Files
Paradise/code/game/objects/items/bodybag.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

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//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures
/obj/item/bodybag
name = "body bag"
desc = "A folded bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_folded"
w_class = WEIGHT_CLASS_SMALL
/obj/item/bodybag/attack_self__legacy__attackchain(mob/user)
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/structure/closet/body_bag
name = "body bag"
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag"
enable_door_overlay = FALSE
door_anim_time = 0
density = FALSE
integrity_failure = 0
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
open_sound_volume = 15
close_sound_volume = 15
var/item_path = /obj/item/bodybag
/obj/structure/closet/body_bag/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(is_pen(I))
var/t = rename_interactive(user, I)
if(isnull(t))
return
cut_overlays()
if(t)
add_overlay("bodybag_label")
return
if(istype(I, /obj/item/wirecutters))
to_chat(user, "<span class='notice'>You cut the tag off the bodybag.</span>")
name = initial(name)
cut_overlays()
return
return ..()
/obj/structure/closet/body_bag/welder_act(mob/user, obj/item/I)
return // Can't weld a body bag shut
/obj/structure/closet/body_bag/close()
if(..())
density = FALSE
return TRUE
return FALSE
/obj/structure/closet/body_bag/update_overlays()
. = ..()
if(name != initial(name))
. += "bodybag_label"
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
if(over_object == usr && (in_range(src, usr) || usr.contents.Find(src)))
if(!ishuman(usr) || opened || length(contents))
return FALSE
visible_message("<span class='notice'>[usr] folds up [src].</span>")
new item_path(get_turf(src))
qdel(src)
return
. = ..()
/obj/structure/closet/body_bag/relaymove(mob/user)
if(user.stat)
return
// Make it possible to escape from bodybags in morgues and crematoriums
if(loc && (isturf(loc) || istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
if(!open())
to_chat(user, "<span class='notice'>It won't budge!</span>")
/obj/structure/closet/body_bag/shove_impact(mob/living/target, mob/living/attacker)
// no, you can't shove people into a body bag
return FALSE