Files
Bubberstation/code/modules/vehicles/atv.dm
SkyratBot e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00

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/obj/vehicle/ridden/atv
name = "all-terrain vehicle"
desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-Earth technologies that are still relevant on most planet-bound outposts."
icon_state = "atv"
max_integrity = 150
armor = list(MELEE = 50, BULLET = 25, LASER = 20, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 60, ACID = 60)
key_type = /obj/item/key/atv
integrity_failure = 0.5
var/static/mutable_appearance/atvcover
/obj/vehicle/ridden/atv/Initialize(mapload)
. = ..()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/atv)
if(!atvcover)
atvcover = mutable_appearance(icon, "atvcover", MOB_LAYER + 0.1)
/obj/vehicle/ridden/atv/post_buckle_mob(mob/living/M)
add_overlay(atvcover)
return ..()
/obj/vehicle/ridden/atv/post_unbuckle_mob(mob/living/M)
if(!has_buckled_mobs())
cut_overlay(atvcover)
return ..()
//TURRETS!
/obj/vehicle/ridden/atv/turret
var/obj/machinery/porta_turret/syndicate/vehicle_turret/turret = null
/obj/machinery/porta_turret/syndicate/vehicle_turret
name = "mounted turret"
scan_range = 7
density = FALSE
/obj/vehicle/ridden/atv/turret/Initialize(mapload)
. = ..()
turret = new(loc)
turret.base = src
/obj/vehicle/ridden/atv/turret/Moved()
. = ..()
if(!turret)
return
var/turf/our_turf = get_turf(src)
if(!our_turf)
return
turret.forceMove(our_turf)
switch(dir)
if(NORTH)
turret.pixel_x = base_pixel_x
turret.pixel_y = base_pixel_y + 4
turret.layer = ABOVE_MOB_LAYER
if(EAST)
turret.pixel_x = base_pixel_x - 12
turret.pixel_y = base_pixel_y + 4
turret.layer = OBJ_LAYER
if(SOUTH)
turret.pixel_x = base_pixel_x
turret.pixel_y = base_pixel_y + 4
turret.layer = OBJ_LAYER
if(WEST)
turret.pixel_x = base_pixel_x + 12
turret.pixel_y = base_pixel_y + 4
turret.layer = OBJ_LAYER
/obj/vehicle/ridden/atv/welder_act(mob/living/user, obj/item/I)
if(atom_integrity >= max_integrity)
return TRUE
if(!I.use_tool(src, user, 0, volume=50, amount=1))
return TRUE
user.visible_message(span_notice("[user] repairs some damage to [name]."), span_notice("You repair some damage to \the [src]."))
atom_integrity += min(10, max_integrity-atom_integrity)
if(atom_integrity == max_integrity)
to_chat(user, span_notice("It looks to be fully repaired now."))
return TRUE
/obj/vehicle/ridden/atv/atom_break()
START_PROCESSING(SSobj, src)
return ..()
/obj/vehicle/ridden/atv/process(delta_time)
if(atom_integrity >= integrity_failure * max_integrity)
return PROCESS_KILL
if(DT_PROB(10, delta_time))
return
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(0, src)
smoke.start()
/obj/vehicle/ridden/atv/bullet_act(obj/projectile/P)
if(prob(50) || !buckled_mobs)
return ..()
for(var/m in buckled_mobs)
var/mob/buckled_mob = m
buckled_mob.bullet_act(P)
return TRUE
/obj/vehicle/ridden/atv/atom_destruction()
explosion(src, devastation_range = -1, light_impact_range = 2, flame_range = 3, flash_range = 4)
return ..()
/obj/vehicle/ridden/atv/Destroy()
STOP_PROCESSING(SSobj,src)
return ..()