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Paradise/code/game/objects/items/weapons/picket_signs.dm
T
warriorstar-orionandGitHub 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/picket_sign
name = "blank picket sign"
desc = "It's blank."
icon_state = "picket"
item_state = "picket"
force = 5
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("bashed","smacked")
resistance_flags = FLAMMABLE
var/delayed = 0 //used to do delays
var/label = ""
/obj/item/picket_sign/attackby__legacy__attackchain(obj/item/W, mob/user, params)
if(is_pen(W) || istype(W, /obj/item/toy/crayon))
var/txt = tgui_input_text(user, "What would you like to write on the sign?", "Sign Label", max_length = 30)
if(isnull(txt))
return
label = txt
src.name = "[label] sign"
desc = "It reads: [label]"
..()
/obj/item/picket_sign/attack_self__legacy__attackchain(mob/living/carbon/human/user)
if(delayed)
user.show_message("<span class='warning'>Your arm is too tired to do that again so soon!</span>")
return
delayed = 1
if(label)
user.visible_message("<span class='notice'>[user] waves around \the \"[label]\" sign.</span>")
else
user.visible_message("<span class='notice'>[user] waves around blank sign.</span>")
user.changeNext_move(CLICK_CD_MELEE)
sleep(8)
delayed = 0
/datum/crafting_recipe/picket_sign
name = "Picket Sign"
result = list(/obj/item/picket_sign)
reqs = list(/obj/item/stack/rods = 1,
/obj/item/stack/sheet/cardboard = 2)
time = 80
category = CAT_MISC