/mob/living/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
if(user == src && user != over)
if(istype(over, /mob/living/heavy_vehicle))
if(user.mob_size >= MOB_SMALL && user.mob_size <= 14)
var/mob/living/heavy_vehicle/M = over
if(M.enter(src))
return
else
to_chat(user, SPAN_WARNING("You cannot pilot a mech of this size."))
return
return ..()
/mob/living/heavy_vehicle/mouse_drop_receive(atom/dropped, mob/user, params)
var/obj/machinery/portable_atmospherics/canister/C = dropped
if(istype(C))
body.mouse_drop_receive(arglist(args))
else . = ..()
/mob/living/heavy_vehicle/ClickOn(atom/A, params, mob/user)
if(!user || incapacitated() || user.incapacitated() || lockdown)
return
if(!loc) return
var/adj = A.Adjacent(src) // Why in the fuck isn't Adjacent() commutative.
var/modifiers = params2list(params)
if(modifiers["shift"])
examinate(user, A)
return
if(modifiers["alt"])
var/obj/item/mecha_equipment/ME = A
if(istype(ME))
ME.attack_self(user)
setClickCooldown(5)
return
if(modifiers["ctrl"])
var/obj/item/mecha_equipment/ME = A
if(istype(ME))
ME.CtrlClick(user)
setClickCooldown(5)
return
if(!(user in pilots) && user != src)
return
// Are we facing the target?
if(!(get_dir(src, A) & dir))
return
if(!canClick())
return
if(!arms)
to_chat(user, SPAN_WARNING("\The [src] has no manipulators!"))
setClickCooldown(3)
return
if(!arms.motivator || !arms.motivator.is_functional())
to_chat(user, SPAN_WARNING("Your motivators are damaged! You can't use your manipulators!"))
setClickCooldown(15)
return
if(!checked_use_cell(arms.power_use * CELLRATE))
to_chat(user, power == MECH_POWER_ON ? SPAN_WARNING("Error: Power levels insufficient.") : SPAN_WARNING("\The [src] is powered off."))
return
if(user != src)
set_intent(user.a_intent)
if(user.zone_sel)
zone_sel.set_selected_zone(user.zone_sel.selecting, user)
else
zone_sel.set_selected_zone("chest", user)
// You may attack the target with your exosuit FIST if you're malfunctioning.
var/failed = FALSE
if(emp_damage > EMP_ATTACK_DISRUPT && prob(emp_damage*2))
to_chat(user, SPAN_WARNING("The wiring sparks as you attempt to control the exosuit!"))
failed = TRUE
if(!failed)
if(selected_system)
if(selected_system == A)
selected_system.attack_self(user)
setClickCooldown(5)
return
// Mounted non-exosuit systems have some hacky loc juggling
// to make sure that they work.
var/system_moved = FALSE
var/obj/item/temp_system
var/obj/item/mecha_equipment/ME
if(istype(selected_system, /obj/item/mecha_equipment))
ME = selected_system
temp_system = ME.get_effective_obj()
if(temp_system in ME)
system_moved = 1
temp_system.forceMove(src)
else
temp_system = selected_system
// Slip up and attack yourself maybe.
