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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.
72 lines
2.3 KiB
Plaintext
72 lines
2.3 KiB
Plaintext
/obj/structure/machinery/power/radial_floodlight
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name = "radial floodlight"
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desc = "A floodlight that illuminates a wide area around it. It has to be wrenched down on top of a knot to work."
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icon = 'icons/obj/machinery/floodlight.dmi'
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icon_state = "radial_floodlight"
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anchored = FALSE
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density = TRUE
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light_system = MOVABLE_LIGHT
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light_color = LIGHT_COLOR_TUNGSTEN
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light_range = 8
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light_power = 3
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active_power_usage = 800 WATTS
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var/on = FALSE
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/obj/structure/machinery/power/radial_floodlight/proc/toggle_active(var/force_state)
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if(!isnull(force_state))
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on = force_state
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else
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on = !on
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if(on)
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update_use_power(POWER_USE_ACTIVE)
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START_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
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playsound(loc, 'sound/effects/lighton.ogg', 65, 1)
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set_light_on(on)
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update_icon()
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/obj/structure/machinery/power/radial_floodlight/process()
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var/actual_load = POWER_DRAW(src, active_power_usage)
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DRAW_POWER(src, active_power_usage)
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if(!on || !anchored || (stat & BROKEN) || !powernet || actual_load < active_power_usage)
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STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
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update_use_power(POWER_USE_OFF)
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toggle_active(FALSE)
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return
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/obj/structure/machinery/power/radial_floodlight/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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anchored = !anchored
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user.visible_message(SPAN_NOTICE("\The [user] [anchored ? "" : "un"]secures \the [src] [anchored ? "to" : "from"] the floor."),
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SPAN_NOTICE("You [anchored ? "" : "un"]secure \the [src] [anchored ? "to" : "from"] the floor."),
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SPAN_WARNING("You hear a ratcheting noise."))
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if(!anchored)
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toggle_active(FALSE)
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else
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connect_to_network()
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attacking_item.play_tool_sound(get_turf(src), 75)
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return
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return ..()
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/obj/structure/machinery/power/radial_floodlight/attack_hand(mob/user)
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if(!anchored)
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to_chat(user, SPAN_WARNING("\The [src] isn't anchored."))
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return
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if(!powernet)
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to_chat(user, SPAN_WARNING("\The [src] isn't connected to a power network."))
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return
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if(POWER_AVAIL(src) < active_power_usage)
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to_chat(user, SPAN_WARNING("\The [src]'s power network doesn't have enough power."))
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return
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toggle_active()
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update_icon()
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/obj/structure/machinery/power/radial_floodlight/update_icon()
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ClearOverlays()
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if(on)
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var/image/light = image(icon, src, "[icon_state]-light")
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light.plane = ABOVE_LIGHTING_PLANE
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AddOverlays(light)
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