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154 lines
4.4 KiB
Plaintext
154 lines
4.4 KiB
Plaintext
#define VEHICLE_CONTROL_PERMISSION 1
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#define VEHICLE_CONTROL_DRIVE 2
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/obj/vehicle
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name = "generic vehicle"
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desc = "Yell at coderbus."
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icon = 'icons/obj/vehicles.dmi'
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icon_state = "fuckyou"
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max_integrity = 300
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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density = TRUE
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anchored = FALSE
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var/list/mob/occupants //mob = bitflags of their control level.
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var/max_occupants = 1
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var/max_drivers = 1
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var/movedelay = 2
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var/lastmove = 0
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var/key_type
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var/obj/item/key/inserted_key
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var/key_type_exact = TRUE //can subtypes work
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var/canmove = TRUE
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var/emulate_door_bumps = TRUE //when bumping a door try to make occupants bump them to open them.
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var/default_driver_move = TRUE //handle driver movement instead of letting something else do it like riding datums.
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var/list/autogrant_actions_passenger //plain list of typepaths
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var/list/autogrant_actions_controller //assoc list "[bitflag]" = list(typepaths)
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var/list/mob/occupant_actions //assoc list mob = list(type = action datum assigned to mob)
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var/obj/vehicle/trailer
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/obj/vehicle/Initialize(mapload)
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. = ..()
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occupants = list()
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autogrant_actions_passenger = list()
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autogrant_actions_controller = list()
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occupant_actions = list()
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generate_actions()
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/obj/vehicle/proc/is_key(obj/item/I)
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return I? (key_type_exact? (I.type == key_type) : istype(I, key_type)) : FALSE
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/obj/vehicle/proc/return_occupants()
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return occupants
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/obj/vehicle/proc/occupant_amount()
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return length(occupants)
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/obj/vehicle/proc/return_amount_of_controllers_with_flag(flag)
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. = 0
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for(var/i in occupants)
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if(occupants[i] & flag)
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.++
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/obj/vehicle/proc/return_controllers_with_flag(flag)
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. = list()
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for(var/i in occupants)
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if(occupants[i] & flag)
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. += i
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/obj/vehicle/proc/return_drivers()
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return return_controllers_with_flag(VEHICLE_CONTROL_DRIVE)
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/obj/vehicle/proc/driver_amount()
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return return_amount_of_controllers_with_flag(VEHICLE_CONTROL_DRIVE)
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/obj/vehicle/proc/is_driver(mob/M)
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return is_occupant(M) && occupants[M] & VEHICLE_CONTROL_DRIVE
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/obj/vehicle/proc/is_occupant(mob/M)
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return !isnull(occupants[M])
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/obj/vehicle/proc/add_occupant(mob/M, control_flags)
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if(!istype(M) || occupants[M])
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return FALSE
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occupants[M] = NONE
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add_control_flags(M, control_flags)
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grant_passenger_actions(M)
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after_add_occupant(M)
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return TRUE
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/obj/vehicle/proc/after_add_occupant(mob/M)
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auto_assign_occupant_flags(M)
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/obj/vehicle/proc/auto_assign_occupant_flags(mob/M) //override for each type that needs it. Default is assign driver if drivers is not at max.
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if(driver_amount() < max_drivers)
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add_control_flags(M, VEHICLE_CONTROL_DRIVE|VEHICLE_CONTROL_PERMISSION)
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/obj/vehicle/proc/remove_occupant(mob/M)
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if(!istype(M))
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return FALSE
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remove_control_flags(M, ALL)
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remove_passenger_actions(M)
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occupants -= M
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cleanup_actions_for_mob(M)
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after_remove_occupant(M)
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return TRUE
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/obj/vehicle/proc/after_remove_occupant(mob/M)
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/obj/vehicle/relaymove(mob/user, direction)
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if(is_driver(user))
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return driver_move(user, direction)
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return FALSE
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/obj/vehicle/proc/driver_move(mob/user, direction)
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if(key_type && !is_key(inserted_key))
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to_chat(user, "<span class='warning'>[src] has no key inserted!</span>")
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return FALSE
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if(!default_driver_move)
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return
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vehicle_move(direction)
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/obj/vehicle/proc/vehicle_move(direction)
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if(lastmove + movedelay > world.time)
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return FALSE
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lastmove = world.time
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if(trailer)
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var/dir_to_move = get_dir(trailer.loc, loc)
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var/did_move = step(src, direction)
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if(did_move)
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step(trailer, dir_to_move)
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return did_move
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else
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return step(src, direction)
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/obj/vehicle/proc/add_control_flags(mob/controller, flags)
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if(!istype(controller) || !flags)
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return FALSE
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occupants[controller] |= flags
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for(var/i in GLOB.bitflags)
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if(flags & i)
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grant_controller_actions_by_flag(controller, i)
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return TRUE
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/obj/vehicle/proc/remove_control_flags(mob/controller, flags)
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if(!istype(controller) || !flags)
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return FALSE
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occupants[controller] &= ~flags
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for(var/i in GLOB.bitflags)
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if(flags & i)
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remove_controller_actions_by_flag(controller, i)
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return TRUE
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/obj/vehicle/Collide(atom/movable/M)
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. = ..()
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if(emulate_door_bumps)
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if(istype(M, /obj/machinery/door) && has_buckled_mobs())
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for(var/m in occupants)
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M.CollidedWith(m)
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/obj/vehicle/Move(newloc, dir)
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. = ..()
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if(trailer && .)
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var/dir_to_move = get_dir(trailer.loc, newloc)
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step(trailer, dir_to_move)
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