Files
Bubberstation/code/modules/vehicles/sealed.dm
2021-10-18 05:06:53 +01:00

154 lines
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/obj/vehicle/sealed
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
var/enter_delay = 2 SECONDS
var/mouse_pointer
var/headlights_toggle = FALSE
/obj/vehicle/sealed/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/climb_out)
/obj/vehicle/sealed/generate_action_type()
var/datum/action/vehicle/sealed/E = ..()
. = E
if(istype(E))
E.vehicle_entered_target = src
/obj/vehicle/sealed/MouseDrop_T(atom/dropping, mob/M)
if(!istype(dropping) || !istype(M))
return ..()
if(M == dropping)
mob_try_enter(M)
return ..()
/obj/vehicle/sealed/Exited(atom/movable/gone, direction)
. = ..()
if(ismob(gone))
remove_occupant(gone)
// 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
/obj/vehicle/sealed/Bump(atom/A)
. = ..()
if(istype(A, /obj/machinery/door))
var/obj/machinery/door/conditionalwall = A
for(var/occupant in occupants)
conditionalwall.bumpopen(occupant)
/obj/vehicle/sealed/after_add_occupant(mob/M)
. = ..()
ADD_TRAIT(M, TRAIT_HANDS_BLOCKED, VEHICLE_TRAIT)
/obj/vehicle/sealed/after_remove_occupant(mob/M)
. = ..()
REMOVE_TRAIT(M, TRAIT_HANDS_BLOCKED, VEHICLE_TRAIT)
/obj/vehicle/sealed/proc/mob_try_enter(mob/M)
if(!istype(M))
return FALSE
if(occupant_amount() >= max_occupants)
return FALSE
//SKYRAT EDIT ADDITION
if(HAS_TRAIT(M, TRAIT_OVERSIZED))
to_chat(M, span_warning("You are far too big for this!"))
return FALSE
//SKYRAT EDIT END
if(do_after(M, get_enter_delay(M), src, timed_action_flags = IGNORE_HELD_ITEM))
mob_enter(M)
return TRUE
return FALSE
/obj/vehicle/sealed/proc/get_enter_delay(mob/M)
return enter_delay
/obj/vehicle/sealed/proc/mob_enter(mob/M, silent = FALSE)
if(!istype(M))
return FALSE
if(!silent)
M.visible_message(span_notice("[M] climbs into \the [src]!"))
M.forceMove(src)
add_occupant(M)
return TRUE
/obj/vehicle/sealed/proc/mob_try_exit(mob/M, mob/user, silent = FALSE, randomstep = FALSE)
mob_exit(M, silent, randomstep)
/obj/vehicle/sealed/proc/mob_exit(mob/M, silent = FALSE, randomstep = FALSE)
SIGNAL_HANDLER
if(!istype(M))
return FALSE
remove_occupant(M)
if(!isAI(M))//This is the ONE mob we dont want to be moved to the vehicle that should be handeled when used
M.forceMove(exit_location(M))
if(randomstep)
var/turf/target_turf = get_step(exit_location(M), pick(GLOB.cardinals))
M.throw_at(target_turf, 5, 10)
if(!silent)
M.visible_message(span_notice("[M] drops out of \the [src]!"))
return TRUE
/obj/vehicle/sealed/proc/exit_location(M)
return drop_location()
/obj/vehicle/sealed/attackby(obj/item/I, mob/user, params)
if(key_type && !is_key(inserted_key) && is_key(I))
if(user.transferItemToLoc(I, src))
to_chat(user, span_notice("You insert [I] into [src]."))
if(inserted_key) //just in case there's an invalid key
inserted_key.forceMove(drop_location())
inserted_key = I
else
to_chat(user, span_warning("[I] seems to be stuck to your hand!"))
return
return ..()
/obj/vehicle/sealed/proc/remove_key(mob/user)
if(!inserted_key)
to_chat(user, span_warning("There is no key in [src]!"))
return
if(!is_occupant(user) || !(occupants[user] & VEHICLE_CONTROL_DRIVE))
to_chat(user, span_warning("You must be driving [src] to remove [src]'s key!"))
return
to_chat(user, span_notice("You remove [inserted_key] from [src]."))
inserted_key.forceMove(drop_location())
if(!HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
user.put_in_hands(inserted_key)
else
inserted_key.equip_to_best_slot(user)
inserted_key = null
/obj/vehicle/sealed/Destroy()
dump_mobs()
return ..()
/obj/vehicle/sealed/proc/dump_mobs(randomstep = TRUE)
for(var/i in occupants)
mob_exit(i, null, randomstep)
if(iscarbon(i))
var/mob/living/carbon/Carbon = i
Carbon.Paralyze(40)
/obj/vehicle/sealed/proc/dump_specific_mobs(flag, randomstep = TRUE)
for(var/i in occupants)
if(!(occupants[i] & flag))
continue
mob_exit(i, null, randomstep)
if(iscarbon(i))
var/mob/living/carbon/C = i
C.Paralyze(40)
/obj/vehicle/sealed/AllowDrop()
return FALSE
/obj/vehicle/sealed/relaymove(mob/living/user, direction)
if(canmove)
vehicle_move(direction)
return TRUE
/// Sinced sealed vehicles (cars and mechs) don't have riding components, the actual movement is handled here from [/obj/vehicle/sealed/proc/relaymove]
/obj/vehicle/sealed/proc/vehicle_move(direction)
return FALSE