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* 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.
78 lines
3.3 KiB
Plaintext
78 lines
3.3 KiB
Plaintext
/obj/item/whetstone
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name = "whetstone"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "whetstone"
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desc = "A block of stone used to sharpen things."
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/screwdriver.ogg'
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var/used = FALSE
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var/increment = 4
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var/max = 30
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var/prefix = "sharpened"
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var/requires_sharpness = TRUE
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var/claw_damage_increase = 2
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/obj/item/whetstone/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(used)
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to_chat(user, "<span class='warning'>The whetstone is too worn to use again!</span>")
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return
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if(requires_sharpness && !I.sharp)
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to_chat(user, "<span class='warning'>You can only sharpen items that are already sharp, such as knives!</span>")
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return
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var/signal_out = SEND_SIGNAL(I, COMSIG_ITEM_SHARPEN_ACT, increment, max)
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if((signal_out & COMPONENT_BLOCK_SHARPEN_MAXED) || I.force >= max || I.throwforce >= max) //If the item's components enforce more limits on maximum power from sharpening, we fail
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to_chat(user, "<span class='warning'>[I] is much too powerful to sharpen further!</span>")
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return
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if(signal_out & COMPONENT_BLOCK_SHARPEN_BLOCKED)
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to_chat(user, "<span class='warning'>[I] is not able to be sharpened right now!</span>")
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return
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if((signal_out & COMPONENT_BLOCK_SHARPEN_ALREADY) || (I.force > initial(I.force) && !(signal_out & COMPONENT_SHARPEN_APPLIED))) //No sharpening stuff twice
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to_chat(user, "<span class='warning'>[I] has already been refined before. It cannot be sharpened further!</span>")
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return
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if(!(signal_out & COMPONENT_SHARPEN_APPLIED)) //If the item has a relevant component and COMPONENT_BLOCK_SHARPEN_APPLIED is returned, the item only gets the throw force increase
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I.force = clamp(I.force + increment, 0, max)
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user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
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if(!requires_sharpness)
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set_sharpness(TRUE)
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I.throwforce = clamp(I.throwforce + increment, 0, max)
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I.name = "[prefix] [I.name]"
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playsound(get_turf(src), usesound, 50, TRUE)
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name = "worn out [name]"
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desc = "[desc] At least, it used to."
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used = TRUE
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update_icon()
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/obj/item/whetstone/attack_self__legacy__attackchain(mob/user)
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if(used)
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to_chat(user, "<span class='warning'>The whetstone is too worn to use again!</span>")
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/datum/unarmed_attack/attack = H.get_unarmed_attack()
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if(istype(attack, /datum/unarmed_attack/claws))
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var/datum/unarmed_attack/claws/C = attack
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if(!C.has_been_sharpened)
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C.has_been_sharpened = TRUE
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attack.damage += claw_damage_increase
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H.visible_message("<span class='notice'>[H] sharpens [H.p_their()] claws on [src]!</span>", "<span class='notice'>You sharpen your claws on [src].</span>")
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playsound(get_turf(H), usesound, 50, 1)
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name = "worn out [name]"
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desc = "[desc] At least, it used to."
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used = TRUE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You can not sharpen your claws any further!</span>")
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/obj/item/whetstone/super
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name = "super whetstone block"
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desc = "A block of stone that will make your weapon sharper than Einstein on adderall."
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increment = 200
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max = 200
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prefix = "super-sharpened"
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requires_sharpness = FALSE
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claw_damage_increase = 200
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