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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.
67 lines
1.6 KiB
Plaintext
67 lines
1.6 KiB
Plaintext
//
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// Shield Diffusers
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//
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/obj/structure/machinery/shield_diffuser
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name = "shield diffuser"
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desc = "A small underfloor device specifically designed to disrupt energy barriers."
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icon = 'icons/obj/machinery/shielding.dmi'
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icon_state = "fdiffuser_on"
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use_power = POWER_USE_IDLE
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idle_power_usage = 0
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active_power_usage = 0
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anchored = TRUE
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density = FALSE
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level = 1
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var/diffuser_enabled = TRUE
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var/diffuser_range = 0 // 1x1 tiles, including the tile its on.
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/obj/structure/machinery/shield_diffuser/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "It is [diffuser_enabled ? "enabled" : "disabled"]."
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/obj/structure/machinery/shield_diffuser/process()
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if(stat & BROKEN)
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return PROCESS_KILL
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if(!diffuser_enabled)
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return
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for(var/obj/effect/energy_field/S in range(diffuser_range, src))
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S.diffuse()
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/obj/structure/machinery/shield_diffuser/update_icon()
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if(stat & BROKEN || !diffuser_enabled)
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icon_state = "fdiffuser_off"
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else
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icon_state = "fdiffuser_on"
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/obj/structure/machinery/shield_diffuser/attack_ai(mob/user)
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if(!ai_can_interact(user))
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return
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return attack_hand(user)
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/obj/structure/machinery/shield_diffuser/attack_hand(mob/user)
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if(stat & BROKEN)
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return
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interact(user)
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/obj/structure/machinery/shield_diffuser/interact(mob/user)
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diffuser_enabled = !diffuser_enabled
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update_icon()
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to_chat(user, "You turn \the [src] [diffuser_enabled ? "on" : "off"].")
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/obj/structure/machinery/shield_diffuser/power_change()
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..()
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update_icon()
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//
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// Shield Diffuser Variants
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//
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// 3x3 Range Shield Diffuser
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/obj/structure/machinery/shield_diffuser/threebythree
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diffuser_range = 1 // 3x3 tiles, including the tile its on.
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