mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 05:02:33 +00:00
* 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.
303 lines
10 KiB
Plaintext
303 lines
10 KiB
Plaintext
/obj/item/flag
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name = "flag"
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desc = "It's a flag."
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icon = 'icons/obj/flag.dmi'
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icon_state = "ntflag"
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lefthand_file = 'icons/mob/inhands/flags_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/flags_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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max_integrity = 40
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resistance_flags = FLAMMABLE
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custom_fire_overlay = "fire"
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var/rolled = FALSE
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/obj/item/flag/attackby__legacy__attackchain(obj/item/W, mob/user, params)
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. = ..()
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if(W.get_heat() && !(resistance_flags & ON_FIRE))
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user.visible_message("<span class='notice'>[user] lights [src] with [W].</span>", "<span class='notice'>You light [src] with [W].</span>", "<span class='warning'>You hear a low whoosh.</span>")
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fire_act()
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/obj/item/flag/attack_self__legacy__attackchain(mob/user)
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rolled = !rolled
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user.visible_message("<span class='notice'>[user] [rolled ? "rolls up" : "unfurls"] [src].</span>", "<span class='notice'>You [rolled ? "roll up" : "unfurl"] [src].</span>", "<span class='warning'>You hear fabric rustling.</span>")
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update_icon()
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/obj/item/flag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = FALSE)
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..()
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update_icon()
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/obj/item/flag/extinguish()
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..()
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update_icon()
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/obj/item/flag/update_icon_state()
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updateFlagIcon()
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item_state = icon_state
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if(rolled)
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icon_state = "[icon_state]_rolled"
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custom_fire_overlay = "fire_rolled"
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else
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custom_fire_overlay = initial(custom_fire_overlay)
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if(resistance_flags & ON_FIRE)
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item_state = "[item_state]_fire"
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_r_hand()
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M.update_inv_l_hand()
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/obj/item/flag/proc/updateFlagIcon()
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icon_state = initial(icon_state)
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/obj/item/flag/nt
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name = "\improper Nanotrasen flag"
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desc = "A flag proudly boasting the logo of NT."
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icon_state = "ntflag"
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/obj/item/flag/clown
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name = "\improper Clown Unity flag"
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desc = "The universal banner of clowns everywhere. It smells faintly of bananas."
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icon_state = "clownflag"
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/obj/item/flag/mime
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name = "\improper Mime Unity flag"
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desc = "The standard by which all mimes march to war, as cold as ice and silent as the grave."
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icon_state = "mimeflag"
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/obj/item/flag/ian
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name = "\improper Ian flag"
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desc = "The banner of Ian, because SQUEEEEE."
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icon_state = "ianflag"
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//Species flags
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/obj/item/flag/species/slime
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name = "\improper Slime People flag"
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desc = "A flag proudly proclaiming the superior heritage of Slime People."
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icon_state = "slimeflag"
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/obj/item/flag/species/skrell
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name = "\improper Skrell flag"
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desc = "A flag proudly proclaiming the superior heritage of Skrell."
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icon_state = "skrellflag"
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/obj/item/flag/species/vox
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name = "\improper Vox flag"
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desc = "A flag proudly proclaiming the superior heritage of Vox."
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icon_state = "voxflag"
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/obj/item/flag/species/machine
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name = "\improper Synthetics flag"
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desc = "A flag proudly proclaiming the superior heritage of Synthetics."
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icon_state = "machineflag"
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/obj/item/flag/species/diona
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name = "\improper Diona flag"
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desc = "A flag proudly proclaiming the superior heritage of Dionae."
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icon_state = "dionaflag"
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/obj/item/flag/species/human
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name = "\improper Human flag"
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desc = "A flag proudly proclaiming the superior heritage of Humans."
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icon_state = "humanflag"
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/obj/item/flag/species/greys
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name = "\improper Greys flag"
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desc = "A flag proudly proclaiming the superior heritage of Greys."
