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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.
41 lines
1.7 KiB
Plaintext
41 lines
1.7 KiB
Plaintext
///AI Upgrades
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//Malf Picker
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/obj/item/malf_upgrade
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name = "combat software upgrade"
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desc = "A highly illegal, highly dangerous upgrade for artificial intelligence units, granting them a variety of powers as well as the ability to hack APCs."
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icon = 'icons/obj/module.dmi'
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icon_state = "datadisk3"
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/obj/item/malf_upgrade/afterattack__legacy__attackchain(mob/living/silicon/ai/AI, mob/user)
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if(!istype(AI))
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return
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if(AI.malf_picker)
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AI.malf_picker.processing_time += 50
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to_chat(AI, "<span class='userdanger'>[user] has attempted to upgrade you with combat software that you already possess. You gain 50 points to spend on Malfunction Modules instead.</span>")
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else
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to_chat(AI, "<span class='userdanger'>[user] has upgraded you with combat software!</span>")
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AI.add_malf_picker()
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to_chat(user, "<span class='notice'>You upgrade [AI]. [src] is consumed in the process.</span>")
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qdel(src)
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//Lipreading
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/obj/item/surveillance_upgrade
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name = "surveillance software upgrade"
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desc = "A software package that will allow an artificial intelligence to 'hear' from its cameras via lip reading."
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icon = 'icons/obj/module.dmi'
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icon_state = "datadisk3"
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/obj/item/surveillance_upgrade/afterattack__legacy__attackchain(mob/living/silicon/ai/AI, mob/user)
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if(!istype(AI))
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return
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if(AI.eyeobj)
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AI.eyeobj.relay_speech = 1
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to_chat(AI, "<span class='userdanger'>[user] has upgraded you with surveillance software!</span>")
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to_chat(AI, "Via a combination of hidden microphones and lip reading software, you are able to use your cameras to listen in on conversations.")
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to_chat(user, "<span class='notice'>You upgrade [AI]. [src] is consumed in the process.</span>")
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qdel(src)
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