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## 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. /🆑
176 lines
5.3 KiB
Plaintext
176 lines
5.3 KiB
Plaintext
/obj/vehicle/sealed
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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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/M, params)
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if(!istype(dropping) || !istype(M))
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return ..()
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if(M == dropping)
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mob_try_enter(M)
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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))
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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/attackby(obj/item/I, mob/user, params)
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if(key_type && !is_key(inserted_key) && is_key(I))
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if(user.transferItemToLoc(I, src))
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to_chat(user, span_notice("You insert [I] 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 = I
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inserted_key.forceMove(src)
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else
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to_chat(user, span_warning("[I] seems to be stuck to your hand!"))
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return
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return ..()
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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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