Files
Paradise/code/game/objects/structures/coathanger.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/structure/coatrack
name = "coat rack"
desc = "Rack that holds coats."
icon = 'icons/obj/coatrack.dmi'
icon_state = "coatrack0"
var/obj/item/clothing/suit/coat
var/list/allowed = list(/obj/item/clothing/suit/storage/labcoat, /obj/item/clothing/suit/storage/det_suit)
/obj/structure/coatrack/attack_hand(mob/user)
if(isnull(coat))
return
user.visible_message("[user] takes [coat] off [src].", "You take [coat] off [src]")
if(!user.put_in_active_hand(coat))
coat.forceMove(get_turf(user))
coat = null
update_icon(UPDATE_OVERLAYS)
/obj/structure/coatrack/attackby__legacy__attackchain(obj/item/W as obj, mob/user as mob, params)
var/can_hang = FALSE
for(var/T in allowed)
if(istype(W,T))
can_hang = TRUE
if(can_hang && !coat)
user.visible_message("[user] hangs [W] on \the [src].", "You hang [W] on the \the [src]")
coat = W
user.drop_item(src)
coat.forceMove(src)
update_icon(UPDATE_OVERLAYS)
return
return ..()
/obj/structure/coatrack/CanPass(atom/movable/mover, turf/target)
var/can_hang = FALSE
for(var/T in allowed)
if(istype(mover,T))
can_hang = TRUE
if(can_hang && !coat)
visible_message("[mover] lands on \the [src].")
coat = mover
coat.forceMove(src)
update_icon(UPDATE_OVERLAYS)
return
return ..()
/obj/structure/coatrack/update_overlays()
. = ..()
if(istype(coat, /obj/item/clothing/suit/storage/labcoat))
. += "coat_lab"
if(istype(coat, /obj/item/clothing/suit/storage/labcoat/cmo))
. += "coat_cmo"
if(istype(coat, /obj/item/clothing/suit/storage/det_suit))
. += "coat_det"