/obj/vehicle name = "generic vehicle" desc = "Yell at coderbus." icon = 'icons/obj/vehicles.dmi' icon_state = "fuckyou" max_integrity = 300 armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 60, ACID = 60) density = TRUE anchored = FALSE blocks_emissive = EMISSIVE_BLOCK_GENERIC pass_flags_self = PASSVEHICLE COOLDOWN_DECLARE(cooldown_vehicle_move) var/list/mob/occupants //mob = bitflags of their control level. ///Maximum amount of passengers plus drivers var/max_occupants = 1 ////Maximum amount of drivers var/max_drivers = 1 var/movedelay = 2 var/lastmove = 0 /** * If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on their riding component subtype * [/datum/component/riding/var/keytype] variable because only a few specific checks are handled here with this var, and the majority of it is on the riding component * Eventually the remaining checks should be moved to the component and this var removed. */ var/key_type ///The inserted key, needed on some vehicles to start the engine var/obj/item/key/inserted_key /// Whether the vehicle is currently able to move var/canmove = TRUE var/list/autogrant_actions_passenger //plain list of typepaths var/list/autogrant_actions_controller //assoc list "[bitflag]" = list(typepaths) var/list/mob/occupant_actions //assoc list mob = list(type = action datum assigned to mob) ///This vehicle will follow us when we move (like atrailer duh) var/obj/vehicle/trailer var/are_legs_exposed = FALSE /obj/vehicle/Initialize(mapload) . = ..() occupants = list() autogrant_actions_passenger = list() autogrant_actions_controller = list() occupant_actions = list() generate_actions() /obj/vehicle/examine(mob/user) . = ..() if(resistance_flags & ON_FIRE) . += span_warning("It's on fire!") var/healthpercent = atom_integrity/max_integrity * 100 switch(healthpercent) if(50 to 99) . += "It looks slightly damaged." if(25 to 50) . += "It appears heavily damaged." if(0 to 25) . += span_warning("It's falling apart!") /obj/vehicle/proc/is_key(obj/item/I) return istype(I, key_type) /obj/vehicle/proc/return_occupants() return occupants /obj/vehicle/proc/occupant_amount() return LAZYLEN(occupants) /obj/vehicle/proc/return_amount_of_controllers_with_flag(flag) . = 0 for(var/i in occupants) if(occupants[i] & flag) .++ /obj/vehicle/proc/return_controllers_with_flag(flag) RETURN_TYPE(/list/mob) . = list() for(var/i in occupants) if(occupants[i] & flag) . += i /obj/vehicle/proc/return_drivers() return return_controllers_with_flag(VEHICLE_CONTROL_DRIVE) /obj/vehicle/proc/driver_amount() return return_amount_of_controllers_with_flag(VEHICLE_CONTROL_DRIVE) /obj/vehicle/proc/is_driver(mob/M) return is_occupant(M) && occupants[M] & VEHICLE_CONTROL_DRIVE /obj/vehicle/proc/is_occupant(mob/M) return !isnull(LAZYACCESS(occupants, M)) /obj/vehicle/proc/add_occupant(mob/M, control_flags) if(!istype(M) || is_occupant(M)) return FALSE LAZYSET(occupants, M, NONE) add_control_flags(M, control_flags) after_add_occupant(M) grant_passenger_actions(M) return TRUE /obj/vehicle/proc/after_add_occupant(mob/M) auto_assign_occupant_flags(M) /obj/vehicle/proc/auto_assign_occupant_flags(mob/M) //override for each type that needs it. Default is assign driver if drivers is not at max. if(driver_amount() < max_drivers) add_control_flags(M, VEHICLE_CONTROL_DRIVE) /obj/vehicle/proc/remove_occupant(mob/M) SHOULD_CALL_PARENT(TRUE) if(!istype(M)) return FALSE remove_control_flags(M, ALL) remove_passenger_actions(M) LAZYREMOVE(occupants, M) cleanup_actions_for_mob(M) after_remove_occupant(M) return TRUE /obj/vehicle/proc/after_remove_occupant(mob/M) /obj/vehicle/relaymove(mob/living/user, direction) if(!canmove) return FALSE if(is_driver(user)) return relaydrive(user, direction) return FALSE /obj/vehicle/proc/after_move(direction) return /obj/vehicle/proc/add_control_flags(mob/controller, flags) if(!is_occupant(controller) || !flags) return FALSE occupants[controller] |= flags for(var/i in GLOB.bitflags) if(flags & i) grant_controller_actions_by_flag(controller, i) return TRUE /obj/vehicle/proc/remove_control_flags(mob/controller, flags) if(!is_occupant(controller) || !flags) return FALSE occupants[controller] &= ~flags for(var/i in GLOB.bitflags) if(flags & i) remove_controller_actions_by_flag(controller, i) return TRUE /obj/vehicle/Move(newloc, dir) . = ..() if(trailer && .) var/dir_to_move = get_dir(trailer.loc, newloc) step(trailer, dir_to_move)