
/obj/structure/inflatable/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
if(I.sharp || is_type_in_typecache(I, GLOB.pointed_types))
user.do_attack_animation(src, used_item = I)
deconstruct(FALSE)
@@ -88,7 +88,7 @@
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_door"
/obj/item/inflatable/door/attack_self(mob/user)
/obj/item/inflatable/door/attack_self__legacy__attackchain(mob/user)
playsound(loc, 'sound/items/zip.ogg', 75, 1)
to_chat(user, "<span class='notice'>You inflate [src].</span>")
var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
@@ -165,7 +165,7 @@
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_wall_torn"
/obj/item/inflatable/torn/attack_self(mob/user)
/obj/item/inflatable/torn/attack_self__legacy__attackchain(mob/user)
to_chat(user, "<span class='warning'>The inflatable wall is too torn to be inflated!</span>")
add_fingerprint(user)
@@ -175,7 +175,7 @@
icon = 'icons/obj/inflatable.dmi'
icon_state = "folded_door_torn"
/obj/item/inflatable/door/torn/attack_self(mob/user)
/obj/item/inflatable/door/torn/attack_self__legacy__attackchain(mob/user)
to_chat(user, "<span class='warning'>The inflatable door is too torn to be inflated!</span>")
add_fingerprint(user)