Files
Paradise/code/game/objects/items/weapons/dnascrambler.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

50 lines
1.4 KiB
Plaintext

/obj/item/dnascrambler
name = "dna scrambler"
desc = "An illegal genetic serum designed to randomize the user's identity."
icon = 'icons/obj/hypo.dmi'
item_state = "syringe_0"
icon_state = "lepopen"
var/used = FALSE
/obj/item/dnascrambler/update_icon_state()
if(used)
icon_state = "lepopen0"
else
icon_state = "lepopen"
/obj/item/dnascrambler/attack__legacy__attackchain(mob/M as mob, mob/user as mob)
if(!M || !user)
return
if(!ishuman(M) || !ishuman(user))
return
if(used)
return
if(HAS_TRAIT(M, TRAIT_GENELESS))
to_chat(user, "<span class='warning'>You failed to inject [M], as [M.p_they()] [M.p_have()] no DNA to scramble, nor flesh to inject.</span>")
return
if(M == user)
user.visible_message("<span class='danger'>[user] injects [user.p_themselves()] with [src]!</span>")
injected(user, user)
else
user.visible_message("<span class='danger'>[user] is trying to inject [M] with [src]!</span>")
if(do_mob(user,M,30))
user.visible_message("<span class='danger'>[user] injects [M] with [src].</span>")
injected(M, user)
else
to_chat(user, "<span class='warning'>You failed to inject [M].</span>")
/obj/item/dnascrambler/proc/injected(mob/living/carbon/human/target, mob/living/carbon/user)
if(istype(target))
var/mob/living/carbon/human/H = target
H.get_dna_scrambled()
target.update_icons()
add_attack_logs(user, target, "injected with [src]")
used = TRUE
update_icon(UPDATE_ICON_STATE)
name = "used " + name