Files
Paradise/code/game/objects/items/stacks/sheets/light.dm
warriorstar-orion 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

29 lines
743 B
Plaintext

/obj/item/stack/light_w
name = "wired glass tiles"
gender = PLURAL
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/tiles.dmi'
icon_state = "glass_wire"
w_class = WEIGHT_CLASS_NORMAL
force = 3.0
throwforce = 5.0
throw_speed = 5
throw_range = 20
flags = CONDUCT
max_amount = 60
/obj/item/stack/light_w/attackby__legacy__attackchain(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/wirecutters))
var/obj/item/stack/cable_coil/CC = new(user.loc)
CC.amount = 5
new/obj/item/stack/sheet/glass(user.loc)
use(1)
if(istype(I, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = I
M.use(1)
new /obj/item/stack/tile/light(user.loc)
use(1)