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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.
103 lines
3.6 KiB
Plaintext
103 lines
3.6 KiB
Plaintext
#define is_multi_tile_object(atom) (atom.bound_width > world.icon_size || atom.bound_height > world.icon_size)
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#define isAI(A) istype(A, /mob/living/silicon/ai)
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#define isDrone(A) istype(A, /mob/living/silicon/robot/drone)
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#define isMatriarchDrone(A) istype(A, /mob/living/silicon/robot/drone/construction/matriarch)
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#define isalien(A) istype(A, /mob/living/carbon/alien)
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#define isanimal(A) istype(A, /mob/living/simple_animal)
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#define isairlock(A) istype(A, /obj/structure/machinery/door/airlock)
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#define isbrain(A) istype(A, /mob/living/carbon/brain)
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#define isvirtualmob(A) istype(A, /mob/abstract/ghost/observer/virtual)
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#define iscarbon(A) istype(A, /mob/living/carbon)
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#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
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#define isEye(A) istype(A, /mob/abstract/eye)
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#define ishuman(A) istype(A, /mob/living/carbon/human)
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/**
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* Astype() variant of ishuman(), for use in inlining the check when you only need it once.
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* This is equal to null if the target is not of the type /mob/living/carbon/human.
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* And is automatically typecast as a /mob/living/carbon/human if the check passes.
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*/
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#define ashuman(A) astype(A, /mob/living/carbon/human)
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#define ismech(A) istype(A, /mob/living/heavy_vehicle)
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#define isliving(A) istype(A, /mob/living)
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#define israt(A) istype(A, /mob/living/simple_animal/rat)
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#define isnewplayer(A) istype(A, /mob/abstract/new_player)
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#define isobj(A) istype(A, /obj)
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#define isspace(A) istype(A, /area/space)
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#define isspaceturf(A) istype(A, /turf/space)
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#define ischasm(A) (istype(A, /turf/simulated/floor/exoplanet/abyss) || istype(A, /turf/simulated/abyss))
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#define isghost(A) istype(A, /mob/abstract/ghost)
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#define isobserver(A) istype(A, /mob/abstract/ghost/observer)
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#define isstoryteller(A) istype(A, /mob/abstract/ghost/storyteller)
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#define isabstractmob(A) istype(A, /mob/abstract)
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#define isorgan(A) istype(A, /obj/item/organ/external)
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#define ispAI(A) istype(A, /mob/living/silicon/pai)
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#define isbot(A) istype(A, /mob/living/bot)
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#define isrobot(A) istype(A, /mob/living/silicon/robot)
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#define issilicon(A) istype(A, /mob/living/silicon)
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#define isslime(A) istype(A, /mob/living/carbon/slime)
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#define iscapacitor(A) istype(A, /obj/item/stock_parts/capacitor)
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#define ismicrolaser(A) istype(A, /obj/item/stock_parts/micro_laser)
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#define ismatterbin(A) istype(A, /obj/item/stock_parts/matter_bin)
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#define isscanner(A) istype(A, /obj/item/stock_parts/scanning_module)
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#define ismanipulator(A) istype(A, /obj/item/stock_parts/manipulator)
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#define isclient(A) istype(A, /client)
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#define isclothing(A) istype(A, /obj/item/clothing)
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#define isaccessory(A) istype(A, /obj/item/clothing/accessory)
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/// Projectile helpers
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#define isprojectile(A) istype(A, /obj/projectile)
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#define isbeam(A) istype(A, /obj/projectile/beam)
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#define isenergy(A) istype(A, /obj/projectile/energy)
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#define istransparentturf(A) (HAS_TRAIT(A, TURF_Z_TRANSPARENT_TRAIT))
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/**
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* A common layered filter pattern for psionics. Helps with reducing the size of guard clauses.
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* Includes every psionic check for RECEIVING starting with the Zona Bovina, and ending with Psi-sensitivity.
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* Set the sensitivity_threshold for your desired minimum Psi-sensitivity to pass.
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* The most common ones you might want are:
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* 2 for "Antag-like".
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* 1 for "Skrell-like".
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* 0 for "Human-like".
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*
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* This one is a define instead of a proc, which gives better code performance.
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* This define is only usable if user is at least an /atom/movable/, such as /mob/
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*/
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#define IS_TELEPATHY_BLOCKED(user, sensitivity_threshold) (!user.has_zona_bovinae() || user.is_psi_blocked() || user.check_psi_sensitivity() < sensitivity_threshold)
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