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Aurora.3/code/modules/mining/machine_unloading.dm
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

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/**********************Unloading unit**************************/
/obj/structure/machinery/mineral/unloading_machine
name = "unloading machine"
desc = "A machine capable of unloading an ore box or ore scattered on the floor within its input zone, to its output zone."
icon = 'icons/obj/machinery/mining_machines.dmi'
icon_state = "unloader"
density = TRUE
anchored = TRUE
is_processing_machine = TRUE
idle_power_usage = 15
active_power_usage = 50
component_types = list(
/obj/item/circuitboard/unloading_machine,
/obj/item/stock_parts/manipulator = 2
)
/obj/structure/machinery/mineral/unloading_machine/Initialize()
. = ..()
setup_io()
/obj/structure/machinery/mineral/unloading_machine/attackby(obj/item/attacking_item, mob/user)
if(default_deconstruction_screwdriver(user, attacking_item))
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
return ..()
/obj/structure/machinery/mineral/unloading_machine/process()
..()
if(src.output_turf && src.input_turf)
if(locate(/obj/structure/ore_box, input_turf))
var/obj/structure/ore_box/BOX = locate(/obj/structure/ore_box, input_turf)
var/i = 0
for(var/obj/item/ore/O in BOX.contents)
BOX.contents -= O
O.forceMove(output_turf)
i++
if(i >= 10)
return
if(locate(/obj/item, input_turf))
var/obj/item/O
var/i
for(i = 0; i < 10; i++)
O = locate(/obj/item, input_turf)
if(O)
O.forceMove(output_turf)
else
return
return