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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.
32 lines
1.1 KiB
Plaintext
32 lines
1.1 KiB
Plaintext
/datum/component/spraycan_paintable
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var/current_paint
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/datum/component/spraycan_paintable/Initialize()
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RegisterSignal(parent, COMSIG_ATTACK_BY, PROC_REF(Repaint))
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/datum/component/spraycan_paintable/Destroy()
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RemoveCurrentCoat()
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return ..()
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/datum/component/spraycan_paintable/proc/RemoveCurrentCoat()
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var/atom/A = parent
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A.remove_atom_colour(FIXED_COLOUR_PRIORITY, current_paint)
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/datum/component/spraycan_paintable/proc/Repaint(datum/source, obj/item/toy/crayon/spraycan/spraycan, mob/living/user)
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if(!istype(spraycan) || user.a_intent == INTENT_HARM)
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return
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. = COMPONENT_SKIP_AFTERATTACK
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if(spraycan.capped)
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to_chat(user, "<span class='warning'>Take the cap off first!</span>")
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return
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if(spraycan.uses < 2)
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to_chat(user, "<span class ='warning'>There is not enough paint in the can!")
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return
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RemoveCurrentCoat()
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var/colour = spraycan.colour
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current_paint = colour
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var/atom/A = parent
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A.add_atom_colour(colour, FIXED_COLOUR_PRIORITY)
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playsound(spraycan, 'sound/effects/spray.ogg', 5, TRUE, 5)
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to_chat(user, "<span class='notice'>You spray [spraycan] on [A], painting it.</span>")
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