mirror of
https://github.com/Aurorastation/Aurora.3.git
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222 lines
5.7 KiB
Plaintext
222 lines
5.7 KiB
Plaintext
/obj/vehicle/train
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name = "train"
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dir = 4
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move_delay = 1
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health = 100
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maxhealth = 100
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fire_dam_coeff = 0.7
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brute_dam_coeff = 0.5
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var/passenger_allowed = 1
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var/active_engines = 0
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var/train_length = 0
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var/obj/vehicle/train/lead
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var/obj/vehicle/train/tow
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can_hold_mob = TRUE
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//-------------------------------------------
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// Standard procs
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//-------------------------------------------
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/obj/vehicle/train/setup_vehicle()
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..()
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for(var/obj/vehicle/train/T in orange(1, src))
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latch(T)
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/obj/vehicle/train/examine(mob/user)
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. = ..()
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if(lead)
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to_chat(user, SPAN_NOTICE("It is being towed by \the [lead] in the [dir2text(get_dir(src, lead))]."))
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if(tow)
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to_chat(user, SPAN_NOTICE("It towing \the [tow] in the [dir2text(get_dir(src, tow))]."))
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/obj/vehicle/train/Move()
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var/old_loc = get_turf(src)
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if(..())
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if(tow)
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tow.Move(old_loc)
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return 1
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else
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if(lead)
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unattach()
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return 0
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/obj/vehicle/train/Collide(atom/Obstacle)
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. = ..()
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if(!istype(Obstacle, /atom/movable))
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return
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var/atom/movable/A = Obstacle
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if(!A.anchored)
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var/turf/T = get_step(A, dir)
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if(isturf(T))
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A.Move(T) //bump things away when hit
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if(emagged)
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if(isliving(A))
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var/mob/living/M = A
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visible_message(SPAN_WARNING("[src] knocks over [M]!"))
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var/def_zone = ran_zone()
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M.apply_effects(5, 5) //knock people down if you hit them
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M.apply_damage(22 / move_delay, DAMAGE_BRUTE, def_zone,) // and do damage according to how fast the train is going
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if(isliving(load))
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var/mob/living/D = load
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to_chat(D, SPAN_WARNING("You hit [M]!"))
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msg_admin_attack("[D.name] ([D.ckey]) hit [M.name] ([M.ckey]) with [src]. (<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(M))
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//-------------------------------------------
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// Vehicle procs
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//-------------------------------------------
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/obj/vehicle/train/explode()
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if (tow)
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tow.unattach()
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unattach()
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..()
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//-------------------------------------------
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// Interaction procs
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//-------------------------------------------
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/obj/vehicle/train/MouseDrop_T(var/atom/movable/C, mob/user as mob)
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if(use_check_and_message(user))
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return
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if(istype(C, /obj/vehicle/train))
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latch(C, user)
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else
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if(!load(C))
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to_chat(user, SPAN_WARNING("You were unable to load \the [C] on \the [src]."))
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/obj/vehicle/train/attack_hand(mob/user as mob)
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if(use_check_and_message(user))
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return 0
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if(user != load && (user in src))
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user.forceMove(loc) //for handling players stuck in src
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else if(load)
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unload(user) //unload if loaded
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/obj/vehicle/train/attackby(obj/item/W, mob/user)
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if(W.iswrench())
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playsound(loc, W.usesound, 70, FALSE)
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unattach(user)
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return
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return ..()
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//-------------------------------------------
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// Latching/unlatching procs
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//-------------------------------------------
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//attempts to attach src as a follower of the train T
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//Note: there is a modified version of this in code\modules\vehicles\cargo_train.dm specifically for cargo train engines
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/obj/vehicle/train/proc/attach_to(obj/vehicle/train/T, mob/user)
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if (get_dist(src, T) > 1)
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to_chat(user, SPAN_WARNING("\The [src] is too far away from \the [T] to hitch them together."))
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return
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if (lead)
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to_chat(user, SPAN_WARNING("\The [src] is already hitched to something."))
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return
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if (T.tow)
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to_chat(user, SPAN_WARNING("\The [T] is already towing something."))
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return
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//check for cycles.
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var/obj/vehicle/train/next_car = T
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while (next_car)
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if (next_car == src)
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to_chat(user, SPAN_WARNING("That seems very silly."))
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return
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next_car = next_car.lead
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//latch with src as the follower
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src.lead = T
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T.tow = src
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set_dir(get_dir(src, lead))
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to_chat(user, SPAN_NOTICE("You hitch \the [src] to \the [T]."))
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playsound(loc, 'sound/items/wrench.ogg', 70, TRUE)
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update_stats()
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//detaches the train from whatever is towing it
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/obj/vehicle/train/proc/unattach(mob/user)
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if (!lead)
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to_chat(user, SPAN_WARNING("\The [src] is not hitched to anything."))
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return
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lead.tow = null
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lead.update_stats()
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to_chat(user, SPAN_NOTICE("You unhitch \the [src] from \the [lead]."))
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lead = null
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update_stats()
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//-------------------------------------------
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// Latching/unlatching procs
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//-------------------------------------------
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/obj/vehicle/train/proc/latch(obj/vehicle/train/T, mob/user)
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if(!istype(T) || !Adjacent(T))
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return 0
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//if we are attaching a trolley to an engine we don't care what direction
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// it is in and it should probably be attached with the engine in the lead
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if(istype(T, /obj/vehicle/train/cargo/engine))
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src.attach_to(T, user)
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else
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var/T_dir = get_dir(src, T) //figure out where T is wrt src
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if(dir == T_dir) //if car is ahead
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src.attach_to(T, user)
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else if(reverse_direction(dir) == T_dir) //else if car is behind
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T.attach_to(src, user)
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//returns 1 if this is the lead car of the train
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/obj/vehicle/train/proc/is_train_head()
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if (lead)
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return 0
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return 1
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//-------------------------------------------------------
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// Stat update procs
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//
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// Used for updating the stats for how long the train is.
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// These are useful for calculating speed based on the
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// size of the train, to limit super long trains.
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//-------------------------------------------------------
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/obj/vehicle/train/update_stats()
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//first, seek to the end of the train
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var/obj/vehicle/train/T = src
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while(T.tow)
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//check for cyclic train.
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if (T.tow == src)
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lead.tow = null
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lead.update_stats()
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lead = null
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update_stats()
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return
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T = T.tow
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//now walk back to the front.
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var/active_engines = 0
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var/train_length = 0
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while(T)
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train_length++
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if (T.powered && T.on)
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active_engines++
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T.update_car(train_length, active_engines)
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T = T.lead
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/obj/vehicle/train/proc/update_car(var/train_length, var/active_engines)
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return
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