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cf861efefd Mech Controls Rework (#21762)
This PR reworks the controls for Mechs to now operate under
"Battletech-Style" controls. Where the W and S keys are instead Forward
and Reverse, while A and D are turn-left and turn-right respectively.
This control scheme is generally significantly more playable for mechs,
since mechs can only interact with objects or fire weapons in a
forward-facing arc. Mechs were previously incapable of both
repositioning and fighting at the same time, while with this update a
mech can now face an enemy, fire upon them, and either move closer to
them or further away.

Mechs also now have reverse speed characteristics based on their chassis
selection. Bipedal legs generally have the worst reverse speed. Quad
legs have significantly better reverse handling, and Treads have no
reverse speed reduction at all (with the fun caveat that they suck at
turning).

I have also fixed the issue of mechs feeling like they were "too easy to
mobility kill". It turned out that mechs were hardcoded to be mobility
killed when they took only 45 points of damage, regardless of how tough
their legs were. I have reworked this to instead be a linear decrease in
movement speed, based on the damage taken ratio of the legs. Larger and
tougher legs are naturally more resistant to being impeded by mobility
damage.

I have actually tested this PR, here's it in action! NOW WITH STRAFING


https://github.com/user-attachments/assets/3123fed8-ec22-4118-8a6a-7cbfe45e6667

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-17 15:39:03 +00:00

205 lines
6.4 KiB
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/mob/living/heavy_vehicle/proc/can_move(var/mob/user)
if(world.time < next_mecha_move)
return
if(incapacitated() || (user && user.incapacitated()) || lockdown)
return
if(!legs)
if(user)
to_chat(user, SPAN_WARNING("\The [src] has no means of propulsion!"))
next_mecha_move = world.time + 3 // Just to stop them from getting spammed with messages.
return
if(!legs.motivator || legs.total_damage != 0 && legs.total_damage >= legs.max_damage)
if(user)
to_chat(user, SPAN_WARNING("Your motivators are destroyed! You can't move!"))
next_mecha_move = world.time + 15
return
if(maintenance_protocols)
if(user)
to_chat(user, SPAN_WARNING("Maintenance protocols are in effect."))
return
var/obj/item/cell/C = get_cell()
if(!C || !C.check_charge(legs.power_use * CELLRATE))
if(user)
to_chat(user, SPAN_WARNING("The power indicator flashes briefly."))
return
next_mecha_move = world.time + (incorporeal_move ? legs.move_delay / 2 : legs.move_delay) + (legs.damaged_delay * (legs.total_damage / legs.max_damage))
return TRUE
/mob/living/heavy_vehicle/proc/can_turn(var/mob/user)
if(world.time < next_mecha_turn)
return
if(incapacitated() || (user && user.incapacitated()) || lockdown)
return
if(!legs)
if(user)
to_chat(user, SPAN_WARNING("\The [src] has no means of propulsion!"))
next_mecha_turn = world.time + 3 // Just to stop them from getting spammed with messages.
return
if(!legs.motivator || legs.total_damage != 0 && legs.total_damage >= legs.max_damage)
if(user)
to_chat(user, SPAN_WARNING("Your motivators are destroyed! You can't turn!"))
next_mecha_turn = world.time + 15
return
if(maintenance_protocols)
if(user)
to_chat(user, SPAN_WARNING("Maintenance protocols are in effect."))
return
var/obj/item/cell/C = get_cell()
if(!C || !C.check_charge(legs.power_use * CELLRATE))
if(user)
to_chat(user, SPAN_WARNING("The power indicator flashes briefly."))
return
next_mecha_turn = world.time + legs.turn_delay + (legs.damaged_delay * (legs.total_damage / legs.max_damage))
return TRUE
/mob/living/heavy_vehicle/proc/can_strafe(var/mob/user)
if (world.time < next_mecha_move)
return
if(incapacitated() || (user && user.incapacitated()) || lockdown)
return
if(!legs)
if(user)
to_chat(user, SPAN_WARNING("\The [src] has no means of propulsion!"))
