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https://github.com/Bubberstation/Bubberstation.git
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9f2a531c33
## About The Pull Request Adds `isliving()` check on trying to put other people in the car and upgrades the check for trying to put yourself in the car ## Why It's Good For The Game fixes #96160 ## Changelog 🆑 fix: The dead can't drive /🆑
179 lines
5.5 KiB
Plaintext
179 lines
5.5 KiB
Plaintext
/obj/vehicle/sealed
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_IGNORE_MOBILITY
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interaction_flags_mouse_drop = NEED_HANDS
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var/enter_delay = 2 SECONDS
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var/mouse_pointer
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var/headlights_toggle = FALSE
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///Determines which occupants provide access when bumping into doors
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var/access_provider_flags = VEHICLE_CONTROL_DRIVE
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/obj/vehicle/sealed/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_SUPERMATTER_CONSUMED, PROC_REF(on_entered_supermatter))
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/obj/vehicle/sealed/generate_actions()
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. = ..()
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initialize_passenger_action_type(/datum/action/vehicle/sealed/climb_out)
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/obj/vehicle/sealed/generate_action_type()
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var/datum/action/vehicle/sealed/E = ..()
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. = E
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if(istype(E))
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E.vehicle_entered_target = src
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/obj/vehicle/sealed/mouse_drop_receive(atom/dropping, mob/living/user, params)
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if(!istype(dropping) || !istype(user))
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return ..()
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if(user == dropping)
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mob_try_enter(user)
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return ..()
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/obj/vehicle/sealed/Exited(atom/movable/gone, direction)
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. = ..()
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if(ismob(gone))
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remove_occupant(gone)
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// so that we can check the access of the vehicle's occupants. Ridden vehicles do this in the riding component, but these don't have that
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/obj/vehicle/sealed/Bump(atom/A)
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. = ..()
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if(istype(A, /obj/machinery/door))
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var/obj/machinery/door/conditionalwall = A
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for(var/mob/occupant as anything in return_controllers_with_flag(access_provider_flags))
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if(conditionalwall.try_safety_unlock(occupant) || !conditionalwall.can_open_with_hands)
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return
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conditionalwall.bumpopen(occupant)
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/obj/vehicle/sealed/after_add_occupant(mob/M)
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. = ..()
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ADD_TRAIT(M, TRAIT_HANDS_BLOCKED, VEHICLE_TRAIT)
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/obj/vehicle/sealed/after_remove_occupant(mob/M)
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. = ..()
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REMOVE_TRAIT(M, TRAIT_HANDS_BLOCKED, VEHICLE_TRAIT)
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/obj/vehicle/sealed/proc/mob_try_enter(mob/rider)
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if(!istype(rider))
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return FALSE
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var/enter_delay = get_enter_delay(rider)
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if (enter_delay == 0)
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if (enter_checks(rider))
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mob_enter(rider)
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return TRUE
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return FALSE
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if (do_after(rider, enter_delay, src, timed_action_flags = IGNORE_HELD_ITEM, extra_checks = CALLBACK(src, PROC_REF(enter_checks), rider)))
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mob_enter(rider)
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return TRUE
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return FALSE
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/// returns enter do_after delay for the given mob in ticks
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/obj/vehicle/sealed/proc/get_enter_delay(mob/M)
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return enter_delay
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///Extra checks to perform during the do_after to enter the vehicle
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/obj/vehicle/sealed/proc/enter_checks(mob/M)
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return occupant_amount() < max_occupants
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/obj/vehicle/sealed/proc/mob_enter(mob/M, silent = FALSE)
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if(!istype(M))
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return FALSE
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if(!silent)
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M.visible_message(span_notice("[M] climbs into \the [src]!"))
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M.forceMove(src)
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add_occupant(M)
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return TRUE
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/obj/vehicle/sealed/proc/mob_try_exit(mob/M, mob/user, silent = FALSE, randomstep = FALSE)
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mob_exit(M, silent, randomstep)
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/obj/vehicle/sealed/proc/mob_exit(mob/M, silent = FALSE, randomstep = FALSE)
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if(!istype(M))
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return FALSE
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remove_occupant(M)
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if(!isAI(M))//This is the ONE mob we don't want to be moved to the vehicle that should be handled when used
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M.forceMove(exit_location(M))
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else
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return TRUE
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if(randomstep)
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var/turf/target_turf = get_step(exit_location(M), pick(GLOB.cardinals))
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M.throw_at(target_turf, 5, 10)
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if(!silent)
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M.visible_message(span_notice("[M] drops out of \the [src]!"))
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return TRUE
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/obj/vehicle/sealed/proc/exit_location(M)
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return drop_location()
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/obj/vehicle/sealed/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!key_type || is_key(inserted_key) || !is_key(tool))
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return NONE
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if(!user.transferItemToLoc(tool, src))
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to_chat(user, span_warning("[tool] seems to be stuck to your hand!"))
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_notice("You insert [tool] into [src]."))
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if(inserted_key) // Just in case there's an invalid key
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inserted_key.forceMove(drop_location())
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inserted_key = tool
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inserted_key.forceMove(src)
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return ITEM_INTERACT_SUCCESS
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/obj/vehicle/sealed/proc/remove_key(mob/user)
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if(!inserted_key)
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to_chat(user, span_warning("There is no key in [src]!"))
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return
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if(!is_occupant(user) || !(occupants[user] & VEHICLE_CONTROL_DRIVE))
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to_chat(user, span_warning("You must be driving [src] to remove [src]'s key!"))
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return
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to_chat(user, span_notice("You remove [inserted_key] from [src]."))
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if(!HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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user.put_in_hands(inserted_key)
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else
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inserted_key.equip_to_best_slot(user)
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inserted_key = null
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/obj/vehicle/sealed/Destroy()
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dump_mobs()
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return ..()
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/obj/vehicle/sealed/proc/dump_mobs(randomstep = TRUE)
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for(var/i in occupants)
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mob_exit(i, randomstep = randomstep)
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if(iscarbon(i))
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var/mob/living/carbon/Carbon = i
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Carbon.Paralyze(40)
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/obj/vehicle/sealed/proc/dump_specific_mobs(flag, randomstep = TRUE)
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for(var/i in occupants)
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if(!(occupants[i] & flag))
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continue
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mob_exit(i, randomstep = randomstep)
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if(iscarbon(i))
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var/mob/living/carbon/C = i
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C.Paralyze(40)
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/obj/vehicle/sealed/AllowDrop()
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return FALSE
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/obj/vehicle/sealed/relaymove(mob/living/user, direction)
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if(canmove)
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vehicle_move(direction)
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return TRUE
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/// Sinced sealed vehicles (cars and mechs) don't have riding components, the actual movement is handled here from [/obj/vehicle/sealed/proc/relaymove]
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/obj/vehicle/sealed/proc/vehicle_move(direction)
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return FALSE
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/// When we touch a crystal, kill everything inside us
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/obj/vehicle/sealed/proc/on_entered_supermatter(atom/movable/vehicle, atom/movable/supermatter)
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SIGNAL_HANDLER
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for (var/mob/passenger as anything in occupants)
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if(!isAI(passenger))
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passenger.Bump(supermatter)
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