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Aurora.3/code/modules/vehicles/cargo_train.dm
2022-06-09 12:46:14 +02:00

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/obj/vehicle/train/cargo/engine
name = "cargo train tug"
desc = "A ridable electric car designed for pulling cargo trolleys."
desc_info = "Click resist, or type resist into the red bar below to get off. Use ctrl-click to quickly toggle the engine if you're adjacent (only when vehicle is stationary). Alt-click will grab the keys, if present. If latched, you can use a wrench to unlatch."
icon = 'icons/obj/vehicles.dmi'
icon_state = "cargo_engine"
on = 0
powered = 1
locked = 0
load_item_visible = 1
load_offset_x = 0
mob_offset_y = 7
var/vueui_template = "trainengine"
var/car_limit = 3 //how many cars an engine can pull before performance degrades
active_engines = 1
var/obj/item/key/key
/obj/item/key/cargo_train
name = "key"
desc = "A keyring with a small steel key, and a yellow fob reading \"Choo Choo!\"."
icon = 'icons/obj/vehicles.dmi'
icon_state = "train_keys"
w_class = ITEMSIZE_TINY
/obj/vehicle/train/cargo/trolley
name = "cargo train trolley"
desc_info = "You can use a wrench to unlatch this."
icon = 'icons/obj/vehicles.dmi'
icon_state = "cargo_trailer"
anchored = 0
passenger_allowed = 0
locked = 0
load_item_visible = 1
load_offset_x = 0
load_offset_y = 4
mob_offset_y = 8
//-------------------------------------------
// Standard procs
//-------------------------------------------
/obj/vehicle/train/cargo/engine/setup_vehicle()
..()
setup_engine()
/obj/vehicle/train/cargo/engine/proc/setup_engine()
cell = new /obj/item/cell/high(src)
key = new /obj/item/key/cargo_train(src)
var/image/I = new(icon = icon, icon_state = "[icon_state]_overlay", layer = src.layer + 0.2) //over mobs
add_overlay(I)
turn_off()
/obj/vehicle/train/cargo/engine/attack_hand(mob/user)
if(use_check_and_message(user))
return
if(!load || user == load) // no driver, or the user is the driver
ui_interact(user)
return
..()
/obj/vehicle/train/cargo/engine/ui_interact(mob/user)
var/datum/vueui/ui = SSvueui.get_open_ui(user, src)
if(!ui)
ui = new(user, src, "vehicles-[vueui_template]", 600, 400, capitalize_first_letters(initial(name)))
ui.auto_update_content = TRUE
ui.open()
/obj/vehicle/train/cargo/engine/vueui_data_change(list/data, mob/user, datum/vueui/ui)
if(!length(data))
data = list()
data["is_on"] = on
data["has_key"] = !!key
data["has_cell"] = !!cell
if(cell)
data["cell_charge"] = cell.charge
data["cell_max_charge"] = cell.maxcharge
data["is_towing"] = !!tow
if(tow)
data["tow"] = tow.name
return data
/obj/vehicle/train/cargo/engine/Topic(href, href_list, state)
. = ..()
if(.)
return TRUE
if(load && load != usr)
to_chat(usr, SPAN_WARNING("You can't interact with \the [src] while its in use."))
return TRUE
if(href_list["toggle_engine"])
if(!on)
start_engine(usr)
else
stop_engine(usr)
if(href_list["key"])
remove_key(usr)
if(href_list["unlatch"])
tow.unattach(usr)
SSvueui.check_uis_for_change(src)
/obj/vehicle/train/cargo/engine/Move(var/turf/destination)
if(on && cell.charge < charge_use)
turn_off()
update_stats()
if(load && is_train_head())
to_chat(load, "The drive motor briefly whines, then drones to a stop.")
if(is_train_head() && !on)
return 0
//space check ~no flying space trains sorry
if(on && istype(destination, /turf/space))
return 0
return ..()
/obj/vehicle/train/cargo/trolley/attackby(obj/item/W as obj, mob/user as mob)
if(open && W.iswirecutter())
passenger_allowed = !passenger_allowed
user.visible_message("<span class='notice'>[user] [passenger_allowed ? "cuts" : "mends"] a cable in [src].</span>","<span class='notice'>You [passenger_allowed ? "cut" : "mend"] the load limiter cable.</span>")
else
..()
/obj/vehicle/train/cargo/engine/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/key/cargo_train))
if(!key)
user.drop_from_inventory(W, src)
key = W
to_chat(user, SPAN_NOTICE("You slide the key into the ignition."))
else
to_chat(user, SPAN_WARNING("\The [src] already has a key inserted."))
return
..()
// Cargo trains are open topped, so you can shoot at the driver.
