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Paradise/code/game/objects/items/robot/ai_upgrades.dm
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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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///AI Upgrades
//Malf Picker
/obj/item/malf_upgrade
name = "combat software upgrade"
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."
icon = 'icons/obj/module.dmi'
icon_state = "datadisk3"
/obj/item/malf_upgrade/afterattack__legacy__attackchain(mob/living/silicon/ai/AI, mob/user)
if(!istype(AI))
return
if(AI.malf_picker)
AI.malf_picker.processing_time += 50
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>")
else
to_chat(AI, "<span class='userdanger'>[user] has upgraded you with combat software!</span>")
AI.add_malf_picker()
to_chat(user, "<span class='notice'>You upgrade [AI]. [src] is consumed in the process.</span>")
qdel(src)
//Lipreading
/obj/item/surveillance_upgrade
name = "surveillance software upgrade"
desc = "A software package that will allow an artificial intelligence to 'hear' from its cameras via lip reading."
icon = 'icons/obj/module.dmi'
icon_state = "datadisk3"
/obj/item/surveillance_upgrade/afterattack__legacy__attackchain(mob/living/silicon/ai/AI, mob/user)
if(!istype(AI))
return
if(AI.eyeobj)
AI.eyeobj.relay_speech = 1
to_chat(AI, "<span class='userdanger'>[user] has upgraded you with surveillance software!</span>")
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.")
to_chat(user, "<span class='notice'>You upgrade [AI]. [src] is consumed in the process.</span>")
qdel(src)