failed = FALSE
if(emp_damage>EMP_MOVE_DISRUPT && prob(10))
failed = TRUE
if(failed)
var/list/other_atoms = orange(1, A)
A = null
while(LAZYLEN(other_atoms))
var/atom/picked = pick_n_take(other_atoms)
if(istype(picked) && picked.simulated)
A = picked
break
if(!A)
A = src
adj = A.Adjacent(src)
var/resolved
if(adj) resolved = temp_system.resolve_attackby(A, src, params)
if(!resolved && A && temp_system)
var/mob/ruser = src
if(!system_moved) //It's more useful to pass along clicker pilot when logic is fully mechside
ruser = user
temp_system.afterattack(A,ruser,adj,params)
if(system_moved) //We are using a proxy system that may not have logging like mech equipment does
log_admin("used [temp_system] targetting [A]", user, src.loc)
//Mech equipment subtypes can add further click delays
var/extra_delay = 0
if(ME != null)
ME = selected_system
extra_delay = ME.equipment_delay
setClickCooldown(arms ? arms.action_delay + extra_delay : 15 + extra_delay)
if(system_moved)
temp_system.forceMove(selected_system)
return
if(A == src)
setClickCooldown(5)
return attack_self(user)
else if(istype(A, /obj/structure/inflatable/door) && a_intent == I_HELP) //allow mech to open inflatables
var/obj/structure/inflatable/door/D = A
D.TryToSwitchState(user)
return
else if(adj)
setClickCooldown(arms ? arms.action_delay : 15)
playsound(src.loc, arms.punch_sound, 45 + 25 * (arms.melee_damage / 50), -1 )
if(ismob(A))
var/mob/target = A
user.attack_log += "\[[time_stamp()]\] Attacked [target.name] ([target.ckey]) with [arms] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(arms.damagetype)])"
src.attack_log += "\[[time_stamp()]\] [user] ([user.ckey]) attacked [target.name] ([target.ckey]) with [arms] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(arms.damagetype)])"
target.attack_log += "\[[time_stamp()]\] Attacked by [user.name] ([user.ckey]) with [arms] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(arms.damagetype)])"
msg_admin_attack("[key_name(user, highlight_special = 1)] attacked [key_name(target, highlight_special = 1)] with [arms] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(arms.damagetype)]) (JMP)",ckey=key_name(user),ckey_target=key_name(target) )
return A.attack_generic(src, arms.melee_damage, "attacked")
return
/mob/living/heavy_vehicle/setClickCooldown(var/timeout)
var/old_next_move = next_move
next_move = max(world.time + timeout, next_move)
for(var/hardpoint in hardpoint_hud_elements)
var/atom/movable/screen/mecha/hardpoint/H = hardpoint_hud_elements[hardpoint]
if(H)
H.color = "#FF0000"
if(next_move > old_next_move) // TIMER_OVERRIDE would not work here, because the smaller delays tend to be called after the longer ones
addtimer(CALLBACK(src, PROC_REF(reset_hardpoint_color)), timeout)
/mob/living/heavy_vehicle/proc/reset_hardpoint_color()
for(var/hardpoint in hardpoint_hud_elements)
var/atom/movable/screen/mecha/hardpoint/H = hardpoint_hud_elements[hardpoint]
if(H)
H.color = null
/mob/living/heavy_vehicle/proc/set_hardpoint(var/hardpoint_tag)
clear_selected_hardpoint()
if(hardpoints[hardpoint_tag])
// Set the new system.
selected_system = hardpoints[hardpoint_tag]
selected_hardpoint = hardpoint_tag
return 1 // The element calling this proc will set its own icon.
return 0
/mob/living/heavy_vehicle/proc/clear_selected_hardpoint()
if(selected_hardpoint)
for(var/hardpoint in hardpoints)
if(hardpoint != selected_hardpoint)
continue
var/atom/movable/screen/mecha/hardpoint/H = hardpoint_hud_elements[hardpoint]
if(istype(H))
H.icon_state = "hardpoint"
break
selected_system = null
selected_hardpoint = null
/mob/living/heavy_vehicle/proc/enter(var/mob/user, var/instant = FALSE)
if(!user || user.incapacitated())
return
if(!user.Adjacent(src))
return
if(hatch_locked)
to_chat(user, SPAN_WARNING("The [body.hatch_descriptor] is locked."))
return
if(hatch_closed)
to_chat(user, SPAN_WARNING("The [body.hatch_descriptor] is closed."))
return
if(LAZYLEN(pilots) >= LAZYLEN(body.pilot_positions))
to_chat(user, SPAN_WARNING("\The [src] is occupied."))
return
if(!instant)
to_chat(user, SPAN_NOTICE("You start climbing into \the [src]..."))
if(!do_after(user, entry_speed))
return
if(!user || user.incapacitated())
return
if(hatch_locked)
to_chat(user, SPAN_WARNING("The [body.hatch_descriptor] is locked."))