next_mecha_move = world.time + 3 // Just to stop them from getting spammed with messages.
return
if(!legs.can_strafe)
if(user)
to_chat(user, SPAN_WARNING("Your motivators are not capable of strafing!"))
next_mecha_move = world.time + 15
return
if(!legs.motivator || legs.total_damage != 0 && legs.total_damage >= legs.max_damage)
if(user)
to_chat(user, SPAN_WARNING("Your motivators are destroyed! You can't strafe!"))
next_mecha_move = world.time + 15
return
if(maintenance_protocols)
if(user)
to_chat(user, SPAN_WARNING("Maintenance protocols are in effect."))
return
var/obj/item/cell/C = get_cell()
if(!C || !C.check_charge(legs.power_use * CELLRATE))
if(user)
to_chat(user, SPAN_WARNING("The power indicator flashes briefly."))
return
next_mecha_move = world.time + ((legs.move_delay + (legs.damaged_delay * (legs.total_damage / legs.max_damage))) * legs.strafe_delay_modifier)
return TRUE
/mob/living/heavy_vehicle/get_standard_pixel_x()
return offset_x
/mob/living/heavy_vehicle/proc/toggle_maintenance_protocols()
var/atom/movable/screen/mecha/toggle/maint/M = locate() in hud_elements
if(M)
M.toggled()
return TRUE
/mob/living/heavy_vehicle/proc/toggle_hatch()
var/atom/movable/screen/mecha/toggle/hatch_open/H = locate() in hud_elements
if(H)
H.toggled()
return TRUE
/// Called by voice command
/// Ensures the hud element for power is updated, and sends special condition to have messages not be sent to the user
/mob/living/heavy_vehicle/proc/toggle_power_remote()
var/atom/movable/screen/mecha/toggle/power_control/P = locate() in hud_elements
if(P)
P.toggled(TRUE)
return TRUE
/mob/living/heavy_vehicle/proc/toggle_lock()
var/atom/movable/screen/mecha/toggle/hatch/L = locate() in hud_elements
if(L)
L.toggled()
return TRUE
/mob/living/heavy_vehicle/proc/can_listen()
return TRUE
/mob/living/heavy_vehicle/proc/assign_leader(var/mob/living/carbon/human/H)
leader_name = H.name
leader = WEAKREF(H)
/mob/living/heavy_vehicle/proc/unassign_leader()
leader = null
leader_name = null
/mob/living/heavy_vehicle/proc/assign_following(var/mob/living/carbon/human/H)
following_name = H.name
following = WEAKREF(H)
/mob/living/heavy_vehicle/proc/unassign_following()
following = null
following_name = null
/mob/living/heavy_vehicle/proc/prepare_nickname(var/text)
text = replacemany(text, list("\"" = "", "." = "", "," = ""))
text = trim_left(text)
text = trim_right(text)
return text
/mob/living/heavy_vehicle/proc/use_cell_power(var/power_to_use)
var/power_used = get_cell()?.use(power_to_use)
if(power_used <= 0)
for(var/hardpoint in hardpoints)
var/obj/item/mecha_equipment/ME = hardpoints[hardpoint]
if(ME)
ME.deactivate()
return power_used
/mob/living/heavy_vehicle/proc/drain_cell_power(var/power_to_drain)
var/power_used = get_cell()?.drain_power(0, 0, power_to_drain)
if(power_used <= 0)
for(var/hardpoint in hardpoints)
var/obj/item/mecha_equipment/ME = hardpoints[hardpoint]
if(ME)
ME.deactivate()
return power_used
/mob/living/heavy_vehicle/proc/checked_use_cell(var/power_to_drain)
var/can_use = get_cell()?.checked_use(0, 0, power_to_drain)
if(!get_cell()?.charge)
for(var/hardpoint in hardpoints)
var/obj/item/mecha_equipment/ME = hardpoints[hardpoint]
if(ME)
ME.deactivate()
return can_use
/mob/living/heavy_vehicle/proc/set_mech_incorporeal(var/incorporeal_state)
var/old_corporeal_state = incorporeal_move
incorporeal_move = incorporeal_state
if(old_corporeal_state != incorporeal_move)
if(incorporeal_move)
add_filter("INCORPBLUR", 1, list("type" = "blur"))
animate(src, time = 1 SECOND, alpha = 150, flags = ANIMATION_PARALLEL)
animate(get_filter("INCORPBLUR"), time = 1 SECOND, size = 1.5, flags = ANIMATION_PARALLEL)
else
animate(get_filter("INCORPBLUR"), time = 1 SECOND, size = 1, flags = ANIMATION_PARALLEL)
animate(src, time = 1 SECOND, alpha = initial(alpha), flags = ANIMATION_PARALLEL)
remove_filter("INCORPBLUR")
/mob/living/heavy_vehicle/get_organ_name_from_zone(var/def_zone)
var/obj/item/mech_component/MC = zoneToComponent(def_zone)
if(MC)
return MC.name
return ..()