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Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑
106 lines
3.8 KiB
Plaintext
106 lines
3.8 KiB
Plaintext
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/obj/vehicle/ridden/secway
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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max_integrity = 60
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armor_type = /datum/armor/ridden_secway
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key_type = /obj/item/key/security
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integrity_failure = 0.5
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///This stores a banana that, when used on the secway, prevents the vehicle from moving until it is removed.
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var/obj/item/food/grown/banana/eddie_murphy
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/datum/armor/ridden_secway
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melee = 10
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laser = 10
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fire = 60
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acid = 60
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/obj/vehicle/ridden/secway/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/ridable, /datum/component/riding/vehicle/secway)
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/obj/vehicle/ridden/secway/atom_break()
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START_PROCESSING(SSobj, src)
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return ..()
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/obj/vehicle/ridden/secway/process(seconds_per_tick)
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if(atom_integrity >= integrity_failure * max_integrity)
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return PROCESS_KILL
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if(SPT_PROB(10, seconds_per_tick))
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return
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(0, holder = src, location = src)
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smoke.start()
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/obj/vehicle/ridden/secway/welder_act(mob/living/user, obj/item/W)
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if(user.combat_mode)
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return
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. = TRUE
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if(DOING_INTERACTION(user, src))
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balloon_alert(user, "you're already repairing it!")
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return
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if(atom_integrity >= max_integrity)
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balloon_alert(user, "it's not damaged!")
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return
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if(!W.tool_start_check(user, amount=1))
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return
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user.balloon_alert_to_viewers("started welding [src]", "started repairing [src]")
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audible_message(span_hear("You hear welding."))
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var/did_the_thing
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while(atom_integrity < max_integrity)
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if(W.use_tool(src, user, 2.5 SECONDS, volume=50))
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did_the_thing = TRUE
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atom_integrity += min(10, (max_integrity - atom_integrity))
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audible_message(span_hear("You hear welding."))
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else
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break
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if(did_the_thing)
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user.balloon_alert_to_viewers("[(atom_integrity >= max_integrity) ? "fully" : "partially"] repaired [src]")
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else
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user.balloon_alert_to_viewers("stopped welding [src]", "interrupted the repair!")
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/obj/vehicle/ridden/secway/attackby(obj/item/W, mob/living/user, params)
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if(!istype(W, /obj/item/food/grown/banana))
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return ..()
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// ignore the occupants because they're presumably too distracted to notice the guy stuffing fruit into their vehicle's exhaust. do segways have exhausts? they do now!
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user.visible_message(span_warning("[user] begins stuffing [W] into [src]'s tailpipe."), span_warning("You begin stuffing [W] into [src]'s tailpipe..."), ignored_mobs = occupants)
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if(!do_after(user, 3 SECONDS, src))
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return TRUE
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if(user.transferItemToLoc(W, src))
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user.visible_message(span_warning("[user] stuffs [W] into [src]'s tailpipe."), span_warning("You stuff [W] into [src]'s tailpipe."), ignored_mobs = occupants)
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eddie_murphy = W
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return TRUE
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/obj/vehicle/ridden/secway/attack_hand(mob/living/user, list/modifiers)
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if(!eddie_murphy)
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return ..()
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user.visible_message(span_warning("[user] begins cleaning [eddie_murphy] out of [src]."), span_warning("You begin cleaning [eddie_murphy] out of [src]..."))
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if(!do_after(user, 60, target = src))
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return ..()
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user.visible_message(span_warning("[user] cleans [eddie_murphy] out of [src]."), span_warning("You manage to get [eddie_murphy] out of [src]."))
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eddie_murphy.forceMove(drop_location())
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eddie_murphy = null
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/obj/vehicle/ridden/secway/examine(mob/user)
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. = ..()
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if(eddie_murphy)
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. += span_warning("Something appears to be stuck in its exhaust...")
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/obj/vehicle/ridden/secway/atom_destruction()
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explosion(src, devastation_range = -1, light_impact_range = 2, flame_range = 3, flash_range = 4)
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return ..()
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/obj/vehicle/ridden/secway/Destroy()
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STOP_PROCESSING(SSobj,src)
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return ..()
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//bullets will have a 60% chance to hit any riders
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/obj/vehicle/ridden/secway/bullet_act(obj/projectile/P)
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if(!buckled_mobs || prob(40))
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return ..()
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for(var/mob/rider as anything in buckled_mobs)
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rider.bullet_act(P)
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return TRUE
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