mirror of
https://github.com/ParadiseSS13/Paradise.git
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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.
57 lines
1.6 KiB
Plaintext
57 lines
1.6 KiB
Plaintext
/obj/item/bio_chip_implanter
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name = "bio-chip implanter"
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desc = "A sterile automatic bio-chip injector."
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icon = 'icons/obj/bio_chips.dmi'
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icon_state = "implanter0"
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item_state = "syringe_0"
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "materials=2;biotech=3"
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materials = list(MAT_METAL = 600, MAT_GLASS = 200)
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toolspeed = 1
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var/obj/item/bio_chip/imp
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var/obj/item/bio_chip/implant_type
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/obj/item/bio_chip_implanter/update_icon_state()
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if(imp)
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icon_state = "implanter1"
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origin_tech = imp.origin_tech
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else
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icon_state = "implanter0"
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origin_tech = initial(origin_tech)
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/obj/item/bio_chip_implanter/attack__legacy__attackchain(mob/living/carbon/M, mob/user)
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if(!iscarbon(M))
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return
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if(user && imp)
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if(M != user)
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M.visible_message("<span class='warning'>[user] is attempting to bio-chip [M].</span>")
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var/turf/T = get_turf(M)
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if(T && (M == user || do_after(user, 50 * toolspeed, target = M)))
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if(user && M && (get_turf(M) == T) && src && imp)
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if(imp.implant(M, user))
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if(M == user)
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to_chat(user, "<span class='notice'>You bio-chip yourself.</span>")
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else
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M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] bio-chips you.</span>")
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imp = null
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update_icon(UPDATE_ICON_STATE)
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/obj/item/bio_chip_implanter/attackby__legacy__attackchain(obj/item/W, mob/user, params)
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..()
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if(is_pen(W))
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rename_interactive(user, W)
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/obj/item/bio_chip_implanter/Initialize(mapload)
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. = ..()
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if(!implant_type)
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return
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imp = new implant_type()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/bio_chip_implanter/Destroy()
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QDEL_NULL(imp)
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. = ..()
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