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/obj/vehicle
name = "generic vehicle"
desc = "Yell at coderbus."
icon = 'icons/mob/rideables/vehicles.dmi'
icon_state = "error"
abstract_type = /obj/vehicle
max_integrity = 300
armor_type = /datum/armor/obj_vehicle
layer = VEHICLE_LAYER
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/obj/item/key_type
///The inserted key, needed on some vehicles to start the engine
var/obj/item/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/list/datum/action/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
var/enter_sound
var/exit_sound
/datum/armor/obj_vehicle
melee = 30
bullet = 30
laser = 30
bomb = 30
fire = 60
acid = 60
/obj/vehicle/Initialize(mapload)
. = ..()
occupants = list()
autogrant_actions_passenger = list()
autogrant_actions_controller = list()
occupant_actions = list()
generate_actions()
ADD_TRAIT(src, TRAIT_CASTABLE_LOC, INNATE_TRAIT)
/obj/vehicle/Destroy(force)
QDEL_NULL(trailer)
inserted_key = null
return ..()
/obj/vehicle/Exited(atom/movable/gone, direction)
if(gone == inserted_key)
inserted_key = null
if(exit_sound)
playsound(src, exit_sound, 70, TRUE, MEDIUM_RANGE_SOUND_EXTRARANGE)
return ..()
/obj/vehicle/examine(mob/user)
. = ..()
. += generate_integrity_message()
/// Returns a readable string of the vehicle's health for examining. Overridden by subtypes who want to be more verbose with their health messages.
/obj/vehicle/proc/generate_integrity_message()
var/examine_text = ""
var/integrity = atom_integrity/max_integrity * 100
switch(integrity)
if(50 to 99)
examine_text = "It looks slightly damaged."
if(25 to 50)
examine_text = "It appears heavily damaged."
if(0 to 25)
examine_text = span_warning("It's falling apart!")
return examine_text
/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, forced)
if(!istype(M) || is_occupant(M))
return FALSE
if(enter_sound && !forced)
playsound(src, enter_sound, 70, TRUE, MEDIUM_RANGE_SOUND_EXTRARANGE)
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)
// LAZYREMOVE(contents, 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
/// To add a trailer to the vehicle in a manner that allows safe qdels
/obj/vehicle/proc/add_trailer(obj/vehicle/added_vehicle)
trailer = added_vehicle
RegisterSignal(trailer, COMSIG_QDELETING, PROC_REF(remove_trailer))
/// To remove a trailer from the vehicle in a manner that allows safe qdels
/obj/vehicle/proc/remove_trailer()
SIGNAL_HANDLER
UnregisterSignal(trailer, COMSIG_QDELETING)
trailer = null
/obj/vehicle/Move(newloc, dir)
// It is unfortunate, but this is the way to make it not mess up
var/atom/old_loc = loc
// When we do this, it will set the loc to the new loc
. = ..()
if(trailer && .)
var/dir_to_move = get_dir(trailer.loc, old_loc)
trailer.glide_size = glide_size //SKYRAT EDIT: Carts
step(trailer, dir_to_move)