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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.
56 lines
2.0 KiB
Plaintext
56 lines
2.0 KiB
Plaintext
/obj/item/stack/tape_roll
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name = "tape roll"
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desc = "A roll of sticky tape. Possibly for taping ducks... or was that ducts?"
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icon = 'icons/obj/bureaucracy.dmi'
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icon_state = "taperoll"
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singular_name = "tape roll"
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w_class = WEIGHT_CLASS_TINY
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amount = 25
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max_amount = 25
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/obj/item/stack/tape_roll/New(loc, amount=null)
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..()
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update_icon(UPDATE_ICON_STATE)
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/obj/item/stack/tape_roll/attack__legacy__attackchain(mob/living/carbon/human/M, mob/living/user)
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if(!istype(M)) //What good is a duct tape mask if you are unable to speak?
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return
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if(M.wear_mask)
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to_chat(user, "Remove [M.p_their()] mask first!")
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return
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if(amount < 2)
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to_chat(user, "You'll need more tape for this!")
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return
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if(!M.check_has_mouth())
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to_chat(user, "[M.p_they(TRUE)] [M.p_have()] no mouth to tape over!")
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return
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user.visible_message("<span class='warning'>[user] is taping [M]'s mouth closed!</span>",
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"<span class='notice'>You try to tape [M == user ? "your own" : "[M]'s"] mouth shut!</span>",
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"<span class='warning'>You hear tape ripping.</span>")
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if(!do_after(user, 50, target = M))
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return
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if(!use(2))
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to_chat(user, "<span class='notice'>You don't have enough tape!</span>")
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return
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if(M.wear_mask)
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to_chat(user, "<span class='notice'>[M == user ? user : M]'s mouth is already covered!</span>")
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return
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user.visible_message("<span class='warning'>[user] tapes [M]'s mouth shut!</span>",
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"<span class='notice'>You cover [M == user ? "your own" : "[M]'s"] mouth with a piece of duct tape.[M == user ? null : " That will shut them up."]</span>")
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var/obj/item/clothing/mask/muzzle/G = new /obj/item/clothing/mask/muzzle/tapegag
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M.equip_to_slot(G, ITEM_SLOT_MASK)
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G.add_fingerprint(user)
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/obj/item/stack/tape_roll/update_icon_state()
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var/amount = get_amount()
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if((amount <= 2) && (amount > 0))
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icon_state = "taperoll"
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if((amount <= 4) && (amount > 2))
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icon_state = "taperoll-2"
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if((amount <= 6) && (amount > 4))
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icon_state = "taperoll-3"
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if(amount > 6)
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icon_state = "taperoll-4"
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else
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icon_state = "taperoll-4"
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