[Testmerge ready] Ports tool behaviours; refactors all tools; adds functionality for self-filling reagent containers (#11700)

* Adds support for self-filling reagent containers

* Sets tool_behaviour on the default set of tools

* Fixing merge conflicts

* Refactors welder to use tool behaviour

* The refactor: part I

* The refactor: part II

* Tool Refactor Part III: Revenge of the Maint

* Tool Refactor Part IV: A New Hope

* Tool Refactor Part V: The Oldcoder Strikes Back

* Tool Refactor Part VI: Return of the Coder

* VII

* Holy shit, it compiles?!

* Nannek I completed your TODO, you owe me ice cream

* Tool helpers; telepad is compliant

* Bugtest, Round 1: Fight

Fuck refactoring disposals

* Buggfixing, Round 2: Electric Boogaloo

* Personal crafting uses tool behaviours now

* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing

* multitool_check_buffer change; removes some useless things in tool_helpers

* proc name change

* TRUE/FALSE changes

* Bugfixing, Round 3: A Good Day To Bugfix Hard

Fixes multiple issues raised by the testmerge

* Minor style changes
This commit is contained in:
Citinited
2020-02-15 13:31:08 -07:00
committed by GitHub
parent 5b1941e784
commit fddff1049b
238 changed files with 6681 additions and 5544 deletions
+18 -15
View File
@@ -301,21 +301,6 @@
if(loc == user)
A.Grant(user)
if(isscrewdriver(I))
if(gun_light && can_flashlight)
for(var/obj/item/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
gun_light = null
S.loc = get_turf(user)
update_gun_light(user)
S.update_brightness(user)
update_icon()
for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
qdel(TGL)
else if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
bayonet.forceMove(get_turf(user))
clear_bayonet()
if(unique_rename)
if(istype(I, /obj/item/pen))
rename_gun(user)
@@ -339,6 +324,24 @@
else
return ..()
/obj/item/gun/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(gun_light && can_flashlight)
for(var/obj/item/flashlight/seclite/S in src)
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
gun_light = null
S.loc = get_turf(user)
update_gun_light(user)
S.update_brightness(user)
update_icon()
for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
qdel(TGL)
else if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
bayonet.forceMove(get_turf(user))
clear_bayonet()
/obj/item/gun/proc/toggle_gunlight()
set name = "Toggle Gun Light"
set category = "Object"
@@ -37,20 +37,23 @@
. += "<span class='notice'>There is a [M.name] mod installed, using <b>[M.cost]%</b> capacity.</span>"
/obj/item/gun/energy/kinetic_accelerator/attackby(obj/item/I, mob/user)
if(iscrowbar(I))
if(modkits.len)
to_chat(user, "<span class='notice'>You pry the modifications out.</span>")
playsound(loc, I.usesound, 100, 1)
for(var/obj/item/borg/upgrade/modkit/M in modkits)
M.uninstall(src)
else
to_chat(user, "<span class='notice'>There are no modifications currently installed.</span>")
else if(istype(I, /obj/item/borg/upgrade/modkit))
if(istype(I, /obj/item/borg/upgrade/modkit))
var/obj/item/borg/upgrade/modkit/MK = I
MK.install(src, user)
else
return ..()
/obj/item/gun/energy/kinetic_accelerator/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!modkits.len)
to_chat(user, "<span class='notice'>There are no modifications currently installed.</span>")
return
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
to_chat(user, "<span class='notice'>You pry the modifications out.</span>")
for(var/obj/item/borg/upgrade/modkit/M in modkits)
M.uninstall(src)
/obj/item/gun/energy/kinetic_accelerator/proc/get_remaining_mod_capacity()
var/current_capacity_used = 0
for(var/A in get_modkits())