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icon_state = "greysflag"
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/obj/item/flag/species/kidan
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name = "\improper Kidan flag"
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desc = "A flag proudly proclaiming the superior heritage of Kidan."
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icon_state = "kidanflag"
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/obj/item/flag/species/taj
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name = "\improper Tajaran flag"
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desc = "A flag proudly proclaiming the superior heritage of Tajaran."
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icon_state = "tajflag"
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/obj/item/flag/species/unathi
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name = "\improper Unathi flag"
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desc = "A flag proudly proclaiming the superior heritage of Unathi."
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icon_state = "unathiflag"
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/obj/item/flag/species/vulp
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name = "\improper Vulpkanin flag"
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desc = "A flag proudly proclaiming the superior heritage of Vulpkanin."
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icon_state = "vulpflag"
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/obj/item/flag/species/drask
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name = "\improper Drask flag"
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desc = "A flag proudly proclaiming the superior heritage of Drask."
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icon_state = "draskflag"
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/obj/item/flag/species/plasma
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name = "\improper Plasmaman flag"
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desc = "A flag proudly proclaiming the superior heritage of Plasmamen."
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icon_state = "plasmaflag"
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/obj/item/flag/species/nian
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name ="\improper Nian flag"
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desc = "An eccentric handmade standard, luxuriously soft due to exotic silks and embossed with lustrous gold. Although inspired by the pride that Nianae take in their baubles, it ultimately feels melancholic. Beauty knows no pain, afterall."
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icon_state = "nianflag"
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//Department Flags
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/obj/item/flag/cargo
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name = "\improper Cargonia flag"
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desc = "The flag of the independent, sovereign nation of Cargonia. Merely glimpsing this majestic banner fills you with the urge to buy enough guns to equip a small army."
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icon_state = "cargoflag"
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/obj/item/flag/med
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name = "\improper Medistan flag"
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desc = "The flag of the independent, sovereign nation of Medistan. Looking at this beautiful white and green banner fills you with a powerful compulsion to file malpractice lawsuits."
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icon_state = "medflag"
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/obj/item/flag/sec
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name = "\improper Brigston flag"
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desc = "The flag of the independent, sovereign nation of Brigston. The red of the flag represents blood shed in defense of the station, the amount of which varies heavily between shifts."
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icon_state = "secflag"
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/obj/item/flag/rnd
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name = "\improper Scientopia flag"
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desc = "The flag of the independent, sovereign nation of Scientopia. Looking at this laminated beauty of a flag fills you with an irresstible urge to perform SCIENCE!."
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icon_state = "rndflag"
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/obj/item/flag/atmos
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name = "\improper Atmosia flag"
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desc = "The flag of the independent, sovereign nation of Atmosia. This flag has survived dozens of plasmafires, and will endure more, if Atmosia has any say in things."
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icon_state = "atmosflag"
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/obj/item/flag/command
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name = "\improper Command flag"
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desc = "The flag of the independent, sovereign nation of Command. Apparently the budget was all spent on this flag, rather than a creative name."
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icon_state = "ntflag"
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//Antags
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/obj/item/flag/grey
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name = "\improper Greytide flag"
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desc = "A banner made from an old grey jumpsuit."
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icon_state = "greyflag"
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/obj/item/flag/syndi
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name = "\improper Syndicate flag"
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desc = "A flag proudly boasting the crimson and black colors of the Syndicate, the largest organized criminal entity in the Sector."
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icon_state = "syndiflag"
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/obj/item/flag/wiz
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name = "\improper Wizard Federation flag"
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desc = "A flag proudly boasting the logo of the Wizard Federation, a loose collection of magical terrorist cells."
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icon_state = "wizflag"
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/obj/item/flag/cult
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name = "\improper Nar'Sie Cultist flag"
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desc = "A flag proudly boasting the unholy symbols of the Cult of Nar'sie. Merely possessing this flag is illegal in many polities."
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icon_state = "cultflag"
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/obj/item/flag/ussp
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name = "\improper USSP flag"
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desc = "A flag proudly flying the hammer & sickle of the USSP, a powerful socialist nation in the Sector's North."
