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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

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/////SINGULARITY SPAWNER
/obj/structure/machinery/the_singularitygen
name = "gravitational singularity generator"
desc = "An Odd Device which produces a Gravitational Singularity when set up."
icon = 'icons/obj/singularity.dmi'
icon_state = "TheSingGen"
anchored = 0
density = 1
use_power = POWER_USE_OFF
var/energy = 0
var/creation_type = /obj/singularity
/obj/structure/machinery/the_singularitygen/update_icon()
ClearOverlays()
if(anchored)
AddOverlays("[icon_state]+bolts")
var/image/lights_image = image(icon, null, "[icon_state]+lights")
lights_image.plane = ABOVE_LIGHTING_PLANE
AddOverlays(lights_image)
/obj/structure/machinery/the_singularitygen/process()
var/turf/T = get_turf(src)
if(src.energy >= 200)
new creation_type(T, 50)
if(src) qdel(src)
/obj/structure/machinery/the_singularitygen/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.tool_behaviour == TOOL_WRENCH)
anchored = !anchored
attacking_item.play_tool_sound(get_turf(src), 75)
if(anchored)
user.visible_message("[user.name] secures [src.name] to the floor.",
"You secure the [src.name] to the floor.",
"You hear a ratchet")
else
user.visible_message("[user.name] unsecures [src.name] from the floor.",
"You unsecure the [src.name] from the floor.",
"You hear a ratchet")
update_icon()
return
return ..()