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* Split examine verb and function, and include adjacency and distance checking in examine function * Fix various issues * Update code/modules/mob/examinations.dm Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com> * Add required define vars * Update code/game/objects/items/stacks/wrap.dm Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com> --------- Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
401 lines
12 KiB
Plaintext
401 lines
12 KiB
Plaintext
/obj/vehicle/train/cargo/engine
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name = "cargo train tug"
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desc = "A ridable electric car designed for pulling cargo trolleys."
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desc_info = "Click-drag yourself onto the truck to climb onto it.<br>\
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- CTRL-click the truck to open the ignition and controls menu.<br>\
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- ALT-click the truck to remove the key from the ignition.<br>\
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- Click the truck to open a UI menu.<br>\
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- Click the resist button or type \"resist\" in the command bar at the bottom of your screen to get off the truck.<br>\
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- If latched, you can use a wrench to unlatch."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "cargo_engine"
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on = 0
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powered = 1
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locked = 0
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load_item_visible = 1
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load_offset_x = 0
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mob_offset_y = 10
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var/tgui_template = "TrainEngine"
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var/car_limit = 3 //how many cars an engine can pull before performance degrades
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active_engines = 1
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var/obj/item/key/key
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var/key_type = /obj/item/key/cargo_train
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/obj/item/key/cargo_train
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name = "key"
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desc = "A keyring with a small steel key, and a yellow fob reading \"Choo Choo!\"."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "train_keys"
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w_class = ITEMSIZE_TINY
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/obj/vehicle/train/cargo/trolley
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name = "cargo train trolley"
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desc_info = "You can use a wrench to unlatch this."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "cargo_trailer"
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anchored = 0
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passenger_allowed = 0
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locked = 0
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load_item_visible = 1
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load_offset_x = 0
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load_offset_y = 5
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mob_offset_y = 8
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//-------------------------------------------
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// Standard procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/setup_vehicle()
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..()
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setup_engine()
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/obj/vehicle/train/cargo/engine/proc/setup_engine()
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cell = new /obj/item/cell/high(src)
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if(ispath(key_type))
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key = new key_type(src)
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var/image/I = new(icon = icon, icon_state = "[icon_state]_overlay", layer = src.layer + 0.2) //over mobs
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add_overlay(I)
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turn_off()
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/obj/vehicle/train/cargo/engine/attack_hand(mob/user)
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if(use_check_and_message(user))
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return
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if(!load || user == load) // no driver, or the user is the driver
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ui_interact(user)
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return
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..()
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/obj/vehicle/train/cargo/engine/ui_interact(mob/user, var/datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, tgui_template, capitalize_first_letters(initial(name)), 600, 400)
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ui.open()
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/obj/vehicle/train/cargo/engine/ui_data(mob/user)
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var/list/data = list()
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data["is_on"] = on
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data["has_key"] = !!key
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data["has_cell"] = !!cell
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if(cell)
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data["cell_charge"] = cell.percent()
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data["is_towing"] = !!tow
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if(tow)
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data["tow"] = tow.name
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return data
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/obj/vehicle/train/cargo/engine/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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if(load && load != usr)
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to_chat(usr, SPAN_WARNING("You can't interact with \the [src] while its in use."))
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return
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switch(action)
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if("toggle_engine")
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turn_on(usr)
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. = TRUE
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if("key")
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remove_key(usr)
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. = TRUE
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if("unlatch")
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if(tow)
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tow.unattach(usr)
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. = TRUE
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/obj/vehicle/train/cargo/engine/Move(var/turf/destination)
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if(on && cell.charge < charge_use)
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turn_off()
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update_stats()
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if(load && is_train_head())
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to_chat(load, "The drive motor briefly whines, then drones to a stop.")
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if(is_train_head() && !on)
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return 0
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//space check ~no flying space trains sorry
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if(on && istype(destination, /turf/space))
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return 0
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return ..()
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/obj/vehicle/train/cargo/trolley/attackby(obj/item/W as obj, mob/user as mob)
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if(open && W.iswirecutter())
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passenger_allowed = !passenger_allowed
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user.visible_message(SPAN_NOTICE("[user] [passenger_allowed ? "cuts" : "mends"] a cable in [src]."),SPAN_NOTICE("You [passenger_allowed ? "cut" : "mend"] the load limiter cable."))