return
if(hatch_closed)
to_chat(user, SPAN_WARNING("The [body.hatch_descriptor] is closed."))
return
if(LAZYLEN(pilots) >= LAZYLEN(body.pilot_positions))
to_chat(user, SPAN_WARNING("\The [src] is occupied."))
return
to_chat(user, SPAN_NOTICE("You climb into \the [src]."))
user.forceMove(src)
LAZYDISTINCTADD(pilots, user)
RegisterSignal(user, COMSIG_MOB_FACEDIR, PROC_REF(handle_user_turn))
RegisterSignal(user, COMSIG_INPUT_KEY_QUICK_EQUIP, PROC_REF(strafe_left))
RegisterSignal(user, COMSIG_INPUT_KEY_DROP, PROC_REF(strafe_right))
playsound(src, 'sound/machines/windowdoor.ogg', 50, 1)
if(user.client) user.client.screen |= hud_elements
LAZYDISTINCTADD(user.additional_vision_handlers, src)
update_icon()
GLOB.move_manager.stop_looping(src) // stop it from auto moving when the pilot gets in
return TRUE
/mob/living/heavy_vehicle/proc/eject(var/mob/user, var/silent)
if(!user || !(user in src.contents))
return
if(remote)
usr.body_return()
if(hatch_closed)
if(hatch_locked)
if(!silent) to_chat(user, SPAN_WARNING("The [body.hatch_descriptor] is locked."))
return
hud_open.toggled(FALSE)
if(!silent)
to_chat(user, SPAN_NOTICE("You open the hatch and climb out of \the [src]."))
else
if(!silent)
to_chat(user, SPAN_NOTICE("You climb out of \the [src]."))
user.forceMove(get_turf(src))
LAZYREMOVE(user.additional_vision_handlers, src)
if(user.client)
user.client.screen -= hud_elements
user.client.eye = user
if(user in pilots)
set_intent(I_HURT)
LAZYREMOVE(pilots, user)
UnregisterSignal(user, COMSIG_MOB_FACEDIR)
UnregisterSignal(user, COMSIG_INPUT_KEY_QUICK_EQUIP)
UnregisterSignal(user, COMSIG_INPUT_KEY_DROP)
UNSETEMPTY(pilots)
/mob/living/heavy_vehicle/proc/handle_user_turn(var/mob/living/user, var/direction)
SIGNAL_HANDLER
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom, relaymove), user, direction, TRUE)
/mob/living/heavy_vehicle/proc/strafe_left(var/mob/user, var/cancelled)
SIGNAL_HANDLER
// Stop the pilot from attempting to drop the item in their hands, we're replacing it with a strafe input.
*cancelled = TRUE
strafe_move(user, angle2dir(dir2angle(dir) + 90))
/mob/living/heavy_vehicle/proc/strafe_right(var/mob/user, var/cancelled)
SIGNAL_HANDLER
// Stop the pilot from attempting to drop the item in their hands, we're replacing it with a strafe input.
*cancelled = TRUE
strafe_move(user, angle2dir(dir2angle(dir) + 270))
/mob/living/heavy_vehicle/relaymove(mob/living/user, direction, var/turn_only = FALSE)
. = ..()
if(hallucination >= EMP_MOVE_DISRUPT && prob(30))
direction = pick(GLOB.cardinals)
// Convert keyboard inputs to Battletech-style controls.
switch (direction)
if (NORTH) // "Throttle Forwards"
throttle_move(user, dir, FALSE)
if (SOUTH) // "Throttle Reverse"
throttle_move(user, angle2dir(dir2angle(dir) + 180), TRUE)
if (EAST) // "Turn Right"
rotate_by_angle(user, angle2dir(dir2angle(dir) + 90))
if (WEST) // "Turn Left"
rotate_by_angle(user, angle2dir(dir2angle(dir) + 270))
/mob/living/heavy_vehicle/proc/throttle_move(mob/living/user, direction, reverse)
if (!legs || !can_move(user))
return
// Get the tile in the direction.
