Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.
Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.
Moves eye creation to a component.
Ported from:
https://github.com/NebulaSS13/Nebula/pull/465https://github.com/NebulaSS13/Nebula/pull/564https://github.com/NebulaSS13/Nebula/pull/3046
Fuel ports can now be constructed out of steel and attached to walls.
This means that a shuttle losing its fuel port will no longer require
admin intervention to fix.
Fuel ports can also be now be removed from shuttles by welding and
wrenching them.