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* Adds a delay while welder repairing vehicles / mechs (#68786) About The Pull Request So right now there is 0 delay between welding repairs for vehicles / mecha. You can literally hop out of your murderboner durand, flip on a welder, and repair it fully from 5% HP to 100% in a split second with an autoclicker macro. This adds a delay. Why It's Good For The Game Makes it so that you can't quickly hop out of your mecha/vehicle, instantly combat repair all it's damage, and hop right back into a fight. Instead, this encourages players to find safer areas before hopping out to commit to a repair. Changelog cl ShizCalev balance: Vehicles & Mecha now take 2.5 second to repair with a welder. qol: Vehicles & mecha will automatically repair over time once clicked. qol: Vehicles & Mecha now give balloon alerts when repairing. /cl Duration is free for debate, was thinking somewhere between 2 & 3 seconds, 2.5 seemed a happy midpoint. * Adds a delay while welder repairing vehicles / mechs Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
104 lines
3.9 KiB
Plaintext
104 lines
3.9 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 = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 60)
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key_type = /obj/item/key/security
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integrity_failure = 0.5
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///What mobs are currently repairing us.
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var/list/mob/living/repairing_mobs
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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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/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(delta_time)
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if(atom_integrity >= integrity_failure * max_integrity)
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return PROCESS_KILL
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if(DT_PROB(10, delta_time))
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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(LAZYFIND(repairing_mobs, user))
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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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LAZYADD(repairing_mobs, user)
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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, amount=1))
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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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LAZYREMOVE(repairing_mobs, user)
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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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