var/turf/target_loc = get_step(src, direction)
if(!legs.can_move_on(loc, target_loc))
return
if (reverse)
next_mecha_move += legs.reverse_delay
// Then send a move command
if(incorporeal_move)
if(legs.mech_step_sound)
playsound(src.loc,legs.mech_step_sound,40,1)
use_cell_power(legs.power_use * CELLRATE)
user.client.Process_Incorpmove(direction, src)
else
Move(target_loc, direction, 0, FALSE)
/mob/living/heavy_vehicle/proc/strafe_move(mob/user, direction)
if (!legs || !can_strafe(user))
return
// Get the tile in the direction.
var/turf/target_loc = get_step(src, direction)
if(!legs.can_move_on(loc, target_loc))
return
// Then send a move command
if(incorporeal_move)
if(legs.mech_step_sound)
playsound(src.loc,legs.mech_step_sound,40,1)
use_cell_power(legs.power_use * CELLRATE)
user.client.Process_Incorpmove(direction, src)
else
Move(target_loc, direction, 0, FALSE)
/mob/living/heavy_vehicle/proc/rotate_by_angle(mob/living/user, direction)
if (!legs || !can_turn(user))
return
use_cell_power(legs.power_use * CELLRATE)
if(legs && legs.mech_turn_sound)
playsound(src.loc,legs.mech_turn_sound,40,1)
set_dir(direction)
for(var/mob/pilot in pilots)
pilot.set_dir(direction)
if(istype(hardpoints[HARDPOINT_BACK], /obj/item/mecha_equipment/shield))
var/obj/item/mecha_equipment/shield/S = hardpoints[HARDPOINT_BACK]
if(S.aura)
S.aura.dir = direction
if(S.aura.dir == NORTH)
S.aura.layer = MOB_LAYER
else
S.aura.layer = ABOVE_HUMAN_LAYER
update_icon()
Move(src.loc, direction, 0, TRUE)
/mob/living/heavy_vehicle/Move(atom/newloc, direct, glide_size_override = 0, update_dir = TRUE)
. = ..()
if(. && !istype(loc, /turf/space))
if(legs)
if(legs.mech_step_sound)
playsound(src.loc, legs.mech_step_sound, 40, TRUE)
use_cell_power(legs.power_use * CELLRATE)
update_icon()
/mob/living/heavy_vehicle/Post_Incorpmove()
if(istype(hardpoints[HARDPOINT_BACK], /obj/item/mecha_equipment/phazon))
var/obj/item/mecha_equipment/phazon/PZ = hardpoints[HARDPOINT_BACK]
use_cell_power(PZ.active_power_use * CELLRATE)
return ..()
/mob/living/heavy_vehicle/attackby(obj/item/attacking_item, mob/user)
if(user.a_intent != I_HURT && istype(attacking_item, /obj/item/mecha_equipment))
if(hardpoints_locked)
to_chat(user, SPAN_WARNING("Hardpoint system access is disabled."))
return
var/obj/item/mecha_equipment/realThing = attacking_item
if(realThing.owner)
return
var/free_hardpoints = list()
for(var/hardpoint in hardpoints)
if(hardpoints[hardpoint] == null)
free_hardpoints += hardpoint
var/to_place = tgui_input_list(user, "Where would you like to install it?", "Install Hardpoint", (realThing.restricted_hardpoints & free_hardpoints))
if(install_system(attacking_item, to_place, user))
return
to_chat(user, SPAN_WARNING("\The [attacking_item] could not be installed in that hardpoint."))
return
else
if(user.a_intent != I_HURT)
if(istype(attacking_item, /obj/item/remote_mecha))
if(length(pilots))
to_chat(user, SPAN_WARNING("You can't apply this upgrade while \the [src] has occupants!"))
return
if(!maintenance_protocols)
to_chat(user, SPAN_WARNING("You are unable to apply this upgrade while \the [src]'s maintenance protocols are not active."))
