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* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
189 lines
5.9 KiB
Plaintext
189 lines
5.9 KiB
Plaintext
#define ENGINE_UNWRENCHED 0
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#define ENGINE_WRENCHED 1
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#define ENGINE_WELDED 2
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///How long it takes to weld/unweld an engine in place.
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#define ENGINE_WELDTIME (20 SECONDS)
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/obj/machinery/power/shuttle_engine
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name = "engine"
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desc = "A bluespace engine used to make shuttles move."
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icon = 'icons/turf/shuttle.dmi'
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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smoothing_groups = SMOOTH_GROUP_SHUTTLE_PARTS
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armor_type = /datum/armor/power_shuttle_engine
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can_atmos_pass = ATMOS_PASS_DENSITY
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max_integrity = 500
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density = TRUE
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anchored = TRUE
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use_power = NO_POWER_USE
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circuit = /obj/item/circuitboard/machine/engine
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///How well the engine affects the ship's speed.
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var/engine_power = 1
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///Construction state of the Engine.
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var/engine_state = ENGINE_WELDED //welding shmelding //i love welding
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///The mobile ship we are connected to.
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var/datum/weakref/connected_ship_ref
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/datum/armor/power_shuttle_engine
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melee = 100
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bullet = 10
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laser = 10
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fire = 50
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acid = 70
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/obj/machinery/power/shuttle_engine/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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. = ..()
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if(!port)
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return FALSE
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connected_ship_ref = WEAKREF(port)
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port.engine_list += src
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port.current_engine_power += engine_power
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if(mapload)
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port.initial_engine_power += engine_power
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/obj/machinery/power/shuttle_engine/Destroy()
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if(engine_state == ENGINE_WELDED)
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alter_engine_power(-engine_power)
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unsync_ship()
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return ..()
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/**
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* Called on destroy and when we need to unsync an engine from their ship.
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*/
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/obj/machinery/power/shuttle_engine/proc/unsync_ship()
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var/obj/docking_port/mobile/port = connected_ship_ref?.resolve()
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if(port)
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port.engine_list -= src
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port.current_engine_power -= initial(engine_power)
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connected_ship_ref = null
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//Ugh this is a lot of copypasta from emitters, welding need some boilerplate reduction
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/obj/machinery/power/shuttle_engine/can_be_unfasten_wrench(mob/user, silent)
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if(engine_state == ENGINE_WELDED)
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if(!silent)
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to_chat(user, span_warning("[src] is welded to the floor!"))
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/power/shuttle_engine/default_unfasten_wrench(mob/user, obj/item/tool, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(anchored)
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connect_to_shuttle(port = SSshuttle.get_containing_shuttle(src)) //connect to a new ship, if needed
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engine_state = ENGINE_WRENCHED
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else
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unsync_ship() //not part of the ship anymore
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engine_state = ENGINE_UNWRENCHED
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/obj/machinery/power/shuttle_engine/wrench_act(mob/living/user, obj/item/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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/obj/machinery/power/shuttle_engine/welder_act(mob/living/user, obj/item/tool)
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. = ..()
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switch(engine_state)
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if(ENGINE_UNWRENCHED)
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to_chat(user, span_warning("The [src.name] needs to be wrenched to the floor!"))
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if(ENGINE_WRENCHED)
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if(!tool.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(span_notice("[user.name] starts to weld the [name] to the floor."), \
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span_notice("You start to weld \the [src] to the floor..."), \
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span_hear("You hear welding."))
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if(tool.use_tool(src, user, ENGINE_WELDTIME, volume=50))
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engine_state = ENGINE_WELDED
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to_chat(user, span_notice("You weld \the [src] to the floor."))
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alter_engine_power(engine_power)
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if(ENGINE_WELDED)
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if(!tool.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(span_notice("[user.name] starts to cut the [name] free from the floor."), \
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span_notice("You start to cut \the [src] free from the floor..."), \
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span_hear("You hear welding."))
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if(tool.use_tool(src, user, ENGINE_WELDTIME, volume=50))
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engine_state = ENGINE_WRENCHED
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to_chat(user, span_notice("You cut \the [src] free from the floor."))
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alter_engine_power(-engine_power)
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return TRUE
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//Propagates the change to the shuttle.
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/obj/machinery/power/shuttle_engine/proc/alter_engine_power(mod)
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if(!mod)
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return
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var/obj/docking_port/mobile/port = connected_ship_ref?.resolve()
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if(port)
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port.alter_engines(mod)
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/obj/machinery/power/shuttle_engine/heater
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name = "engine heater"
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desc = "Directs energy into compressed particles in order to power engines."
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icon_state = "heater"
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circuit = /obj/item/circuitboard/machine/engine/heater
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engine_power = 0 // todo make these into 2x1 parts
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/obj/machinery/power/shuttle_engine/propulsion
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name = "propulsion engine"
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icon_state = "propulsion"
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desc = "A standard reliable bluespace engine used by many forms of shuttles."
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circuit = /obj/item/circuitboard/machine/engine/propulsion
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opacity = TRUE
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/obj/machinery/power/shuttle_engine/propulsion/left
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name = "left propulsion engine"
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icon_state = "propulsion_l"
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/obj/machinery/power/shuttle_engine/propulsion/right
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name = "right propulsion engine"
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icon_state = "propulsion_r"
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/obj/machinery/power/shuttle_engine/propulsion/burst
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name = "burst engine"
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desc = "An engine that releases a large bluespace burst to propel it."
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/obj/machinery/power/shuttle_engine/propulsion/burst/cargo
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engine_state = ENGINE_UNWRENCHED
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anchored = FALSE
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/obj/machinery/power/shuttle_engine/propulsion/burst/left
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name = "left burst engine"
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icon_state = "burst_l"
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/obj/machinery/power/shuttle_engine/propulsion/burst/right
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name = "right burst engine"
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icon_state = "burst_r"
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/obj/machinery/power/shuttle_engine/large
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name = "engine"
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icon = 'icons/obj/2x2.dmi'
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icon_state = "large_engine"
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desc = "A very large bluespace engine used to propel very large ships."
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circuit = null
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opacity = TRUE
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bound_width = 64
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bound_height = 64
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appearance_flags = LONG_GLIDE
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/obj/machinery/power/shuttle_engine/huge
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name = "engine"
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icon = 'icons/obj/3x3.dmi'
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icon_state = "huge_engine"
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desc = "An extremely large bluespace engine used to propel extremely large ships."
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circuit = null
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opacity = TRUE
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bound_width = 96
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bound_height = 96
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appearance_flags = LONG_GLIDE
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#undef ENGINE_UNWRENCHED
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#undef ENGINE_WRENCHED
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#undef ENGINE_WELDED
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#undef ENGINE_WELDTIME
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