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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.
59 lines
2.1 KiB
Plaintext
59 lines
2.1 KiB
Plaintext
/*
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* Book Binder
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*/
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/obj/structure/machinery/bookbinder
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name = "book binder"
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desc = "A machine that takes paper and binds them into books. Fascinating!"
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icon = 'icons/obj/library.dmi'
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icon_state = "binder"
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anchored = TRUE
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density = TRUE
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var/binding = FALSE
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/obj/structure/machinery/bookbinder/attackby(obj/item/attacking_item, mob/user)
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if(istype(attacking_item, /obj/item/paper))
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var/obj/item/paper/paper = attacking_item
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if(!anchored)
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to_chat(user, SPAN_WARNING("\The [src] must be secured to the floor first!"))
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return
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if(binding)
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to_chat(user, SPAN_WARNING("You must wait for \the [src] to finish its current operation!"))
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return
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var/turf/work_turf = get_turf(src)
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user.drop_from_inventory(paper, src)
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user.visible_message(
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SPAN_NOTICE("\The [user] loads some paper into \the [src]."),
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SPAN_NOTICE("You load some paper into \the [src]."))
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visible_message(SPAN_NOTICE("\The [src] begins to hum as it warms up its printing drums."))
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playsound(work_turf, 'sound/items/bureaucracy/binder.ogg', 75, 1)
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binding = TRUE
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sleep(rand(20 SECONDS, 40 SECONDS))
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binding = FALSE
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if(!anchored)
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visible_message(SPAN_WARNING("\The [src] buzzes and flashes an error light."))
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paper.forceMove(work_turf)
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return
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visible_message(SPAN_NOTICE("\The [src] whirs as it prints and binds a new book."))
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playsound(work_turf, 'sound/items/bureaucracy/print.ogg', 75, 1)
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var/obj/item/book/bound_book = new(work_turf)
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bound_book.dat = paper.info
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bound_book.name = "blank book"
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bound_book.icon_state = "book[rand(1,7)]"
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bound_book.item_state = icon_state
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qdel(paper)
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return
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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attacking_item.play_tool_sound(get_turf(src), 75)
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if(anchored)
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user.visible_message(
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SPAN_NOTICE("\The [user] unsecures \the [src] from the floor."),
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SPAN_NOTICE("You unsecure \the [src] from the floor."),
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SPAN_WARNING("You hear a ratcheting noise."))
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else
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user.visible_message(
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SPAN_NOTICE("\The [user] secures \the [src] to the floor."),
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SPAN_NOTICE("You secure \the [src] to the floor."),
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SPAN_WARNING("You hear a ratcheting noise."))
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anchored = !anchored
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