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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.
19 lines
819 B
Plaintext
19 lines
819 B
Plaintext
/datum/export/phoron_canister
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cost = 2000 // on average, the bounty would be 3 canisters giving 9000 credits, meaning 3000 credits per. however, this is repeatable, so lower it by 1000
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k_elasticity = 0
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unit_name = "phoron canister"
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export_types = list(/obj/structure/machinery/portable_atmospherics/canister)
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var/moles_required = 2000 //Roundstart total_moles for a FULL tank is about 1871 per tank. However during the arc this bounty is relevant, tanks are half full.
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/datum/export/phoron_canister/applies_to(obj/structure/machinery/portable_atmospherics/canister/O, contr, emag)
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if(!..())
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return FALSE
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if(!istype(O))
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return FALSE
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var/datum/gas_mixture/environment = O.return_air()
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if(!environment || !O.air_contents.gas["phoron"])
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return FALSE
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return O.air_contents.gas["phoron"] >= moles_required
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