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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.
51 lines
1.6 KiB
Plaintext
51 lines
1.6 KiB
Plaintext
/obj/item/scratch
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name = "scratch card"
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desc = "Scratch this with a card or coin to discover if you are the winner!"
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icon = 'icons/obj/economy.dmi'
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icon_state = "scard"
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w_class = WEIGHT_CLASS_TINY
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/// Has this been scratched yet?
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var/scratched = FALSE
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/// The prob chance for it to be the winner card
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var/winning_chance = 1
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/// Is this the winner card?
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var/winner = FALSE
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/obj/item/scratch/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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. = ..()
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if(scratched)
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return
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if(!(istype(I, /obj/item/card) || istype(I, /obj/item/coin))) // We scratch with cards or coins!
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return
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if(prob(winning_chance))
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to_chat(user, "<span class='notice'>Congratulations! Redeem your prize at the nearest ATM!</span>")
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icon_state = "scard_winner"
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winner = TRUE
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else
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to_chat(user, "Good luck next time.")
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icon_state = "scard_loser"
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playsound(user, 'sound/items/scratching.ogg', 25, TRUE)
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scratched = TRUE
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update_icon(UPDATE_ICON_STATE)
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/obj/item/scratch/attack_obj__legacy__attackchain(obj/O, mob/living/user, params)
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if(winner && istype(O, /obj/machinery/economy/atm))
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playsound(user, 'sound/machines/ping.ogg', 50, TRUE)
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O.atom_say("Congratulations for winning the lottery!")
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var/obj/item/reward = new /obj/item/stack/spacecash/c1000
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qdel(src)
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user.put_in_hands(reward)
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return
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..()
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/obj/item/storage/box/scratch_cards
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name = "scratch cards box"
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desc = "Try your luck with five scratch cards!"
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w_class = WEIGHT_CLASS_SMALL
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can_hold = list(/obj/item/scratch)
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/obj/item/storage/box/scratch_cards/populate_contents()
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for(var/i in 1 to 5)
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new /obj/item/scratch(src)
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