return
user.visible_message(SPAN_NOTICE("\The [user] begins installing \the [attacking_item] into \the [src]..."), SPAN_NOTICE("You begin installing the [attacking_item] into \the [src]..."))
if(do_after(user, 30, src))
if(length(pilots))
to_chat(user, SPAN_WARNING("You can't apply this upgrade while \the [src] has occupants!"))
return
if(!maintenance_protocols)
to_chat(user, SPAN_WARNING("You are unable to apply this upgrade while \the [src]'s maintenance protocols are not active."))
return
var/obj/item/remote_mecha/RM = attacking_item
user.visible_message(SPAN_NOTICE("\The [user] installs \the [attacking_item] into \the [src]."), SPAN_NOTICE("You install the [attacking_item] into \the [src]."))
remote_network = RM.mech_remote_network
does_hardpoint_lock = RM.hardpoint_lock
dummy_type = RM.dummy_path
remote_type = RM.type
become_remote()
qdel(attacking_item)
return
else if(attacking_item.tool_behaviour == TOOL_MULTITOOL)
if(hardpoints_locked)
to_chat(user, SPAN_WARNING("Hardpoint system access is disabled."))
return
var/list/parts = list()
for(var/hardpoint in hardpoints)
if(hardpoints[hardpoint])
parts += hardpoint
var/to_remove = tgui_input_list(user, "Which component would you like to remove?", "Remove Component", parts)
if(remove_system_interact(to_remove, user))
return
to_chat(user, SPAN_WARNING("\The [src] has no hardpoint systems to remove."))
return
else if(attacking_item.tool_behaviour == TOOL_WRENCH)
if(!remote && length(pilots))
to_chat(user, SPAN_WARNING("You can't disassemble \the [src] while it has a pilot!"))
return
if(!maintenance_protocols)
to_chat(user, SPAN_WARNING("The securing bolts are not visible while maintenance protocols are disabled."))
return
user.visible_message(SPAN_NOTICE("\The [user] starts dismantling \the [src]..."), SPAN_NOTICE("You start disassembling \the [src]..."))
if(do_after(user, 30, src))
if(!remote && length(pilots))
to_chat(user, SPAN_WARNING("You can't disassemble \the [src] while it has a pilot!"))
return
if(!maintenance_protocols)
to_chat(user, SPAN_WARNING("The securing bolts are not visible while maintenance protocols are disabled."))
return
user.visible_message(SPAN_NOTICE("\The [user] dismantles \the [src]."), SPAN_NOTICE("You disassemble \the [src]."))
if(remote)
for(var/mob/pilot in pilots)
if(pilot.client)
pilot.body_return()
hatch_locked = FALSE
eject(pilot, TRUE)
qdel(pilot)
new remote_type(get_turf(src))
dismantle()
return
else if(attacking_item.tool_behaviour == TOOL_WELDER)
if(!getBruteLoss())
return
var/list/damaged_parts = list()
for(var/obj/item/mech_component/MC in list(arms, legs, body, head))
if(MC && MC.brute_damage)
damaged_parts += MC
var/obj/item/mech_component/to_fix = tgui_input_list(user, "Which component would you like to fix?", "Fix Component", damaged_parts)
if(CanInteract(user, GLOB.physical_state) && !QDELETED(to_fix) && (to_fix in src) && to_fix.brute_damage)
to_fix.repair_brute_generic(attacking_item, user)
return
else if(attacking_item.tool_behaviour == TOOL_CABLECOIL)
if(!getFireLoss())
return
var/list/damaged_parts = list()
for(var/obj/item/mech_component/MC in list(arms, legs, body, head))
if(MC && MC.burn_damage)
damaged_parts += MC
var/obj/item/mech_component/to_fix = tgui_input_list(user, "Which component would you like to fix?", "Fix Component", damaged_parts)
if(CanInteract(user, GLOB.physical_state) && !QDELETED(to_fix) && (to_fix in src) && to_fix.burn_damage)
to_fix.repair_burn_generic(attacking_item, user)
return
else if(attacking_item.tool_behaviour == TOOL_CROWBAR)
if(!maintenance_protocols)
to_chat(user, SPAN_WARNING("The cell compartment remains locked while maintenance protocols are disabled."))