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icon_state = "usspflag"
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/obj/item/flag/solgov
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name = "\improper Trans-Solar Federation flag"
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desc = "A flag proudly flying the golden sun of the Trans-Solar Federation, the militaristic de-facto superpower of the sector, based on Earth."
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icon_state = "solgovflag"
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//Chameleon
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/obj/item/flag/chameleon
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name = "chameleon flag"
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desc = "A poor recreation of the official NT flag. It seems to shimmer a little."
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icon_state = "ntflag"
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origin_tech = "syndicate=1;magnets=4"
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var/updated_icon_state = null
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var/used = FALSE
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var/obj/item/grenade/boobytrap = null
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var/mob/trapper = null
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/obj/item/flag/chameleon/New()
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updated_icon_state = icon_state
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..()
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/obj/item/flag/chameleon/attack_self__legacy__attackchain(mob/user)
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if(used)
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return ..()
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var/list/flag_types = typesof(/obj/item/flag) - list(/obj/item/flag, /obj/item/flag/chameleon, /obj/item/flag/chameleon/depot)
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var/list/flag = list()
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for(var/flag_type in flag_types)
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var/obj/item/flag/F = new flag_type
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flag[capitalize(F.name)] = F
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var/list/show_flag = list("EXIT" = null) + sortList(flag)
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var/input_flag = tgui_input_list(user, "Choose a flag to disguise this as.", "Choose a flag.", show_flag)
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if(!input_flag)
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return
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if(user && (src in user.GetAllContents()))
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var/obj/item/flag/chosen_flag = flag[input_flag]
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if(chosen_flag && !used)
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name = chosen_flag.name
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icon_state = chosen_flag.icon_state
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updated_icon_state = icon_state
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desc = chosen_flag.desc
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used = TRUE
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/obj/item/flag/chameleon/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/grenade) && !boobytrap)
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if(user.drop_item())
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boobytrap = I
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trapper = user
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I.forceMove(src)
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to_chat(user, "<span class='notice'>You hide [I] in [src]. It will detonate some time after the flag is lit on fire.</span>")
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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log_game("[key_name(user)] has hidden [I] in [src] ready for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
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investigate_log("[key_name(user)] has hidden [I] in [src] ready for detonation at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).", INVESTIGATE_BOMB)
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add_attack_logs(user, src, "has hidden [I] ready for detonation in", ATKLOG_MOST)
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else if(I.get_heat() && !(resistance_flags & ON_FIRE) && boobytrap && trapper)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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log_game("[key_name_admin(user)] has lit [src] trapped with [boobytrap] by [key_name_admin(trapper)] at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).")
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investigate_log("[key_name_admin(user)] has lit [src] trapped with [boobytrap] by [key_name_admin(trapper)] at [A.name] ([bombturf.x],[bombturf.y],[bombturf.z]).", INVESTIGATE_BOMB)
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add_attack_logs(user, src, "has lit (booby trapped with [boobytrap]", ATKLOG_FEW)
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burn()
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else
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return ..()
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/obj/item/flag/chameleon/screwdriver_act(mob/user, obj/item/I)
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if(!boobytrap || user != trapper)
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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to_chat(user, "<span class='notice'>You remove [boobytrap] from [src].</span>")
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boobytrap.forceMove(get_turf(src))
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boobytrap = null
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trapper = null
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/obj/item/flag/chameleon/burn()
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if(boobytrap)
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fire_act()
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addtimer(CALLBACK(src, PROC_REF(prime_boobytrap)), boobytrap.det_time)
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else
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..()
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/obj/item/flag/chameleon/proc/prime_boobytrap()
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boobytrap.forceMove(get_turf(loc))
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boobytrap.prime()
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boobytrap = null
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burn()
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/obj/item/flag/chameleon/updateFlagIcon()
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icon_state = updated_icon_state
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/obj/item/flag/chameleon/depot/New()
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..()
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boobytrap = new /obj/item/grenade/gas/plasma(src)
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