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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

69 lines
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//Used to create small industrial-esque lifts used between two floors
/datum/shuttle/autodock/ferry/lift
warmup_time = 3
knockdown = FALSE
squishes = FALSE
ceiling_type = null
sound_takeoff = 'sound/effects/lift_heavy_start.ogg'
sound_landing = 'sound/effects/lift_heavy_stop.ogg'
category = /datum/shuttle/autodock/ferry/lift
var/obj/structure/machinery/computer/shuttle_control/assigned_controller
/datum/shuttle/autodock/ferry/lift/New(_name, var/obj/effect/shuttle_landmark/initial_location)
..()
for(var/obj/structure/machinery/computer/shuttle_control/lift/controller in shuttle_area[1])
assigned_controller = controller
break
/datum/shuttle/autodock/ferry/lift/Destroy()
assigned_controller = null
..()
/datum/shuttle/autodock/ferry/lift/short_jump(var/obj/effect/shuttle_landmark/destination)
var/obj/effect/shuttle_landmark/start_location = current_location
if(!obstruction_check(start_location, destination))
if(assigned_controller)
assigned_controller.audible_message("\The [assigned_controller] buzzes loudly: <i>Obstruction detected!</i>")
playsound(assigned_controller.loc, 'sound/machines/buzz-two.ogg', 50, 1)
return FALSE
..()
/datum/shuttle/autodock/ferry/lift/proc/obstruction_check(var/obj/effect/shuttle_landmark/start, var/obj/effect/shuttle_landmark/destination)
var/list/translation = list()
for(var/area/A in shuttle_area)
translation += get_turf_translation(get_turf(current_location), get_turf(destination), A.contents)
for(var/turf/src_turf in translation)
var/turf/dst_turf = translation[src_turf]
if(dst_turf.density)
return FALSE
if(!location)
if(!istype(dst_turf, /turf/simulated/open))
return FALSE
else
for(var/atom/A in dst_turf)
if(A.density)
return FALSE
if(istype(A, /mob/living))
var/mob/living/blockage = A
if(blockage.mob_size > MOB_SMALL)
return FALSE
if(location)
squishes = TRUE
else
squishes = FALSE
return TRUE
/obj/structure/machinery/computer/shuttle_control/lift
name = "lift controller"
ui_template = "ShuttleControlConsoleLift"
icon = 'icons/obj/computer.dmi'
icon_state = "lift"
icon_screen = null
density = FALSE
/obj/structure/machinery/computer/shuttle_control/lift/wall
icon_state = "lift_wall"