return
if(!body || !body.cell)
to_chat(user, SPAN_WARNING("There is no cell here for you to remove!"))
return
var/delay = 10
if(!do_after(user, delay) || !maintenance_protocols || !body || !body.cell)
return
user.put_in_hands(body.cell)
to_chat(user, SPAN_NOTICE("You remove \the [body.cell] from \the [src]."))
attacking_item.play_tool_sound(get_turf(src), 50)
visible_message(SPAN_NOTICE("\The [user] pries out \the [body.cell] using the \the [attacking_item]."))
power = MECH_POWER_OFF
hud_power_control.update_icon()
UnregisterSignal(body.cell, COMSIG_CELL_CHARGE)
body.cell = null
return
else if(istype(attacking_item, /obj/item/cell))
if(!istype(attacking_item, /obj/item/cell/mecha))
to_chat(user, SPAN_WARNING("You can only use power cores in \the [src]!"))
return
if(!maintenance_protocols)
to_chat(user, SPAN_WARNING("The cell compartment remains locked while maintenance protocols are disabled."))
return
if(!body || body.cell)
to_chat(user, SPAN_WARNING("There is already a cell in there!"))
return
if(user.unEquip(attacking_item))
attacking_item.forceMove(body)
body.cell = attacking_item
RegisterSignal(body.cell, COMSIG_CELL_CHARGE, PROC_REF(handle_cell_charge))
playsound(user.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user.visible_message(SPAN_NOTICE("\The [user] installs \the [body.cell] into \the [src]."), SPAN_NOTICE("You install \the [body.cell] into \the [src]."))
return
else if(istype(attacking_item, /obj/item/robotanalyzer))
to_chat(user, SPAN_NOTICE("Diagnostic Report for \the [src]:"))
for(var/obj/item/mech_component/limb in list (head, body, arms, legs))
if(limb)
limb.return_diagnostics(user)
return
return ..()
/mob/living/heavy_vehicle/attack_hand(var/mob/user)
// Drag the pilot out if possible.
if(user.a_intent == I_GRAB)
if(!LAZYLEN(pilots))
to_chat(user, SPAN_WARNING("There is nobody inside \the [src]."))
else if(!hatch_closed)
var/mob/pilot = pick(pilots)
user.visible_message(SPAN_DANGER("\The [user] is trying to pull \the [pilot] out of \the [src]!"))
if(do_after(user, 30) && user.Adjacent(src) && (pilot in pilots) && !hatch_closed)
user.visible_message(SPAN_DANGER("\The [user] drags \the [pilot] out of \the [src]!"))
eject(pilot, silent=1)
return
if(user.a_intent == I_HURT)
attack_generic(user)
return
// Otherwise toggle the hatch.
if(hatch_locked)
to_chat(user, SPAN_WARNING("The [body.hatch_descriptor] is locked."))
return
hatch_closed = !hatch_closed
to_chat(user, SPAN_NOTICE("You [hatch_closed ? "close" : "open"] the [body.hatch_descriptor]."))
hud_open.update_icon()
update_icon()
return
/mob/living/heavy_vehicle/attack_generic(mob/user, damage, attack_message, environment_smash, armor_penetration, attack_flags, damage_type)
if(!(user in pilots))
. = ..()
var/mob/living/carbon/human/H = user
if(!istype(H))
return
var/datum/martial_art/attacker_style = H.primary_martial_art
if(attacker_style && attacker_style.harm_act(H, src))
return TRUE
/mob/living/heavy_vehicle/proc/attack_self(var/mob/user)
return visible_message("\The [src] pokes itself.")
