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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.
34 lines
1018 B
Plaintext
34 lines
1018 B
Plaintext
/obj/item/mounted
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var/list/buildon_types = list(
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/turf/simulated/mineral/ancient,
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/turf/simulated/wall
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)
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var/allow_floor_mounting = FALSE
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/obj/item/mounted/afterattack__legacy__attackchain(atom/A, mob/user, proximity_flag)
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if(is_type_in_list(A, buildon_types))
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if(try_build(A, user, proximity_flag))
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return do_build(A, user)
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..()
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/obj/item/mounted/proc/try_build(turf/on_wall, mob/user, proximity_flag) //checks
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if(!on_wall || !user)
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return FALSE
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if(!proximity_flag) //if we aren't next to the turf
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return FALSE
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if(!allow_floor_mounting)
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if(!(get_dir(on_wall, user) in GLOB.cardinal))
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to_chat(user, "<span class='warning'>You need to be standing next to [on_wall] to place [src].</span>")
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return FALSE
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if(gotwallitem(get_turf(user), get_dir(user, on_wall)))
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to_chat(user, "<span class='warning'>There's already an item on this wall!</span>")
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return FALSE
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return TRUE
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/obj/item/mounted/proc/do_build(turf/on_wall, mob/user) //the buildy bit after we pass the checks
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return
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