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Aurora.3/code/game/objects/structures/machinery/supplybeacon.dm
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BatrachophrenoandGitHub 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

122 lines
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// Used to deploy the bacon.
/obj/item/supply_beacon
name = "inactive supply beacon"
icon = 'icons/obj/supplybeacon.dmi'
desc = "An inactive, hacked supply beacon stamped with the Tau Ceti Rapid Fabrication logo. Good for one (1) ballistic supply pod shipment."
icon_state = "beacon"
var/deploy_path = /obj/structure/machinery/power/supply_beacon
var/deploy_time = 30
/obj/item/supply_beacon/supermatter
name = "inactive supermatter supply beacon"
deploy_path = /obj/structure/machinery/power/supply_beacon/supermatter
/obj/item/supply_beacon/attack_self(var/mob/user)
user.visible_message(SPAN_NOTICE("\The [user] begins setting up \the [src]."))
if(!do_after(user, deploy_time, src, DO_REPAIR_CONSTRUCT))
return
var/obj/S = new deploy_path(get_turf(user))
user.visible_message(SPAN_NOTICE("\The [user] deploys \the [S]."))
user.unEquip(src)
qdel(src)
/obj/structure/machinery/power/supply_beacon
name = "supply beacon"
desc = "A bulky moonshot supply beacon. Someone has been messing with the wiring."
icon = 'icons/obj/supplybeacon.dmi'
icon_state = "beacon"
anchored = 0
density = 1
stat = 0
var/target_drop_time
var/drop_delay = 450
var/expended
var/drop_type
/obj/structure/machinery/power/supply_beacon/New()
..()
if(!drop_type) drop_type = pick(supply_drop_random_loot_types())
/obj/structure/machinery/power/supply_beacon/supermatter
name = "supermatter supply beacon"
drop_type = "supermatter"
/obj/structure/machinery/power/supply_beacon/attackby(obj/item/attacking_item, mob/user)
if(!use_power && attacking_item.tool_behaviour == TOOL_WRENCH)
if(!anchored && !connect_to_network())
to_chat(user, SPAN_WARNING("This device must be placed over an exposed cable."))
return TRUE
anchored = !anchored
user.visible_message(SPAN_NOTICE("\The [user] [anchored ? "secures" : "unsecures"] \the [src]."))
attacking_item.play_tool_sound(get_turf(src), 50)
return TRUE
return ..()
/obj/structure/machinery/power/supply_beacon/attack_hand(var/mob/user)
if(expended)
update_use_power(POWER_USE_OFF)
to_chat(user, SPAN_WARNING("\The [src] has used up its charge."))
return
if(anchored)
return use_power ? deactivate(user) : activate(user)
else
to_chat(user, SPAN_WARNING("You need to secure the beacon with a wrench first!"))
return
/obj/structure/machinery/power/supply_beacon/attack_ai(var/mob/user)
if(user.Adjacent(src))
attack_hand(user)
/obj/structure/machinery/power/supply_beacon/proc/activate(var/mob/user)
if(expended)
return
if(POWER_SURPLUS(src) < 500)
if(user) to_chat(user, SPAN_NOTICE("The connected wire doesn't have enough current."))
return
set_light(3, 3, "#00CCAA")
icon_state = "beacon_active"
if(user) to_chat(user, SPAN_NOTICE("You activate the beacon. The supply drop will be dispatched soon."))
/obj/structure/machinery/power/supply_beacon/proc/deactivate(var/mob/user, var/permanent)
if(permanent)
expended = 1
icon_state = "beacon_depleted"
else
icon_state = "beacon"
set_light(0)
update_use_power(POWER_USE_OFF)
target_drop_time = null
if(user) to_chat(user, SPAN_NOTICE("You deactivate the beacon."))
/obj/structure/machinery/power/supply_beacon/Destroy()
if(use_power)
deactivate()
return ..()
/obj/structure/machinery/power/supply_beacon/process()
if(expended)
return PROCESS_KILL
if(!use_power)
return
var/can_draw = (POWER_DRAW(src, 500) >= 500)
DRAW_POWER(src, can_draw)
if(!can_draw)
deactivate()
return
if(!target_drop_time)
target_drop_time = world.time + drop_delay
else if(world.time >= target_drop_time)
deactivate(permanent = 1)
var/drop_x = src.x-2
var/drop_y = src.y-2
var/drop_z = src.z
command_announcement.Announce("Tau Ceti Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] received. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage")
addtimer(CALLBACK(src, PROC_REF(make_supply_beacon), drop_x, drop_y, drop_z), rand(10, 30) SECONDS)
/obj/structure/machinery/power/supply_beacon/proc/make_supply_beacon(drop_x, drop_y, drop_z)
new /datum/random_map/droppod/supply(null, drop_x, drop_y, drop_z, supplied_drop = drop_type) // Splat.