/mob/living/heavy_vehicle/get_inventory_slot(obj/item/I)
for(var/h in hardpoints)
if(hardpoints[h] == I)
return h
return 0
GLOBAL_DATUM_INIT(mech_state, /datum/ui_state/default, new())
/datum/ui_state/default/mech/can_use_topic(var/mob/living/heavy_vehicle/src_object, var/mob/user)
if(istype(src_object))
if(user in src_object.pilots)
return ..()
else return STATUS_CLOSE
return ..()
/mob/living/heavy_vehicle/proc/rename(var/mob/user)
if(user != src && !(user in pilots))
return
var/new_name = sanitize(input("Enter a new exosuit designation.", "Exosuit Name") as text|null, max_length = MAX_NAME_LEN)
if(!new_name || new_name == name || (user != src && !(user in pilots)))
return
name = new_name
to_chat(user, SPAN_NOTICE("You have redesignated this exosuit as \the [name]."))
/mob/living/heavy_vehicle/proc/trample(var/mob/living/H)
if(!LAZYLEN(pilots))
return
if(!isliving(H))
return
if(src == H)
return
if(legs?.trample_damage)
if(ishuman(H))
var/mob/living/carbon/human/D = H
if(D.lying)
D.attack_log += "\[[time_stamp()]\] Was trampled by [src]"
attack_log += "\[[time_stamp()]\] trampled [D.name] ([D.ckey]) with \the [src]."
msg_admin_attack("[src] trampled [key_name(D)] at (JMP)" )
src.visible_message(SPAN_DANGER("\The [src] runs over \the [D]!"))
D.apply_damage(legs.trample_damage, DAMAGE_BRUTE)
return TRUE
else
var/mob/living/L = H
src.visible_message(SPAN_DANGER("\The [src] runs over \the [L]!"))
if(isanimal(L))
if(issmall(L) && (L.stat == DEAD))
L.gib()
return TRUE
L.apply_damage(legs.trample_damage, DAMAGE_BRUTE)
return TRUE
/mob/living/heavy_vehicle/proc/ToggleLockdown()
lockdown = !lockdown
if(lockdown)
src.visible_message(SPAN_WARNING("\The [src] beeps loudly as its servos sieze up, and it enters lockdown mode!"))
else
src.visible_message(SPAN_WARNING("\The [src] hums with life as it is released from its lockdown mode!"))
/mob/living/heavy_vehicle/get_floating_chat_x_offset()
return -offset_x // reverse the offset
/mob/living/heavy_vehicle/get_floating_chat_y_offset()
return 20
/mob/living/heavy_vehicle/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
if(can_listen())
addtimer(CALLBACK(src, PROC_REF(handle_hear_say), speaker, message), 0.5 SECONDS)
return ..()
// heavily commented so it doesn't look like one fat chunk of code, which it still does - Geeves
/mob/living/heavy_vehicle/proc/handle_hear_say(var/mob/speaker, var/text)
var/found_text = findtext(text, name)
if(!found_text && nickname)
found_text = findtext(text, nickname)
if(found_text)
text = copytext(text, found_text) // I'm trimming the text each time so only information stated after eachother is valid
// a quick way to figure out the remote control status of the mech
if(findtext(text, "report diagnostics"))
var/has_leader = FALSE
if(leader)
var/mob/resolved_leader = leader.resolve()
if(!resolved_leader)
say("Error, leader not found. Unassigning...")
unassign_leader()
return
has_leader = TRUE
say("Currently [has_leader ? "paired with [leader_name]" : "unpaired"].")
if(following)
var/mob/resolved_following = following.resolve()
if(!resolved_following)
say("Error, follow target not found. Unassigning...")
unassign_following()
else
say("Currently following [resolved_following.name].")
if(nickname)
say("Nickname set to [nickname].")
say("Maintenance protocols, [maintenance_protocols ? "active" : "disabled"].")
return
// Checking whether we have a leader or not
if(!leader)
if(findtext(text, "toggle maintenance protocols")) // Allow for engaging maintenance protocols if no pilot
if(pilots)
say("Unlinked toggling of maintenance protocols requires no active pilots.")
return
if(toggle_maintenance_protocols())
say("Maintenance protocols toggled [maintenance_protocols ? "on" : "off"].")
return
if(!maintenance_protocols) // don't select a leader unless we have maintenance protocols set
say("Maintenance protocols must be enabled to link.")
