Files
Bubberstation/code/modules/vehicles/sealed.dm
Joshua Kidder c24dcb625c Fixes broken malf AI shunting, fixes AI dying when they move a controlled mech into the SM, undoes mech domination cancelling delta, makes mech destruction during control cause a massive EMP instead (#86526)
## About The Pull Request

This fixes a couple of bugs that are still lurking for malf AI,
primarily, and reverts an unintentional balance change I did by making
mech domination cancel the delta activation.

There's a balance change instead; previously mech domination death
killed you (seemingly because of badly formed callstacks assuming you
never had a core or APCs available); I replaced this by causing the AI
to produce a massive EMP centered at their location if their mech gets
destroyed while they're piloting it.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/86107
Fixes https://github.com/tgstation/tgstation/issues/83753
Undoes unintentional balance change and adds with something that is
still quite debilitating, especially if you're currently under attack as
a malf AI.
## Changelog
🆑 Bisar
balance: AIs piloting mechs no longer die if they hit the supermatter,
nor do they harmlessly snap back to their core. The shock now causes
them to produce a massive EMP.
balance: Undid a balance change I did during the malf AI refactor. The
doomsday countdown will no longer stop if a malf AI dominates a mech.
fix: Fixed a few bugs with AI shunting and AI mech death.
/🆑
2024-09-10 23:02:24 +02:00

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/obj/vehicle/sealed
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
interaction_flags_mouse_drop = NEED_HANDS
var/enter_delay = 2 SECONDS
var/mouse_pointer
var/headlights_toggle = FALSE
///Determines which occupants provide access when bumping into doors
var/access_provider_flags = VEHICLE_CONTROL_DRIVE
/obj/vehicle/sealed/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_SUPERMATTER_CONSUMED, PROC_REF(on_entered_supermatter))
/obj/vehicle/sealed/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/climb_out)
/obj/vehicle/sealed/generate_action_type()
var/datum/action/vehicle/sealed/E = ..()
. = E
if(istype(E))
E.vehicle_entered_target = src
/obj/vehicle/sealed/mouse_drop_receive(atom/dropping, mob/M, params)
if(!istype(dropping) || !istype(M))
return ..()
if(M == dropping)
mob_try_enter(M)
return ..()
/obj/vehicle/sealed/Exited(atom/movable/gone, direction)
. = ..()
if(ismob(gone))
remove_occupant(gone)
// 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
/obj/vehicle/sealed/Bump(atom/A)
. = ..()
if(istype(A, /obj/machinery/door))
var/obj/machinery/door/conditionalwall = A
for(var/mob/occupant as anything in return_controllers_with_flag(access_provider_flags))
if(conditionalwall.try_safety_unlock(occupant))
return
conditionalwall.bumpopen(occupant)
/obj/vehicle/sealed/after_add_occupant(mob/M)
. = ..()
ADD_TRAIT(M, TRAIT_HANDS_BLOCKED, VEHICLE_TRAIT)
/obj/vehicle/sealed/after_remove_occupant(mob/M)
. = ..()
REMOVE_TRAIT(M, TRAIT_HANDS_BLOCKED, VEHICLE_TRAIT)
/obj/vehicle/sealed/proc/mob_try_enter(mob/rider)
if(!istype(rider))
return FALSE
var/enter_delay = get_enter_delay(rider)
if (enter_delay == 0)
if (enter_checks(rider))
mob_enter(rider)
return TRUE
return FALSE
if (do_after(rider, enter_delay, src, timed_action_flags = IGNORE_HELD_ITEM, extra_checks = CALLBACK(src, PROC_REF(enter_checks), rider)))
mob_enter(rider)
return TRUE
return FALSE
/// returns enter do_after delay for the given mob in ticks
/obj/vehicle/sealed/proc/get_enter_delay(mob/M)
return enter_delay
///Extra checks to perform during the do_after to enter the vehicle
/obj/vehicle/sealed/proc/enter_checks(mob/M)
return occupant_amount() < max_occupants
/obj/vehicle/sealed/proc/mob_enter(mob/M, silent = FALSE)
if(!istype(M))
return FALSE
if(!silent)
M.visible_message(span_notice("[M] climbs into \the [src]!"))
M.forceMove(src)
add_occupant(M)
return TRUE
/obj/vehicle/sealed/proc/mob_try_exit(mob/M, mob/user, silent = FALSE, randomstep = FALSE)
mob_exit(M, silent, randomstep)
/obj/vehicle/sealed/proc/mob_exit(mob/M, silent = FALSE, randomstep = FALSE)
if(!istype(M))
return FALSE
remove_occupant(M)
if(!isAI(M))//This is the ONE mob we don't want to be moved to the vehicle that should be handled when used
M.forceMove(exit_location(M))
else
return TRUE
if(randomstep)
var/turf/target_turf = get_step(exit_location(M), pick(GLOB.cardinals))
M.throw_at(target_turf, 5, 10)
if(!silent)
M.visible_message(span_notice("[M] drops out of \the [src]!"))
return TRUE
/obj/vehicle/sealed/proc/exit_location(M)
return drop_location()
/obj/vehicle/sealed/attackby(obj/item/I, mob/user, params)
if(key_type && !is_key(inserted_key) && is_key(I))
if(user.transferItemToLoc(I, src))
to_chat(user, span_notice("You insert [I] into [src]."))
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
inserted_key.forceMove(src)
else
to_chat(user, span_warning("[I] seems to be stuck to your hand!"))
return
return ..()
/obj/vehicle/sealed/proc/remove_key(mob/user)
if(!inserted_key)
to_chat(user, span_warning("There is no key in [src]!"))
return
if(!is_occupant(user) || !(occupants[user] & VEHICLE_CONTROL_DRIVE))
to_chat(user, span_warning("You must be driving [src] to remove [src]'s key!"))
return
to_chat(user, span_notice("You remove [inserted_key] from [src]."))
if(!HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
user.put_in_hands(inserted_key)
else
inserted_key.equip_to_best_slot(user)
inserted_key = null
/obj/vehicle/sealed/Destroy()
dump_mobs()
return ..()
/obj/vehicle/sealed/proc/dump_mobs(randomstep = TRUE)
for(var/i in occupants)
mob_exit(i, randomstep = randomstep)
if(iscarbon(i))
var/mob/living/carbon/Carbon = i
Carbon.Paralyze(40)
/obj/vehicle/sealed/proc/dump_specific_mobs(flag, randomstep = TRUE)
for(var/i in occupants)
if(!(occupants[i] & flag))
continue
mob_exit(i, randomstep = randomstep)
if(iscarbon(i))
var/mob/living/carbon/C = i
C.Paralyze(40)
/obj/vehicle/sealed/AllowDrop()
return FALSE
/obj/vehicle/sealed/relaymove(mob/living/user, direction)
if(canmove)
vehicle_move(direction)
return TRUE
/// Sinced sealed vehicles (cars and mechs) don't have riding components, the actual movement is handled here from [/obj/vehicle/sealed/proc/relaymove]
/obj/vehicle/sealed/proc/vehicle_move(direction)
return FALSE
/// When we touch a crystal, kill everything inside us
/obj/vehicle/sealed/proc/on_entered_supermatter(atom/movable/vehicle, atom/movable/supermatter)
SIGNAL_HANDLER
for (var/mob/passenger as anything in occupants)
if(!isAI(passenger))
passenger.Bump(supermatter)