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Remove nonfunctional, unused code for golem waves and burrows + misc fixes and adjustments #8546
Remove nonfunctional, unused code for golem waves and burrows + misc fixes and adjustments #8546
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this should not have taken me 4 hours but it did so here we are.
at last, it is complete (probably) |
I will look into it 🙏 |
if(F != loc) | ||
if(F.density) | ||
return TRUE | ||
for(var/atom/A in F) | ||
if(A.density && !(A.flags & ON_BORDER) && !ismob(A)) | ||
return TRUE | ||
if(!istype(F,/turf/floor) && !istype(F,/turf/space)) //if it's not a floor and not space it's probably an obstacle. | ||
return TRUE |
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The idea with the atom check was to also detect dense structures like girders, crates and so on so that the drills could not be surrounded by impassible stuff. But I guess it's alright to simplify it like that since there is no burrows and golem waves anymore.
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The old checks would return true on ore boxes or crates, which is the main reason I changed this part. The only reason it didn't come up as an issue was that the drill wouldn't be deactivated even if the drill was blocked off.
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Nice cleaning 👍 Sorry for taking so long to review the PR
About The Pull Request
Remove golem waves, burrows and their associated code from the code. They are already impossible to trigger, so the only player-facing changes here should be the bugfixes, a couple changes to texts and diamond golems no longer being lobotomized.
Why It's Good For The Game
Testing
Changelog
🆑
del: Golem waves and burrows
tweak: Welding the deep drill now heals it by 500 health, instead of jumping to the next 1/3rd of its health
tweak: The deep drill no longer accepts power cells, as it doesn't require power anyway
tweak: Structures and machinery no longer block the deep drill's operation; It can be activated with ore boxes adjacent to it
balance: diamond golems are now hostile
balance: Uranium golems now also heal burn damage to nearby golems
fix: Deep drill can now be unanchored from undrillable tiles
fix: Deep drill properly shuts down when non-floor tiles are too close
fix: Ansible golems can now teleport targets to nearby golems as intended
/:cl: