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* Clown Car Steals Accesses Again (#80288) ## About The Pull Request So, some time ago we fiddled around with vehicles to make them work better, and we accidentally lost what was supposed to be an intentional gimmick of the clown car. Clown cars used to obtain the accesses of victims that got kidnapped into the car, but this hasn't worked for a while now (supposedly around 15 months). This PR re-adds that behavior. ## Why It's Good For The Game Access snatching is a fun gimmick, and it should strike fear into everyone's hearts when the clown car finally catches the captain or a station engineer. ## Changelog 🆑 fix: The clown car once again obtains the accesses of kidnapped crew within the car. Supermatter crystals beware! /🆑 * Clown Car Steals Accesses Again --------- Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
161 lines
4.8 KiB
Plaintext
161 lines
4.8 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/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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