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else
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..()
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/obj/vehicle/train/cargo/engine/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, key_type))
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if(!key)
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user.drop_from_inventory(W, src)
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key = W // put the key in the ignition
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to_chat(user, SPAN_NOTICE("You slide \the [W] into \the [src]\s ignition."))
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playsound(src, 'sound/machines/vehicles/key_in.ogg', 50, FALSE)
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else
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to_chat(user, SPAN_NOTICE("There is already a key in \the [src]\s ignition."))
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return
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..()
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// Cargo trains are open topped, so you can shoot at the driver.
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// Or you can shoot at the tug itself, if you're good.
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/obj/vehicle/train/cargo/bullet_act(var/obj/item/projectile/Proj)
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if (buckled && Proj.original == buckled)
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buckled.bullet_act(Proj)
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else
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..()
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/obj/vehicle/train/cargo/update_icon()
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if(open)
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icon_state = initial(icon_state) + "_open"
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else
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icon_state = initial(icon_state)
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/obj/vehicle/train/cargo/trolley/insert_cell(var/obj/item/cell/C, var/mob/living/carbon/human/H)
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return
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/obj/vehicle/train/cargo/engine/insert_cell(var/obj/item/cell/C, var/mob/living/carbon/human/H)
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..()
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update_stats()
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/obj/vehicle/train/cargo/engine/remove_cell(var/mob/living/carbon/human/H)
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..()
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update_stats()
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/obj/vehicle/train/cargo/engine/Collide(atom/Obstacle)
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var/obj/machinery/door/D = Obstacle
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var/mob/living/carbon/human/H = load
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if(istype(D) && istype(H))
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H.Collide(D) //a little hacky, but hey, it works, and respects access rights
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. = ..()
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/obj/vehicle/train/cargo/trolley/Collide(atom/Obstacle)
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if(!lead)
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return //so people can't knock others over by pushing a trolley around
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. = ..()
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//-------------------------------------------
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// Train procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/turn_on(var/mob/user)
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if(!key)
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audible_message("\The [src] whirrs, but the lack of a key causes it to shut down.")
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return
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if(!on)
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..()
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to_chat(user, SPAN_NOTICE("You turn on \the [src]\s ignition."))
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playsound(src, 'sound/machines/vehicles/button.ogg', 50, FALSE)
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playsound_in(src, 'sound/machines/vehicles/start.ogg', 50, FALSE, time = 1 SECOND)
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else
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turn_off(user)
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update_stats()
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/obj/vehicle/train/cargo/engine/turn_off(var/mob/user)
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..()
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to_chat(user, SPAN_NOTICE("You turn off \the [src]\s ignition."))
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playsound(src, 'sound/machines/vehicles/button.ogg', 50, FALSE)
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/obj/vehicle/train/cargo/RunOver(var/mob/living/carbon/human/H)
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var/list/parts = list(BP_HEAD, BP_CHEST, BP_L_LEG, BP_R_LEG, BP_L_ARM, BP_R_ARM)
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H.apply_effects(5, 5)
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for(var/i = 0, i < rand(1,5), i++)
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var/def_zone = pick(parts)
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H.apply_damage(rand(5,10), DAMAGE_BRUTE, def_zone)
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/obj/vehicle/train/cargo/trolley/RunOver(var/mob/living/carbon/human/H)
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..()
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attack_log += text("\[[time_stamp()]\] <span class='warning'>ran over [H.name] ([H.ckey])</span>")
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/obj/vehicle/train/cargo/engine/RunOver(var/mob/living/carbon/human/H)
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..()
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if(is_train_head() && istype(load, /mob/living/carbon/human))
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var/mob/living/carbon/human/D = load
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to_chat(D, "<span class='danger'>You ran over [H]!</span>")
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visible_message("<span class='danger'>\The [src] ran over [H]!</span>")
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attack_log += text("\[[time_stamp()]\] <span class='warning'>ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])</span>")
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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))
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else
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attack_log += text("\[[time_stamp()]\] <span class='warning'>ran over [H.name] ([H.ckey])</span>")
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//-------------------------------------------
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// Interaction procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/engine/relaymove(mob/user, direction)
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if(user != load)
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return 0
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if(user.restrained())
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return 0
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if(is_train_head())
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if(direction == reverse_direction(dir) && tow)
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return 0
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if(Move(get_step(src, direction)))
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return 1
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return 0
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else
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return ..()
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/obj/vehicle/train/cargo/engine/examine(mob/user, distance)
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. = ..()
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if(distance > 1)
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return
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if(!istype(usr, /mob/living/carbon/human))
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return
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to_chat(user, "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition.")
