Files
Bubberstation/code/game/shuttle_engines.dm
SkyratBot 011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* 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>
2023-01-07 20:06:16 -08:00

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