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* The clown car now crashes upon collision with a deer. Also fixes an unrelated bug with car keys I found while testing. (#71488) ## About The Pull Request Clown cars now crash into deer rather than sucking them up. Removing the keys from a car would call forcemove, then place it in the user's inventory. For some reason, the inserted_key would be nulled during the forcemove, leading to a null.equip_to_best_slot being called and a runtime and not getting your key back. ## Why It's Good For The Game https://en.wikipedia.org/wiki/Deer%E2%80%93vehicle_collisions The natural enemy of the car is the deer. ## Changelog 🆑 fix: you get your keys upon removing them from a car now! balance: the clown car now crashes upon ramming into a deer, like god intended. /🆑 * The clown car now crashes upon collision with a deer. Also fixes an unrelated bug with car keys I found while testing. Co-authored-by: Rhials <Datguy33456@gmail.com>
158 lines
4.6 KiB
Plaintext
158 lines
4.6 KiB
Plaintext
/obj/vehicle/sealed
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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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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/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/MouseDrop_T(atom/dropping, mob/M)
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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_drivers())
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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/M)
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if(!istype(M))
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return FALSE
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//SKYRAT EDIT ADDITION
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if(HAS_TRAIT(M, TRAIT_OVERSIZED))
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to_chat(M, span_warning("You are far too big for this!"))
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return FALSE
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//SKYRAT EDIT END
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if(do_after(M, get_enter_delay(M), src, timed_action_flags = IGNORE_HELD_ITEM, extra_checks = CALLBACK(src, PROC_REF(enter_checks), M)))
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mob_enter(M)
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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 dont want to be moved to the vehicle that should be handeled when used
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M.forceMove(exit_location(M))
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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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