Files
Bubberstation/code/modules/vehicles/secway.dm
John Willard a4e7929a3b Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request

Lighters now have welding fuel which can be filled/extracted by hand,
giving a small but consistent source of welding fuel for non-chemists.
Welding fuel is now required for these lighters to work, they'll close
automatically once they're out of fuel.
They last for a minute, zippo lasts 2 minutes, before they need to be
refuelled. It can have other reagents put into it but it only checks for
welding fuel, so it won't work at all unless its got some.
They can be used as welding tools in minor cases, mostly fixing things
and welding doors shut, but can't do big things like deconstruction,
except the xenobio one because it's a lot hotter than the normal
lighter.

Also added a baseline support to check for heat to perform certain
welds, before heat is just this binary "has or doesnt have heat", which
made its value useless.

## Why It's Good For The Game

Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto
welding tool without being something that prisoners could break out of
prison with. They could weld the doors shut which is a little funny,
security still has proper welding tools to counter it.
It also currently is kinda lame that lighters could just be open 24/7,
unlike matches which has a lifespan of 10 seconds each or something.

## Changelog

🆑
add: Lighters now use and require welding fuel to work, but can be used
as a welding tool for tasks that don't require much heat.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-13 12:32:09 +00:00

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/obj/vehicle/ridden/secway
name = "secway"
desc = "A brave security cyborg gave its life to help you look like a complete tool."
icon_state = "secway"
max_integrity = 60
armor_type = /datum/armor/ridden_secway
key_type = /obj/item/key/security
integrity_failure = 0.5
///This stores a banana that, when used on the secway, prevents the vehicle from moving until it is removed.
var/obj/item/food/grown/banana/eddie_murphy
/datum/armor/ridden_secway
melee = 10
laser = 10
fire = 60
acid = 60
/obj/vehicle/ridden/secway/Initialize(mapload)
. = ..()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/secway)
/obj/vehicle/ridden/secway/atom_break()
START_PROCESSING(SSobj, src)
return ..()
/obj/vehicle/ridden/secway/process(seconds_per_tick)
if(atom_integrity >= integrity_failure * max_integrity)
return PROCESS_KILL
if(SPT_PROB(10, seconds_per_tick))
return
var/datum/effect_system/fluid_spread/smoke/smoke = new
smoke.set_up(0, holder = src, location = src)
smoke.start()
/obj/vehicle/ridden/secway/welder_act(mob/living/user, obj/item/W)
if(user.combat_mode)
return
. = TRUE
if(DOING_INTERACTION(user, src))
balloon_alert(user, "you're already repairing it!")
return
if(atom_integrity >= max_integrity)
balloon_alert(user, "it's not damaged!")
return
if(!W.tool_start_check(user, amount=1, heat_required = HIGH_TEMPERATURE_REQUIRED))
return
user.balloon_alert_to_viewers("started welding [src]", "started repairing [src]")
audible_message(span_hear("You hear welding."))
var/did_the_thing
while(atom_integrity < max_integrity)
if(W.use_tool(src, user, 2.5 SECONDS, volume=50))
did_the_thing = TRUE
atom_integrity += min(10, (max_integrity - atom_integrity))
audible_message(span_hear("You hear welding."))
else
break
if(did_the_thing)
user.balloon_alert_to_viewers("[(atom_integrity >= max_integrity) ? "fully" : "partially"] repaired [src]")
else
user.balloon_alert_to_viewers("stopped welding [src]", "interrupted the repair!")
/obj/vehicle/ridden/secway/attackby(obj/item/W, mob/living/user, params)
if(!istype(W, /obj/item/food/grown/banana))
return ..()
// 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!
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)
if(!do_after(user, 3 SECONDS, src))
return TRUE
if(user.transferItemToLoc(W, src))
user.visible_message(span_warning("[user] stuffs [W] into [src]'s tailpipe."), span_warning("You stuff [W] into [src]'s tailpipe."), ignored_mobs = occupants)
eddie_murphy = W
return TRUE
/obj/vehicle/ridden/secway/attack_hand(mob/living/user, list/modifiers)
if(!eddie_murphy)
return ..()
user.visible_message(span_warning("[user] begins cleaning [eddie_murphy] out of [src]."), span_warning("You begin cleaning [eddie_murphy] out of [src]..."))
if(!do_after(user, 6 SECONDS, target = src))
return ..()
user.visible_message(span_warning("[user] cleans [eddie_murphy] out of [src]."), span_warning("You manage to get [eddie_murphy] out of [src]."))
eddie_murphy.forceMove(drop_location())
eddie_murphy = null
/obj/vehicle/ridden/secway/examine(mob/user)
. = ..()
if(eddie_murphy)
. += span_warning("Something appears to be stuck in its exhaust...")
/obj/vehicle/ridden/secway/atom_destruction()
explosion(src, devastation_range = -1, light_impact_range = 2, flame_range = 3, flash_range = 4)
return ..()
/obj/vehicle/ridden/secway/Destroy()
STOP_PROCESSING(SSobj,src)
return ..()
//bullets will have a 60% chance to hit any riders
/obj/vehicle/ridden/secway/bullet_act(obj/projectile/P)
if(!buckled_mobs || prob(40))
return ..()
for(var/mob/rider as anything in buckled_mobs)
rider.bullet_act(P)
return TRUE