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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.
83 lines
2.6 KiB
Plaintext
83 lines
2.6 KiB
Plaintext
//Solar tracker
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//Machine that tracks the sun and reports it's direction to the solar controllers
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//As long as this is working, solar panels on same powernet will track automatically
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/obj/structure/machinery/power/tracker
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name = "solar tracker"
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desc = "A solar directional tracker."
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icon = 'icons/obj/power.dmi'
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icon_state = "tracker"
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anchored = 1
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density = 1
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use_power = POWER_USE_OFF
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var/id = 0
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var/sun_angle = 0 // sun angle as set by sun datum
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var/obj/structure/machinery/power/solar_control/control = null
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/obj/structure/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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Make(S)
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connect_to_network()
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/obj/structure/machinery/power/tracker/Destroy()
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unset_control() //remove from control computer
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return ..()
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//set the control of the tracker to a given computer if closer than SOLAR_MAX_DIST
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/obj/structure/machinery/power/tracker/proc/set_control(var/obj/structure/machinery/power/solar_control/SC)
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if(SC && (get_dist(src, SC) > SOLAR_MAX_DIST))
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return 0
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control = SC
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return 1
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//set the control of the tracker to null and removes it from the previous control computer if needed
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/obj/structure/machinery/power/tracker/proc/unset_control()
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if(control)
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control.connected_tracker = null
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control = null
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/obj/structure/machinery/power/tracker/proc/Make(var/obj/item/solar_assembly/S)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/material/glass
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S.tracker = 1
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S.anchored = 1
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S.forceMove(src)
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update_icon()
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//updates the tracker icon and the facing angle for the control computer
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/obj/structure/machinery/power/tracker/proc/modify_angle(var/angle)
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sun_angle = angle
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//set icon dir to show sun illumination
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set_dir(turn(NORTH, -angle - 22.5)) // 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
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if(powernet && (powernet == control?.powernet)) //update if we're still in the same powernet
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control.cdir = angle
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/obj/structure/machinery/power/tracker/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_CROWBAR)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user.visible_message(SPAN_NOTICE("[user] begins to take the glass off the solar tracker."))
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if(attacking_item.use_tool(src, user, 50, volume = 50))
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.forceMove(src.loc)
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S.give_glass()
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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user.visible_message(SPAN_NOTICE("[user] takes the glass off the tracker."))
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qdel(src)
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return
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..()
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// Tracker Electronic
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/obj/item/tracker_electronics
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name = "tracker electronics"
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icon = 'icons/obj/module.dmi'
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icon_state = "door_electronics"
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w_class = WEIGHT_CLASS_SMALL
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