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