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https://github.com/Aurorastation/Aurora.3.git
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4ecb0bc21c
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.
104 lines
3.7 KiB
Plaintext
104 lines
3.7 KiB
Plaintext
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// --------------------------
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/// Door helper base/parent type.
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/obj/effect/map_effect/door_helper
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layer = CLOSED_DOOR_LAYER + 0.01
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/obj/effect/map_effect/door_helper/Initialize(mapload, ...)
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..()
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for(var/obj/structure/machinery/door/D in loc)
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if(istype(D, /obj/structure/machinery/door/blast) || istype(D, /obj/structure/machinery/door/firedoor))
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continue
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modify_door(D)
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return INITIALIZE_HINT_QDEL
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/obj/effect/map_effect/door_helper/proc/modify_door(obj/structure/machinery/door/D)
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return
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// --------------------------
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/// Directional access unrestriction.
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/// Removes access requirement on the door it is placed on top of, in the helper's direction.
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/// Example use: entering a room or department requires an ID access, but leaving it is always possible without any ID.
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/obj/effect/map_effect/door_helper/unres
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icon_state = "door_helper_unres_door"
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/obj/effect/map_effect/door_helper/unres/modify_door(obj/structure/machinery/door/D)
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D.unres_dir ^= dir
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// --------------------------
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/// Ship alert level dependent access.
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/obj/effect/map_effect/door_helper/level_access
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icon_state = "door_helper_level_door"
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/// Sets access_by_level (access override based on security level) on the airlock this is spawned on.
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/// For more information check the access_by_level variable on the airlock.
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/// Example of an appropriate way to set this: list("red" = list(1, 2))
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/// Alternatively, for a door that is free access on a certain code: list("green" = null)
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var/list/access_by_level
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/// As above, but with req_one_access. Note that only one of these lists should ever be set.
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var/list/req_one_access_by_level
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/obj/effect/map_effect/door_helper/level_access/modify_door(obj/structure/machinery/door/D)
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if(length(access_by_level) && length(req_one_access_by_level))
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crash_with("Airlock access level modifier at [x] [y] [z] spawned with both access lists set.")
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if(isairlock(D))
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var/obj/structure/machinery/door/airlock/A = D
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A.access_by_level = access_by_level
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A.req_one_access_by_level = req_one_access_by_level
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/obj/effect/map_effect/door_helper/level_access/test1
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access_by_level = list("green" = list(ACCESS_SECURITY))
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/obj/effect/map_effect/door_helper/level_access/test2
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req_one_access_by_level = list("green" = list(ACCESS_SECURITY, ACCESS_HEADS))
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/obj/effect/map_effect/door_helper/level_access/command_foyer
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access_by_level = list(
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"green",
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"yellow" = list(19,38,72),
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"blue" = list(19,38,72),
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"red" = list(19,38,72),
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"delta" = list(19,38,72)
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)
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/obj/effect/map_effect/door_helper/level_access/command_stairwell
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access_by_level = list(
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"green" = list(19,28,38),
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"blue" = list(19,38),
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"red" = list(19,38),
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"delta" = list(19,38)
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)
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// --------------------------
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/// Locks/bolts any (lockable) door/airlock this marker is placed on.
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/obj/effect/map_effect/door_helper/lock
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icon_state = "door_helper_locked"
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/obj/effect/map_effect/door_helper/lock/modify_door(obj/structure/machinery/door/D)
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. = ..()
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if(isairlock(D))
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var/obj/structure/machinery/door/airlock/A = D
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A.locked = TRUE
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A.set_airlock_overlays(AIRLOCK_CLOSED)
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// --------------------------
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/// Adds access requirements to the door this helper is placed on.
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/// Adds, not replaces. So multiple access req helpers can be placed on a door.
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/obj/effect/map_effect/door_helper/access_req
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icon_state = "door_helper_access_req"
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/obj/effect/map_effect/door_helper/access_req/modify_door(obj/structure/machinery/door/door)
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. = ..()
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if(isairlock(door) || istype(door, /obj/structure/machinery/door/window))
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if(!door.req_access && req_access)
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door.req_access = list()
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door.req_access += req_access
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if(!door.req_one_access && req_one_access)
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door.req_one_access = list()
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door.req_one_access += req_one_access
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