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to_chat(user, "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%")
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/obj/vehicle/train/cargo/engine/CtrlClick(mob/user)
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if(load && load != user)
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to_chat(user, SPAN_WARNING("You can't interact with \the [src] while it's in use."))
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return
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var/list/options = list(
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"Toggle Ignition" = image(src, "train_keys"),
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"Toggle Latching" = image(src, "cargo_trailer", NORTH)
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)
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var/chosen_option = show_radial_menu(user, src, options, radius = 42, require_near = TRUE, tooltips = TRUE)
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if (!chosen_option)
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return
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switch(chosen_option)
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if("Toggle Ignition")
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turn_on(user)
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if("Toggle Latching")
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if(tow)
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tow.unattach(user)
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/obj/vehicle/train/cargo/engine/AltClick(var/mob/user)
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if(Adjacent(user))
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remove_key(user)
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else
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return ..()
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/obj/vehicle/train/cargo/engine/proc/remove_key(var/mob/user)
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if(!key)
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to_chat(usr, SPAN_WARNING("\The [src] doesn't have a key inserted!"))
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return
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if(load && load != usr)
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to_chat(usr, SPAN_WARNING("You can't remove \the [key] from \the [src] while it's in use."))
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return
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to_chat(user, SPAN_NOTICE("You take out \the [key] out of \the [src]\s ignition."))
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playsound(src, 'sound/machines/vehicles/key_out.ogg', 50, FALSE)
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if(on)
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turn_off()
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user.put_in_hands(key)
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key = null
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/obj/vehicle/train/cargo/engine/emag_act(var/remaining_charges, mob/user)
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. = ..()
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if(.)
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update_car(train_length, active_engines)
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//-------------------------------------------
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// Loading/unloading procs
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//-------------------------------------------
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/obj/vehicle/train/cargo/trolley/load(var/atom/movable/C)
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if(ismob(C) && !passenger_allowed)
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return 0
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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))
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return 0
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//if there are any items you don't want to be able to interact with, add them to this check
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// ~no more shielded, emitter armed death trains
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if(istype(C, /obj/machinery))
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load_object(C)
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else
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..()
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if(load)
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return 1
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/obj/vehicle/train/cargo/engine/load(var/atom/movable/C)
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if(!istype(C, /mob/living/carbon/human))
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return 0
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return ..()
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//Load the object "inside" the trolley and add an overlay of it.
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//This prevents the object from being interacted with until it has
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// been unloaded. A dummy object is loaded instead so the loading
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// code knows to handle it correctly.
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/obj/vehicle/train/cargo/trolley/proc/load_object(var/atom/movable/C)
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if(!isturf(C.loc)) //To prevent loading things from someone's inventory, which wouldn't get handled properly.
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return 0
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if(load || C.anchored)
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return 0
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var/datum/vehicle_dummy_load/dummy_load = new()
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load = dummy_load
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if(!load)
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return
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dummy_load.actual_load = C
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C.forceMove(src)
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if(load_item_visible)
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var/mutable_appearance/MA = new(C)
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MA.pixel_x += load_offset_x
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MA.pixel_y += load_offset_y
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MA.layer = FLOAT_LAYER
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add_overlay(MA)
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/obj/vehicle/train/cargo/trolley/unload(var/mob/user, var/direction)
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if(istype(load, /datum/vehicle_dummy_load))
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var/datum/vehicle_dummy_load/dummy_load = load
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load = dummy_load.actual_load
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dummy_load.actual_load = null
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qdel(dummy_load)
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cut_overlays()
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..()
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//-------------------------------------------------------
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// Stat update procs
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//
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// Update the trains stats for speed calculations.
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// The longer the train, the slower it will go. car_limit
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// sets the max number of cars one engine can pull at
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// full speed. Adding more cars beyond this will slow the
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// train proportionate to the length of the train. Adding
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// more engines increases this limit by car_limit per
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// engine.
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//-------------------------------------------------------
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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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//Update move delay
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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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if(emagged)
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move_delay -= 2
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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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src.active_engines = active_engines
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if(!lead && !tow)
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anchored = 0
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else
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anchored = 1
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