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Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
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.
2026-05-26 19:35:48 +00:00

173 lines
7.1 KiB
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/obj/structure/machinery/portable_atmospherics/hydroponics/process()
// If there is no power, and stasis is enabled, disable stasis.
if((stat & (NOPOWER|BROKEN)) && stasis)
stasis = FALSE
update_use_power(POWER_USE_IDLE)
// If the tray is under stasis, return now and process nothing.
if(stasis)
return
// Handle nearby smoke if any.
for(var/obj/effect/smoke/chem/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.trans_to_obj(src, 5, copy = 1)
//Do this even if we're not ready for a plant cycle.
process_reagents()
// Update values every cycle rather than every process() tick.
if(force_update)
force_update = 0
else if(world.time < (lastcycle + cycledelay))
return
lastcycle = world.time
// Mutation level drops each main tick.
mutation_level -= rand(2,4)
// Weeds like water and nutrients, there's a chance the weed population will increase.
// Bonus chance if the tray is unoccupied.
if(!mechanical) // Changes it so that only soil plots need to worry about weeds.
if(waterlevel > 10 && nutrilevel > 2 && prob(isnull(seed) ? 5 : 1))
weedlevel += 1 * HYDRO_SPEED_MULTIPLIER
// There's a chance for a weed explosion to happen if the weeds take over.
// Plants that are themselves weeds (weed_tolerance > 10) are unaffected.
if (weedlevel >= 10 && prob(10))
if(!seed || weedlevel >= GET_SEED_TRAIT(seed, TRAIT_WEED_TOLERANCE))
weed_invasion()
// If there is no seed data (and hence nothing planted),
// or the plant is dead, process nothing further.
if(!seed || dead)
if(mechanical) update_icon() //Harvesting would fail to set alert icons properly.
return
//Highly mutable plants have a chance of mutating every tick.
if(GET_SEED_TRAIT(seed, TRAIT_IMMUTABLE) == -1)
var/mut_prob = rand(1,100)
if(mut_prob <= 5) mutate(mut_prob == 1 ? 2 : 1)
// Other plants also mutate if enough mutagenic compounds have been added.
if(!GET_SEED_TRAIT(seed, TRAIT_IMMUTABLE))
if(prob(min(mutation_level,100)))
mutate((rand(100) < 15) ? 2 : 1)
mutation_level = 0
// Maintain tray nutrient and water levels.
if(GET_SEED_TRAIT(seed, TRAIT_NUTRIENT_CONSUMPTION) > 0 && nutrilevel > 0 && prob(25))
nutrilevel -= max(0,GET_SEED_TRAIT(seed, TRAIT_NUTRIENT_CONSUMPTION) * HYDRO_SPEED_MULTIPLIER)
if(GET_SEED_TRAIT(seed, TRAIT_WATER_CONSUMPTION) > 0 && waterlevel > 0 && prob(25))
waterlevel -= max(0,GET_SEED_TRAIT(seed, TRAIT_WATER_CONSUMPTION) * HYDRO_SPEED_MULTIPLIER)
// Make sure the plant is not starving or thirsty. Adequate
// water and nutrients will cause a plant to become healthier.
var/healthmod = rand(1,3) * HYDRO_SPEED_MULTIPLIER
if(GET_SEED_TRAIT(seed, TRAIT_REQUIRES_NUTRIENTS) && prob(35))
plant_health += (nutrilevel < 2 ? -healthmod : healthmod)
if(GET_SEED_TRAIT(seed, TRAIT_REQUIRES_WATER) && prob(35))
plant_health += (waterlevel < 10 ? -healthmod : healthmod)
// Check that pressure, heat and light are all within bounds.
