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
This commit is contained in:
skull132
2016-12-18 01:06:45 +02:00
37 changed files with 543 additions and 201 deletions
+10 -7
View File
@@ -6,7 +6,7 @@
on = 0
powered = 1
locked = 0
move_speed = 3
load_item_visible = 1
load_offset_x = 0
mob_offset_y = 7
@@ -29,7 +29,7 @@
anchored = 0
passenger_allowed = 0
locked = 0
//move_speed = 3
load_item_visible = 1
load_offset_x = 0
load_offset_y = 4
@@ -352,12 +352,15 @@
/obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
move_speed = initial(move_speed) //so that engines that have been turned off don't lag behind
//Update move delay
if(is_train_head() && on)
var/remainder = (car_limit * active_engines) - (train_length - active_engines)
if (remainder)
move_speed -= 0.25 * remainder //makes cargo trains 10% slower than running when not overweight
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains
move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines)
move_delay += config.walk_speed //base reference speed
move_delay *= config.vehicle_delay_multiplier //makes cargo trains 10% slower than running when not overweight
/obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines)
src.train_length = train_length
+3 -8
View File
@@ -2,6 +2,7 @@
name = "train"
dir = 4
move_delay = 1
health = 100
maxhealth = 100
@@ -28,19 +29,13 @@
var/old_loc = get_turf(src)
if(..())
if(tow)
tow.forceMove(old_loc)
tow.Move(old_loc)
return 1
else
if(lead)
unattach()
return 0
obj/vehicle/train/forceMove()
var/old_loc = get_turf(src)
..()
if(tow)
tow.forceMove(old_loc)
/obj/vehicle/train/Bump(atom/Obstacle)
if(!istype(Obstacle, /atom/movable))
return
@@ -56,7 +51,7 @@ obj/vehicle/train/forceMove()
var/mob/living/M = A
visible_message("\red [src] knocks over [M]!")
M.apply_effects(5, 5) //knock people down if you hit them
M.apply_damages(10 * move_speed) // and do damage according to how fast the train is going
M.apply_damages(22 / move_delay) // and do damage according to how fast the train is going
if(istype(load, /mob/living/carbon/human))
var/mob/living/D = load
D << "\red You hit [M]!"
+8 -21
View File
@@ -28,10 +28,7 @@
var/stat = 0
var/emagged = 0
var/powered = 0 //set if vehicle is powered and should use fuel when moving
move_speed = 2//Expressed in tiles per second. This is used to control how fast the vehicle moves
var/move_delay//DO NOT MANUALLY SET THIS. For internal use only
var/move_delay = 1 //set this to limit the speed of the vehicle
var/obj/item/weapon/cell/cell
var/charge_use = 5 //set this to adjust the amount of power the vehicle uses per move
@@ -48,22 +45,8 @@
/obj/vehicle/New()
..()
//spawn the cell you want in each vehicle
calc_delay()
/obj/vehicle/proc/calc_delay()
if (!move_speed || move_speed < 0)//Shouldn't happen
move_speed = 0
move_delay = 999999999
return 0
move_delay = (1 / move_speed) * 10 * config.vehicle_delay_multiplier
return 1
/obj/vehicle/Move()
if (!move_speed)
return 0
if(world.time > l_move_time + move_delay)
var/old_loc = get_turf(src)
if(on && powered && cell.charge < charge_use)
@@ -188,7 +171,6 @@
// Vehicle procs
//-------------------------------------------
/obj/vehicle/proc/turn_on()
calc_delay()
if(stat)
return 0
if(powered && cell.charge < charge_use)
@@ -318,7 +300,6 @@
if(ismob(C))
buckle_mob(C)
calc_delay()
return 1
/obj/vehicle/user_unbuckle_mob(var/mob/user)
@@ -366,9 +347,15 @@
unbuckle_mob(load)
load = null
calc_delay()
return 1
// This exists to stop a weird jumping motion when you disembark.
// It essentially makes disembarkation count as a movement.
// Yes, it's not the full calculation. But it's relatively close, and will make it seamless.
/obj/vehicle/post_buckle_mob(var/mob/M)
if (M.client)
M.client.move_delay = M.movement_delay() + config.walk_speed
//-------------------------------------------------------
// Stat update procs