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