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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.
70 lines
1.7 KiB
Plaintext
70 lines
1.7 KiB
Plaintext
/obj/structure/machinery/containment_field
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name = "containment field"
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desc = "An energy field."
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icon = 'icons/effects/effects.dmi'
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icon_state = "contain_f"
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anchored = 1
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density = 0
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unacidable = 1
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use_power = POWER_USE_OFF
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light_range = 4
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movable_flags = MOVABLE_FLAG_PROXMOVE
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var/obj/structure/machinery/field_generator/FG1 = null
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var/obj/structure/machinery/field_generator/FG2 = null
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var/has_shocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
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/obj/structure/machinery/containment_field/Destroy()
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if(FG1 && !FG1.clean_up)
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FG1.cleanup()
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if(FG2 && !FG2.clean_up)
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FG2.cleanup()
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return ..()
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/obj/structure/machinery/containment_field/attack_hand(mob/user as mob)
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if(get_dist(src, user) > 1)
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return 0
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else
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shock(user)
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return 1
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/obj/structure/machinery/containment_field/ex_act(severity)
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return 0
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/obj/structure/machinery/containment_field/HasProximity(atom/movable/AM as mob|obj)
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if(istype(AM,/mob/living/silicon) && prob(40))
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shock(AM)
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return 1
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if(istype(AM,/mob/living/carbon) && prob(50))
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shock(AM)
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return 1
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return 0
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/obj/structure/machinery/containment_field/shock(mob/living/user as mob)
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if(has_shocked)
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return 0
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if(!FG1 || !FG2)
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qdel(src)
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return 0
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if(isliving(user))
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has_shocked = 1
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var/shock_damage = min(rand(30,40),rand(30,40))
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user.electrocute_act(shock_damage, src)
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var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
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user.throw_at(target, 200, 4)
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sleep(20)
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has_shocked = 0
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return
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/obj/structure/machinery/containment_field/proc/set_master(var/master1,var/master2)
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if(!master1 || !master2)
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return 0
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FG1 = master1
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FG2 = master2
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return 1
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