Files
Paradise/code/game/objects/items/ashtray.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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/obj/item/ashtray
icon = 'icons/ashtray.dmi'
var/max_butts = 0
var/icon_half = ""
var/icon_full = ""
var/material = /obj/item/stack/sheet/metal
/obj/item/ashtray/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(istype(I, /obj/item/cigbutt) || istype(I, /obj/item/clothing/mask/cigarette) || istype(I, /obj/item/match))
if(length(contents) >= max_butts)
to_chat(user, "This ashtray is full.")
return
if(!user.unEquip(I))
return
I.forceMove(src)
if(istype(I, /obj/item/clothing/mask/cigarette))
var/obj/item/clothing/mask/cigarette/cig = I
if(cig.lit)
visible_message("[user] crushes [cig] in [src], putting it out.")
var/obj/item/butt = new cig.type_butt(src)
cig.transfer_fingerprints_to(butt)
qdel(cig)
else
to_chat(user, "You place [cig] in [src] without even smoking it. Why would you do that?")
visible_message("[user] places [I] in [src].")
add_fingerprint(user)
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
else
return ..()
/obj/item/ashtray/update_icon_state()
if(length(contents) == max_butts)
icon_state = icon_full
else if(length(contents) > max_butts * 0.5)
icon_state = icon_half
else
icon_state = initial(icon_state)
/obj/item/ashtray/update_desc()
. = ..()
if(length(contents) == max_butts)
desc = initial(desc) + " It's stuffed full."
else if(length(contents) > max_butts * 0.5)
desc = initial(desc) + " It's half-filled."
else
desc = initial(desc)
/obj/item/ashtray/proc/empty_tray()
for(var/obj/item/I in contents)
I.forceMove(loc)
update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
/obj/item/ashtray/throw_impact(atom/hit_atom)
if(length(contents))
visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
empty_tray()
return ..()
/obj/item/ashtray/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, volume = I.tool_volume))
return
empty_tray()
new material(drop_location(), 1)
deconstruct()
/obj/item/ashtray/plastic
name = "plastic ashtray"
desc = "Cheap plastic ashtray."
icon_state = "ashtray_bl"
icon_half = "ashtray_half_bl"
icon_full = "ashtray_full_bl"
max_butts = 8
max_integrity = 8
material = /obj/item/stack/sheet/plastic
throwforce = 3
/obj/item/ashtray/bronze
name = "bronze ashtray"
desc = "Massive bronze ashtray."
icon_state = "ashtray_br"
icon_half = "ashtray_half_br"
icon_full = "ashtray_full_br"
max_butts = 16
max_integrity = 16
throwforce = 10
/obj/item/ashtray/glass
name = "glass ashtray"
desc = "Glass ashtray. Looks fragile."
icon_state = "ashtray_gl"
icon_half = "ashtray_half_gl"
icon_full = "ashtray_full_gl"
max_butts = 12
max_integrity = 12
material = /obj/item/stack/sheet/glass
throwforce = 6