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Paradise/code/modules/ruins/objects_and_mobs/id_upgrader.dm
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warriorstar-orionandGitHub 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* 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.
2024-12-02 23:36:36 +00:00

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// ID upgrader - swipe an ID on it to gain access types. Used on ruins.
/obj/machinery/computer/id_upgrader
name = "ID Upgrade Machine"
icon_state = "guest"
icon_screen = "pass"
/// Access to give
var/list/access_to_give = list(ACCESS_AWAY01)
/// Have we been used?
var/used = FALSE
/obj/machinery/computer/id_upgrader/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id))
var/obj/item/card/id/D = I
if(!length(access_to_give))
to_chat(user, "<span class='notice'>This machine appears to be configured incorrectly.</span>")
return
var/did_upgrade = FALSE
var/list/id_access = D.GetAccess()
for(var/this_access in access_to_give)
if(!(this_access in id_access))
// don't have it - add it
D.access |= this_access
did_upgrade = TRUE
if(did_upgrade)
to_chat(user, "<span class='notice'>An access type was added to your ID card.</span>")
else
to_chat(user, "<span class='notice'>Your ID card already has all the access this machine can give.</span>")
return
return ..()