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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.
56 lines
2.4 KiB
Plaintext
56 lines
2.4 KiB
Plaintext
/obj/structure/machinery/honey_extractor
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name = "honey extractor"
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desc = "A machine used to turn honeycombs on the frame into honey and wax."
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icon = 'icons/obj/hydroponics_machines.dmi'
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icon_state = "centrifuge"
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anchored = TRUE
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var/obj/item/honey_frame/contained_frame
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var/honey = 0
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/obj/structure/machinery/honey_extractor/get_examine_text(mob/user, distance, is_adjacent, infix, suffix)
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. = ..()
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if(contained_frame)
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. += SPAN_NOTICE("It's holding \the <b>[contained_frame]</b>.")
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. += SPAN_NOTICE("It contains <b>[honey]</b> units of honey for collection.")
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/obj/structure/machinery/honey_extractor/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Once filled honeycombs have been obtained, insert them into this device to process them into wax and honey. The honey can be retrieved from \
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the extractor with any reagent container."
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/obj/structure/machinery/honey_extractor/attackby(obj/item/attacking_item, mob/user)
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if(contained_frame)
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to_chat(user, SPAN_WARNING("\The [src] is currently spinning, wait until it's finished."))
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return
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else if(istype(attacking_item, /obj/item/honey_frame))
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var/obj/item/honey_frame/H = attacking_item
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if(!H.honey)
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to_chat(user, SPAN_NOTICE("\The [H] is empty, put it into a beehive."))
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return
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user.visible_message(SPAN_NOTICE("\The [user] loads \the [H] into \the [src] and turns it on."), SPAN_NOTICE("You load \the [H] into \the [src] and turn it on."))
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user.drop_from_inventory(H, src)
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contained_frame = H
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icon_state = "centrifuge_moving"
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addtimer(CALLBACK(src, PROC_REF(do_process)), 100)
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else if(istype(attacking_item, /obj/item/reagent_containers/glass))
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if(!honey)
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to_chat(user, SPAN_NOTICE("There is no honey in \the [src]."))
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return
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var/obj/item/reagent_containers/glass/G = attacking_item
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var/transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, honey)
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G.reagents.add_reagent(/singleton/reagent/nutriment/honey, transferred)
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honey -= transferred
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user.visible_message(SPAN_NOTICE("\The [user] collects honey from \the [src] into \the [G]."), SPAN_NOTICE("You collect [transferred] units of honey from \the [src] into \the [G]."))
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return
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else
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..()
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/obj/structure/machinery/honey_extractor/proc/do_process()
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honey += contained_frame.honey
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contained_frame.honey = 0
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contained_frame.forceMove(get_turf(src))
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contained_frame = null
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new /obj/item/stack/wax(get_turf(src))
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icon_state = "centrifuge"
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