mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 20:53:34 +00:00
* 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.
55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
// Basically they are for the firing range
|
|
/obj/structure/target_stake
|
|
name = "target stake"
|
|
desc = "A thin platform with negatively-magnetized wheels."
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "target_stake"
|
|
density = TRUE
|
|
flags = CONDUCT
|
|
var/obj/item/target/pinned_target // the current pinned target
|
|
|
|
/obj/structure/target_stake/Destroy()
|
|
QDEL_NULL(pinned_target)
|
|
return ..()
|
|
|
|
/obj/structure/target_stake/Move()
|
|
. = ..()
|
|
// Move the pinned target along with the stake
|
|
if(pinned_target in view(3, src))
|
|
pinned_target.loc = loc
|
|
|
|
else // Sanity check: if the pinned target can't be found in immediate view
|
|
pinned_target = null
|
|
density = TRUE
|
|
|
|
/obj/structure/target_stake/attackby__legacy__attackchain(obj/item/W, mob/user, params)
|
|
// Putting objects on the stake. Most importantly, targets
|
|
if(istype(W, /obj/item/target) && !pinned_target)
|
|
density = FALSE
|
|
W.density = TRUE
|
|
user.drop_item(src)
|
|
W.loc = loc
|
|
W.layer = 3.1
|
|
pinned_target = W
|
|
to_chat(user, "You slide the target into the stake.")
|
|
return
|
|
return ..()
|
|
|
|
/obj/structure/target_stake/attack_hand(mob/user)
|
|
// taking pinned targets off!
|
|
if(pinned_target)
|
|
density = TRUE
|
|
pinned_target.density = FALSE
|
|
pinned_target.layer = OBJ_LAYER
|
|
|
|
pinned_target.loc = user.loc
|
|
if(ishuman(user))
|
|
if(!user.get_active_hand())
|
|
user.put_in_hands(pinned_target)
|
|
to_chat(user, "You take the target out of the stake.")
|
|
else
|
|
pinned_target.loc = get_turf(user)
|
|
to_chat(user, "You take the target out of the stake.")
|
|
|
|
pinned_target = null
|