return
// If we have no leader, we listen to the keywords 'listen to'
if(findtext(text, "listen to"))
text = copytext(text, found_text)
found_text = findtext(text, "me") // if they say listen to me, we listen to them
if(found_text)
assign_leader(speaker)
say("New paired leader, [leader_name], confirmed and added to temporary biometric database.")
return
// check for humans and their IDs
for(var/mob/living/carbon/human/H in view(world.view, src))
var/obj/item/card/id/ID = H.GetIdCard(TRUE)
if(ID?.registered_name) // we ID people based on their... ID
if(findtext(text, ID.registered_name))
assign_leader(H)
say("New paired leader, [ID.registered_name], confirmed and added to temporary biometric database.")
break
return
else
var/mob/resolved_leader = leader.resolve()
if(!resolved_leader)
say("Error, leader not found. Unassigning...")
unassign_leader()
return
if(speaker != resolved_leader && !(speaker in pilots))
return
found_text = findtext(text, "set nickname to")
if(found_text)
text = copytext(text, found_text + 15)
text = prepare_nickname(text)
if(lowertext(text) == "null")
nickname = null
say("Nickname removed.")
else
nickname = text
say("Nickname set to [text].")
return
// simply toggle maintenance protocols
if(findtext(text, "toggle maintenance protocols"))
if(toggle_maintenance_protocols())
say("Maintenance protocols toggled [maintenance_protocols ? "on" : "off"].")
return
// simply open or close the hatch
if(findtext(text, "toggle hatch"))
if(hatch_locked || force_locked)
say("Hatch locked, cannot toggle status.")
return
if(toggle_hatch())
say("Hatch [hatch_closed ? "closed" : "opened"].")
return
// simply toggle on or off the power
if(findtext(text, "toggle power"))
if(power == MECH_POWER_TRANSITION)
say("Power transition in progress. Please wait.")
return
else if(power == MECH_POWER_OFF && !get_cell(TRUE))
say("Insufficent power to power systems.")
return
if(toggle_power_remote())
say("Systems [power == MECH_POWER_ON ? "online" : "offline"].")
return
// simply toggle the lock status
if(findtext(text, "toggle lock"))
if(!hatch_closed)
say("Hatch lock cannot be toggled while the hatch is open.")
return
if(force_locked)
say("Hatch lock forced on, cannot override.")
return
if(toggle_lock())
say("Hatch [hatch_locked ? "locked" : "unlocked"].")
return
// unlink the leader to get a new one
if(findtext(text, "unlink"))
if(!maintenance_protocols) // Can't lock yourself out
say("Maintenance protocols must be enabled to unlink.")
return
unassign_leader()
say("Leader dropped, awaiting new leader.")
return
// stop following who you were assigned to follow
if(findtext(text, "stop"))
unassign_following()
GLOB.move_manager.stop_looping(src)
say("Holding position.")
return
// set a follow range for the mecha, one to three, at which point it stops approaching
found_text = findtext(text, "follow range")
if(found_text)
text = copytext(text, found_text)
var/list/follow_range = list("one", "two", "three")
for(var/i = 1 to length(follow_range))
if(findtext(text, follow_range[i]))
say("Follow range set to [follow_range[i]] units.")
follow_distance = i
break
return
// set who it has to follow, broken into two steps to make it more versatile
found_text = findtext(text, "follow")
if(found_text)
text = copytext(text, found_text)
found_text = findtext(text, "me")
if(found_text)
assign_following(speaker)
say("Following [speaker.name].")
return
for(var/mob/living/carbon/human/H in view(world.view, src))
var/obj/item/card/id/ID = H.GetIdCard(TRUE)
if(ID?.registered_name) // we ID people based on their... ID
if(findtext(text, ID.registered_name))
assign_following(H)
say("Following [ID.registered_name].")
break
return
/mob/living/heavy_vehicle/proc/handle_cell_charge(var/obj/item/cell/cell, var/new_charge)
SIGNAL_HANDLER
handle_power_hud()