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Paradise/code/game/objects/items/dehy_carp.dm
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warriorstar-orionandGitHub 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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/*
* Dehydrated Carp
* Instant carp, just add water
*/
// Child of carpplushie because this should do everything the toy does and more
/obj/item/toy/plushie/carpplushie/dehy_carp
var/mob/owner = null // Carp doesn't attack owner, set when using in hand
var/owned = 1 // Boolean, no owner to begin with
/obj/item/toy/plushie/carpplushie/dehy_carp/Destroy()
owner = null
return ..()
// Attack self
/obj/item/toy/plushie/carpplushie/dehy_carp/attack_self__legacy__attackchain(mob/user as mob)
src.add_fingerprint(user) // Anyone can add their fingerprints to it with this
if(owned)
to_chat(user, "<span class='notice'>[src] stares up at you with friendly eyes.</span>")
owner = user
owned = 0
return ..()
/obj/item/toy/plushie/carpplushie/dehy_carp/water_act(volume, temperature, source, method = REAGENT_TOUCH)
. = ..()
if(volume >= 1)
Swell()
/obj/item/toy/plushie/carpplushie/dehy_carp/afterattack__legacy__attackchain(obj/O, mob/user,proximity)
if(!proximity) return
if(istype(O,/obj/structure/sink))
to_chat(user, "<span class='notice'>You place [src] under a stream of water...</span>")
user.drop_item()
loc = get_turf(O)
return Swell()
..()
/obj/item/toy/plushie/carpplushie/dehy_carp/proc/Swell()
desc = "It's growing!"
visible_message("<span class='notice'>[src] swells up!</span>")
// Animation
icon = 'icons/mob/carp.dmi'
flick("carp_swell", src)
// Wait for animation to end
addtimer(CALLBACK(src, PROC_REF(make_carp)), 6)
/obj/item/toy/plushie/carpplushie/dehy_carp/proc/make_carp()
// Make space carp
var/mob/living/simple_animal/hostile/carp/C = new /mob/living/simple_animal/hostile/carp(get_turf(src))
// Make carp non-hostile to user, yes this means
C.faction |= list("syndicate", "\ref[owner]")
qdel(src)