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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.
54 lines
2.0 KiB
Plaintext
54 lines
2.0 KiB
Plaintext
/obj/item/stack/telecrystal
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name = "telecrystal"
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desc = "It seems to be pulsing with suspiciously enticing energies."
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singular_name = "telecrystal"
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icon = 'icons/obj/stacks/minerals.dmi'
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icon_state = "telecrystal"
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item_state = "telecrystal"
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w_class = WEIGHT_CLASS_TINY
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max_amount = 100
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flags = NOBLUDGEON
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origin_tech = "materials=6;syndicate=1"
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dynamic_icon_state = TRUE
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/obj/item/stack/telecrystal/attack__legacy__attackchain(mob/target, mob/user)
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if(target == user) //You can't go around smacking people with crystals to find out if they have an uplink or not.
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for(var/obj/item/bio_chip/uplink/I in target)
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if(I && I.imp_in)
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I.hidden_uplink.uses += amount
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use(amount)
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to_chat(user, "<span class='notice'>You press [src] onto yourself and charge your hidden uplink.</span>")
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/obj/item/stack/telecrystal/afterattack__legacy__attackchain(obj/item/I, mob/user, proximity)
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if(!proximity)
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return
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if(istype(I) && I.hidden_uplink && I.hidden_uplink.active) //No metagaming by using this on every PDA around just to see if it gets used up.
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I.hidden_uplink.uses += amount
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use(amount)
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to_chat(user, "<span class='notice'>You slot [src] into [I] and charge its internal uplink.</span>")
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else if(istype(I, /obj/item/cartridge/frame))
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var/obj/item/cartridge/frame/cart = I
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if(!cart.charges)
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to_chat(user, "<span class='notice'>[cart] is out of charges, it's refusing to accept [src]</span>")
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return
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cart.telecrystals += amount
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use(amount)
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to_chat(user, "<span class='notice'>You slot [src] into [cart]. The next time it's used, it will also give telecrystals</span>")
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/obj/item/stack/telecrystal/examine(mob/user)
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. = ..()
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if(isAntag(user))
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. += "<span class='warning'>Telecrystals can be activated by utilizing them on devices with an actively running uplink. They will not activate on inactive uplinks.</span>"
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/obj/item/stack/telecrystal/five
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amount = 5
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/obj/item/stack/telecrystal/twenty
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amount = 20
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/obj/item/stack/telecrystal/fifty
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amount = 50
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/obj/item/stack/telecrystal/hundred
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amount = 100
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