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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.
37 lines
1.2 KiB
Plaintext
37 lines
1.2 KiB
Plaintext
/**********************************************************************
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Cyborg Spec Items
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***********************************************************************/
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/obj/item/borg
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icon = 'icons/mob/robot_items.dmi'
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var/powerneeded // Percentage of power remaining required to run item
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/*
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The old, instant-stun borg arm.
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Keeping it in for adminabuse but the malf one is /obj/item/melee/baton/borg_stun_arm
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*/
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/obj/item/borg/stun
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name = "electrically-charged arm"
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icon_state = "elecarm"
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var/charge_cost = 30
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/obj/item/borg/stun/attack__legacy__attackchain(mob/living/M, mob/living/silicon/robot/user)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.check_shields(src, 0, "[M]'s [name]", MELEE_ATTACK))
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playsound(M, 'sound/weapons/genhit.ogg', 50, 1)
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return 0
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if(isrobot(user))
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if(!user.cell.use(charge_cost))
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return
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user.do_attack_animation(M)
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M.Weaken(10 SECONDS)
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M.apply_effect(STUTTER, 10 SECONDS)
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M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has prodded you with [src]!</span>")
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playsound(loc, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
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add_attack_logs(user, M, "Stunned with [src] ([uppertext(user.a_intent)])")
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