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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.
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@@ -9,7 +9,7 @@
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. = ..()
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. += "<span class='notice'><b>Use this item in hand</b> to create an inflatable wall.</span>"
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/obj/item/inflatable/attack_self(mob/user)
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/obj/item/inflatable/attack_self__legacy__attackchain(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, "<span class='notice'>You inflate [src].</span>")
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var/obj/structure/inflatable/R = new /obj/structure/inflatable(user.loc)
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@@ -51,7 +51,7 @@
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/obj/structure/inflatable/attack_hand(mob/user)
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add_fingerprint(user)
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/obj/structure/inflatable/attackby(obj/item/I, mob/living/user, params)
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/obj/structure/inflatable/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
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if(I.sharp || is_type_in_typecache(I, GLOB.pointed_types))
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user.do_attack_animation(src, used_item = I)
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deconstruct(FALSE)
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@@ -88,7 +88,7 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door"
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/obj/item/inflatable/door/attack_self(mob/user)
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/obj/item/inflatable/door/attack_self__legacy__attackchain(mob/user)
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playsound(loc, 'sound/items/zip.ogg', 75, 1)
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to_chat(user, "<span class='notice'>You inflate [src].</span>")
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var/obj/structure/inflatable/door/R = new /obj/structure/inflatable/door(user.loc)
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@@ -165,7 +165,7 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_wall_torn"
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/obj/item/inflatable/torn/attack_self(mob/user)
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/obj/item/inflatable/torn/attack_self__legacy__attackchain(mob/user)
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to_chat(user, "<span class='warning'>The inflatable wall is too torn to be inflated!</span>")
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add_fingerprint(user)
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@@ -175,7 +175,7 @@
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icon = 'icons/obj/inflatable.dmi'
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icon_state = "folded_door_torn"
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/obj/item/inflatable/door/torn/attack_self(mob/user)
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/obj/item/inflatable/door/torn/attack_self__legacy__attackchain(mob/user)
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to_chat(user, "<span class='warning'>The inflatable door is too torn to be inflated!</span>")
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add_fingerprint(user)
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