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## About The Pull Request Fixes #82135 All occupants of vehicles (including mobs you can ride) will now die if anyone drives that vehicle into the supermatter crystal. ## Why It's Good For The Game It may not be canonically true that driving the clown car into the supermatter dusts all occupants but by god, it should be. This is the result that you expect to occur upon doing such a thing. ## Changelog 🆑 fix: Driving a vehicle into the supermatter will kill everyone riding the vehicle /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
171 lines
5.2 KiB
Plaintext
171 lines
5.2 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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///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/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_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 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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/// 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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passenger.Bump(supermatter)
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