// Or you can shoot at the tug itself, if you're good.
/obj/vehicle/train/cargo/bullet_act(var/obj/item/projectile/Proj)
if (buckled && Proj.original == buckled)
buckled.bullet_act(Proj)
else
..()
/obj/vehicle/train/cargo/update_icon()
if(open)
icon_state = initial(icon_state) + "_open"
else
icon_state = initial(icon_state)
/obj/vehicle/train/cargo/trolley/insert_cell(var/obj/item/cell/C, var/mob/living/carbon/human/H)
return
/obj/vehicle/train/cargo/engine/insert_cell(var/obj/item/cell/C, var/mob/living/carbon/human/H)
..()
update_stats()
/obj/vehicle/train/cargo/engine/remove_cell(var/mob/living/carbon/human/H)
..()
update_stats()
/obj/vehicle/train/cargo/engine/Collide(atom/Obstacle)
var/obj/machinery/door/D = Obstacle
var/mob/living/carbon/human/H = load
if(istype(D) && istype(H))
H.Collide(D) //a little hacky, but hey, it works, and respects access rights
. = ..()
/obj/vehicle/train/cargo/trolley/Collide(atom/Obstacle)
if(!lead)
return //so people can't knock others over by pushing a trolley around
. = ..()
//-------------------------------------------
// Train procs
//-------------------------------------------
/obj/vehicle/train/cargo/engine/turn_on()
if(!key)
audible_message("\The [src] whirrs, but the lack of a key causes it to shut down.")
return
else
..()
update_stats()
/obj/vehicle/train/cargo/RunOver(var/mob/living/carbon/human/H)
var/list/parts = list(BP_HEAD, BP_CHEST, BP_L_LEG, BP_R_LEG, BP_L_ARM, BP_R_ARM)
H.apply_effects(5, 5)
for(var/i = 0, i < rand(1,5), i++)
var/def_zone = pick(parts)
H.apply_damage(rand(5,10), BRUTE, def_zone)
/obj/vehicle/train/cargo/trolley/RunOver(var/mob/living/carbon/human/H)
..()
attack_log += text("\[[time_stamp()]\] <span class='warning'>ran over [H.name] ([H.ckey])</span>")
/obj/vehicle/train/cargo/engine/RunOver(var/mob/living/carbon/human/H)
..()
if(is_train_head() && istype(load, /mob/living/carbon/human))
var/mob/living/carbon/human/D = load
to_chat(D, "<span class='danger'>You ran over [H]!</span>")
visible_message("<span class='danger'>\The [src] ran over [H]!</span>")
attack_log += text("\[[time_stamp()]\] <span class='warning'>ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])</span>")
msg_admin_attack("[D.name] ([D.ckey]) ran over [H.name] ([H.ckey]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)",ckey=key_name(D),ckey_target=key_name(H))
else
attack_log += text("\[[time_stamp()]\] <span class='warning'>ran over [H.name] ([H.ckey])</span>")
//-------------------------------------------
// Interaction procs
//-------------------------------------------
/obj/vehicle/train/cargo/engine/relaymove(mob/user, direction)
if(user != load)
return 0
if(user.restrained())
return 0
if(is_train_head())
if(direction == reverse_direction(dir) && tow)
return 0
if(Move(get_step(src, direction)))
return 1
return 0
else
return ..()
/obj/vehicle/train/cargo/engine/examine(mob/user)
if(!..(user, 1))
return
if(!istype(usr, /mob/living/carbon/human))
return
to_chat(user, "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition.")
to_chat(user, "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%")
/obj/vehicle/train/cargo/engine/CtrlClick(var/mob/user)
if(Adjacent(user))
if(on)
stop_engine(usr)
else
start_engine(usr)
else
return ..()
/obj/vehicle/train/cargo/engine/AltClick(var/mob/user)
if(Adjacent(user))
remove_key(user)
else
return ..()
/obj/vehicle/train/cargo/engine/proc/start_engine(var/mob/user)
if(on)
to_chat(user, SPAN_WARNING("The engine is already running."))
return
turn_on()
if(on)
to_chat(user, SPAN_NOTICE("You start \the [src]'s engine."))
else if(cell.charge < charge_use)
to_chat(user, SPAN_WARNING("\The [src] is out of power."))
