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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.
109 lines
2.9 KiB
Plaintext
109 lines
2.9 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/effect/accelerated_particle
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name = "Accelerated Particles"
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desc = "Small things moving very fast."
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icon = 'icons/obj/machinery/particle_accelerator.dmi'
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icon_state = "particle"//Need a new icon for this
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anchored = TRUE
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density = FALSE
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var/active = FALSE
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var/movement_range = 10
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var/energy = 10 //energy in eV
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var/mega_energy = 0 //energy in MeV
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var/frequency = 1
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var/ionizing = 0
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var/particle_type
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var/additional_particles = 0
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var/turf/target
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var/turf/source
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var/movetotarget = 1
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/obj/effect/accelerated_particle/weak
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movement_range = 8
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energy = 5
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/obj/effect/accelerated_particle/strong
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movement_range = 15
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energy = 15
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// Can only be obtained by hacking the machine
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/obj/effect/accelerated_particle/powerful
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movement_range = 20
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energy = 50
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/obj/effect/accelerated_particle/Initialize(maploading, dir = 2)
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. = ..()
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set_dir(dir)
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if(movement_range > 20)
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movement_range = 20
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active = TRUE
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move(1)
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/obj/effect/accelerated_particle/Collide(atom/A)
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if (!active)
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return
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if (A)
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if(ismob(A))
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toxmob(A)
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if((istype(A,/obj/structure/machinery/the_singularitygen))||(istype(A,/obj/singularity)))
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var/obj/singularity/singulo = A
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singulo.energy += energy
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else if(istype(A, /obj/structure/machinery/power/fusion_core))
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var/obj/structure/machinery/power/fusion_core/collided_core = A
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if(particle_type && particle_type != "neutron")
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if(collided_core.AddParticles(particle_type, 12 + additional_particles))
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collided_core.owned_field.plasma_temperature += mega_energy
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collided_core.owned_field.energy += energy
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qdel(src)
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else if(istype(A, /obj/effect/fusion_particle_catcher))
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var/obj/effect/fusion_particle_catcher/PC = A
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if(particle_type && particle_type != "neutron")
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if(PC.parent.owned_core.AddParticles(particle_type, 12 + additional_particles))
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PC.parent.plasma_temperature += mega_energy
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PC.parent.energy += energy
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qdel(src)
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/obj/effect/accelerated_particle/CollidedWith(atom/bumped_atom)
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. = ..()
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if (!active)
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return
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if(ismob(bumped_atom))
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toxmob(bumped_atom)
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/obj/effect/accelerated_particle/ex_act(severity)
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if (!active)
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return
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qdel(src)
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/obj/effect/accelerated_particle/proc/toxmob(mob/living/M)
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if (!active)
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return
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var/radiation = (energy*2)
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M.apply_damage((radiation*3), DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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M.updatehealth()
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/obj/effect/accelerated_particle/proc/move(lag)
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set waitfor = FALSE
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if(QDELETED(src))
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return
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if (!active)
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return
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var/destination
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if(target)
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destination = movetotarget ? get_step_towards(src, target) : get_step_away(src, source)
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else
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destination = get_step(src, dir)
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if(!step_towards(src, destination))
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if(QDELETED(src))
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return
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forceMove(destination)
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if(target && movetotarget && (get_dist(src,target) < 1))
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movetotarget = FALSE
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movement_range--
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if(movement_range <= 0)
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qdel(src)
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return
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sleep(lag)
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move(lag)
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