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https://github.com/Aurorastation/Aurora.3.git
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Merge branch 'upstream/development' into development
# Conflicts: # code/_helpers/time.dm # code/game/objects/items/devices/floor_painter.dm # code/game/objects/items/stacks/medical.dm # code/global.dm # code/modules/cargo/randomstock.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/simple_animal/simple_animal.dm # code/modules/mob/mob_movement.dm # code/modules/paperwork/faxmachine.dm
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@@ -6,7 +6,7 @@
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on = 0
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powered = 1
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locked = 0
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move_speed = 3
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load_item_visible = 1
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load_offset_x = 0
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mob_offset_y = 7
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@@ -29,7 +29,7 @@
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anchored = 0
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passenger_allowed = 0
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locked = 0
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//move_speed = 3
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 4
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@@ -352,12 +352,15 @@
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/obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines)
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src.train_length = train_length
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src.active_engines = active_engines
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move_speed = initial(move_speed) //so that engines that have been turned off don't lag behind
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//Update move delay
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if(is_train_head() && on)
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var/remainder = (car_limit * active_engines) - (train_length - active_engines)
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if (remainder)
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move_speed -= 0.25 * remainder //makes cargo trains 10% slower than running when not overweight
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if(!is_train_head() || !on)
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move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
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else
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move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
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move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
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move_delay += config.walk_speed //base reference speed
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move_delay *= config.vehicle_delay_multiplier //makes cargo trains 10% slower than running when not overweight
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/obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines)
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src.train_length = train_length
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@@ -2,6 +2,7 @@
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name = "train"
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dir = 4
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move_delay = 1
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health = 100
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maxhealth = 100
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@@ -28,19 +29,13 @@
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var/old_loc = get_turf(src)
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if(..())
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if(tow)
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tow.forceMove(old_loc)
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tow.Move(old_loc)
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return 1
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else
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if(lead)
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unattach()
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return 0
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obj/vehicle/train/forceMove()
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var/old_loc = get_turf(src)
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..()
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if(tow)
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tow.forceMove(old_loc)
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/obj/vehicle/train/Bump(atom/Obstacle)
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if(!istype(Obstacle, /atom/movable))
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return
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@@ -56,7 +51,7 @@ obj/vehicle/train/forceMove()
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var/mob/living/M = A
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visible_message("\red [src] knocks over [M]!")
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M.apply_effects(5, 5) //knock people down if you hit them
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M.apply_damages(10 * move_speed) // and do damage according to how fast the train is going
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M.apply_damages(22 / move_delay) // and do damage according to how fast the train is going
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if(istype(load, /mob/living/carbon/human))
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var/mob/living/D = load
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D << "\red You hit [M]!"
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@@ -28,10 +28,7 @@
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var/stat = 0
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var/emagged = 0
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var/powered = 0 //set if vehicle is powered and should use fuel when moving
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move_speed = 2//Expressed in tiles per second. This is used to control how fast the vehicle moves
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var/move_delay//DO NOT MANUALLY SET THIS. For internal use only
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var/move_delay = 1 //set this to limit the speed of the vehicle
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var/obj/item/weapon/cell/cell
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var/charge_use = 5 //set this to adjust the amount of power the vehicle uses per move
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@@ -48,22 +45,8 @@
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/obj/vehicle/New()
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..()
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//spawn the cell you want in each vehicle
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calc_delay()
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/obj/vehicle/proc/calc_delay()
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if (!move_speed || move_speed < 0)//Shouldn't happen
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move_speed = 0
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move_delay = 999999999
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return 0
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move_delay = (1 / move_speed) * 10 * config.vehicle_delay_multiplier
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return 1
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/obj/vehicle/Move()
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if (!move_speed)
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return 0
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if(world.time > l_move_time + move_delay)
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var/old_loc = get_turf(src)
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if(on && powered && cell.charge < charge_use)
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@@ -188,7 +171,6 @@
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// Vehicle procs
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//-------------------------------------------
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/obj/vehicle/proc/turn_on()
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calc_delay()
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if(stat)
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return 0
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if(powered && cell.charge < charge_use)
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@@ -318,7 +300,6 @@
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if(ismob(C))
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buckle_mob(C)
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calc_delay()
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return 1
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/obj/vehicle/user_unbuckle_mob(var/mob/user)
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@@ -366,9 +347,15 @@
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unbuckle_mob(load)
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load = null
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calc_delay()
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return 1
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// This exists to stop a weird jumping motion when you disembark.
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// It essentially makes disembarkation count as a movement.
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// Yes, it's not the full calculation. But it's relatively close, and will make it seamless.
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/obj/vehicle/post_buckle_mob(var/mob/M)
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if (M.client)
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M.client.move_delay = M.movement_delay() + config.walk_speed
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//-------------------------------------------------------
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// Stat update procs
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