/obj/vehicle/train/cargo/engine/proc/stop_engine(var/mob/user)
if(!on)
to_chat(user, SPAN_WARNING("The engine is already stopped."))
return
turn_off()
if(!on)
to_chat(user, SPAN_NOTICE("You stop [src]'s engine."))
/obj/vehicle/train/cargo/engine/proc/remove_key(var/mob/user)
if(!key)
to_chat(usr, SPAN_WARNING("\The [src] doesn't have a key inserted!"))
return
if(load && load != usr)
return
if(on)
turn_off()
user.put_in_hands(key)
key = null
/obj/vehicle/train/cargo/engine/emag_act(var/remaining_charges, mob/user)
. = ..()
if(.)
update_car(train_length, active_engines)
//-------------------------------------------
// Loading/unloading procs
//-------------------------------------------
/obj/vehicle/train/cargo/trolley/load(var/atom/movable/C)
if(ismob(C) && !passenger_allowed)
return 0
if(!istype(C,/obj/machinery) && !istype(C,/obj/structure/closet) && !istype(C,/obj/structure/largecrate) && !istype(C,/obj/structure/reagent_dispensers) && !istype(C,/obj/structure/ore_box) && !istype(C, /mob/living/carbon/human))
return 0
//if there are any items you don't want to be able to interact with, add them to this check
// ~no more shielded, emitter armed death trains
if(istype(C, /obj/machinery))
load_object(C)
else
..()
if(load)
return 1
/obj/vehicle/train/cargo/engine/load(var/atom/movable/C)
if(!istype(C, /mob/living/carbon/human))
return 0
return ..()
//Load the object "inside" the trolley and add an overlay of it.
//This prevents the object from being interacted with until it has
// been unloaded. A dummy object is loaded instead so the loading
// code knows to handle it correctly.
/obj/vehicle/train/cargo/trolley/proc/load_object(var/atom/movable/C)
if(!isturf(C.loc)) //To prevent loading things from someone's inventory, which wouldn't get handled properly.
return 0
if(load || C.anchored)
return 0
var/datum/vehicle_dummy_load/dummy_load = new()
load = dummy_load
if(!load)
return
dummy_load.actual_load = C
C.forceMove(src)
if(load_item_visible)
var/mutable_appearance/MA = new(C)
MA.pixel_x += load_offset_x
MA.pixel_y += load_offset_y
MA.layer = FLOAT_LAYER
add_overlay(MA)
/obj/vehicle/train/cargo/trolley/unload(var/mob/user, var/direction)
if(istype(load, /datum/vehicle_dummy_load))
var/datum/vehicle_dummy_load/dummy_load = load
load = dummy_load.actual_load
dummy_load.actual_load = null
qdel(dummy_load)
cut_overlays()
..()
//-------------------------------------------
// Latching/unlatching procs
//-------------------------------------------
/obj/vehicle/train/cargo/engine/latch(obj/vehicle/train/T, mob/user)
if(!istype(T) || !Adjacent(T))
return 0
//if we are attaching a trolley to an engine we don't care what direction
// it is in and it should probably be attached with the engine in the lead
if(istype(T, /obj/vehicle/train/cargo/trolley))
T.attach_to(src, user)
else
var/T_dir = get_dir(src, T) //figure out where T is wrt src
if(dir == T_dir) //if car is ahead
src.attach_to(T, user)
else if(reverse_direction(dir) == T_dir) //else if car is behind
T.attach_to(src, user)
//-------------------------------------------------------
// Stat update procs
//
// Update the trains stats for speed calculations.
// The longer the train, the slower it will go. car_limit
// sets the max number of cars one engine can pull at
// full speed. Adding more cars beyond this will slow the
// train proportionate to the length of the train. Adding
// more engines increases this limit by car_limit per
// engine.
//-------------------------------------------------------
/obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
//Update move delay
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
if(emagged)
move_delay -= 2
/obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines)
src.train_length = train_length
src.active_engines = active_engines
if(!lead && !tow)
anchored = 0
else
anchored = 1