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