// First, handle an open system or an unconnected closed system.
var/turf/T = loc
var/datum/gas_mixture/environment
// If we're closed, take from our internal sources.
if(closed_system && (connected_port || holding))
environment = air_contents
// If atmos input is not there, grab from turf.
if(!environment && istype(T)) environment = T.return_air()
if(!environment) return
// This carries the product of the handle_enviroment proc, so we can use it for multiple things.
var/environmental_damage
// This determines the probability of growth, for use with the get_probability_of_growth proc.
var/probability_of_growth
// Seed datum handles gasses, light and pressure relevant to whether the plant should be damaged, and what the probability of growth should be.
if(mechanical && closed_system)
environmental_damage = seed.handle_environment(T,environment,tray_light)
probability_of_growth = seed.get_probability_of_growth(T,environment,tray_light)
else
environmental_damage = seed.handle_environment(T,environment)
probability_of_growth = seed.get_probability_of_growth(T,environment)
// Reduce plant_health by however much handle_environent returned.
plant_health -= environmental_damage
// If we're attached to a pipenet, then we should let the pipenet know we might have modified some gasses
if (closed_system && connected_port)
update_connected_network()
// Handle light requirements for upcoming logic.
var/light_supplied
if(!closed_system)
light_supplied = T.get_lumcount(0, 3) * 5
else
light_supplied = tray_light
// We only let the plant grow if they're within their light and heat tolerances.
if(!seed.check_light_tolerances(light_supplied) && !seed.check_heat_tolerances(environment))
// Roll the dice on advancing plant age.
if(prob(probability_of_growth)) age += 1 * HYDRO_SPEED_MULTIPLIER
// Toxin levels beyond the plant's tolerance cause damage, but
// toxins are sucked up each tick and slowly reduce over time.
if(toxins > 0)
var/toxin_uptake = max(1,round(toxins/10))
if(toxins > GET_SEED_TRAIT(seed, TRAIT_TOXINS_TOLERANCE))
plant_health -= toxin_uptake
toxins -= toxin_uptake
// Check for pests and weeds.
// Some carnivorous plants happily eat pests.
if(pestlevel > 0)
if(GET_SEED_TRAIT(seed, TRAIT_CARNIVOROUS))
plant_health += HYDRO_SPEED_MULTIPLIER
pestlevel -= HYDRO_SPEED_MULTIPLIER
else if (pestlevel >= GET_SEED_TRAIT(seed, TRAIT_PEST_TOLERANCE))
plant_health -= HYDRO_SPEED_MULTIPLIER
// Some plants thrive and live off of weeds.
if(weedlevel > 0)
if(GET_SEED_TRAIT(seed, TRAIT_PARASITE))
plant_health += HYDRO_SPEED_MULTIPLIER
weedlevel -= HYDRO_SPEED_MULTIPLIER
else if (weedlevel >= GET_SEED_TRAIT(seed, TRAIT_WEED_TOLERANCE))
plant_health -= HYDRO_SPEED_MULTIPLIER
// Handle life and death.
// When the plant dies, weeds thrive and pests die off.
check_health()
// If enough time (in cycles, not ticks) has passed since the plant was harvested, we're ready to harvest again.
if((age > GET_SEED_TRAIT(seed, TRAIT_MATURATION)) && ((age - lastproduce) > GET_SEED_TRAIT(seed, TRAIT_PRODUCTION)) && (!harvest && !dead))
// If the plant matures while not at either its light or heat preference, it becomes stunted, reducing its yield on harvest.
// Better grow your plants better next time.
if(!seed.check_light_preferences(light_supplied) || !seed.check_heat_preferences(environment))
stunted = TRUE
harvest = TRUE
lastproduce = age
if(GET_SEED_TRAIT(seed, TRAIT_SPOROUS) && !closed_system)
seed.create_spores(get_turf(src))
visible_message(SPAN_DANGER("\The [src] releases its spores!"))
// If we're a vine which is not in a closed tray and is at least half mature, and there's no vine currently on our turf: make one (maybe)
if(!closed_system && GET_SEED_TRAIT(seed, TRAIT_SPREAD) == 2 && 2 * age >= GET_SEED_TRAIT(seed, TRAIT_MATURATION) && !(locate(/obj/effect/plant) in get_turf(src)) && \
prob(2 * GET_SEED_TRAIT(seed, TRAIT_POTENCY)))
new /obj/effect/plant(get_turf(src), seed)
if(prob(3)) // On each tick, there's a chance the pest population will increase
pestlevel += 0.1 * HYDRO_SPEED_MULTIPLIER
// Some seeds will self-harvest if you don't keep a lid on them.
if(seed && seed.can_self_harvest && harvest && !closed_system && prob(5))
harvest()
check_health()
return