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Aurora.3/code/modules/research/destructive_analyzer.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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/*
Destructive Analyzer
It is used to destroy hand-held objects and advance technological research. Controls are in the linked R&D console.
Note: Must be placed within 3 tiles of the R&D Console
*/
/obj/structure/machinery/r_n_d/destructive_analyzer
name = "destructive analyzer"
desc = "A cutting-edge research device that allows scientists to discover and further knowledge in fields that were used in the manufacture of certain objects."
icon_state = "d_analyzer"
var/obj/item/loaded_item = null
var/decon_mod = 0
idle_power_usage = 30
active_power_usage = 2500
component_types = list(
/obj/item/circuitboard/destructive_analyzer,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/manipulator,
/obj/item/stock_parts/micro_laser
)
/obj/structure/machinery/r_n_d/destructive_analyzer/upgrade_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Upgraded <b>micro-lasers</b> will increase data gathered from destructive analysis."
. += "Upgraded <b>scanning modules</b> will increase data gathered from destructive analysis."
. += "Upgraded <b>manipulators</b> will increase data gathered from destructive analysis."
/obj/structure/machinery/r_n_d/destructive_analyzer/RefreshParts()
..()
var/T = 0
for(var/obj/item/stock_parts/S in component_parts)
T += S.rating
decon_mod = T * 0.1
/obj/structure/machinery/r_n_d/destructive_analyzer/update_icon()
if(panel_open)
icon_state = "d_analyzer_t"
else if(loaded_item)
icon_state = "d_analyzer_l"
else
icon_state = "d_analyzer"
/obj/structure/machinery/r_n_d/destructive_analyzer/attackby(obj/item/attacking_item, mob/user)
if(busy)
to_chat(user, SPAN_NOTICE("\The [src] is busy right now."))
return
if(loaded_item)
to_chat(user, SPAN_NOTICE("There is something already loaded into \the [src]."))
return 1
if(default_deconstruction_screwdriver(user, attacking_item))
if(linked_console)
linked_console.linked_destroy = null
linked_console = null
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
if(panel_open)
to_chat(user, SPAN_NOTICE("You can't load \the [src] while it's opened."))
return 1
if(!linked_console)
to_chat(user, SPAN_NOTICE("\The [src] must be linked to an R&D console first."))
return
if(istype(attacking_item, /obj/item) && !loaded_item)
if(!attacking_item.dropsafety()) //Don't put your module items in there!
return
if(!attacking_item.origin_tech)
to_chat(user, SPAN_NOTICE("This doesn't seem to have a tech origin."))
return
if(attacking_item.origin_tech.len == 0)
to_chat(user, SPAN_NOTICE("You cannot deconstruct this item."))
return
busy = 1
loaded_item = attacking_item
user.drop_from_inventory(attacking_item, src)
to_chat(user, SPAN_NOTICE("You add \the [attacking_item] to \the [src]."))
flick("d_analyzer_la", src)
spawn(10)
update_icon()
busy = 0
if(linked_console.screen == 2.1)
linked_console.screen = 2.2
linked_console.updateUsrDialog()
return 1
return