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Bubberstation/code/modules/vehicles/bicycle.dm
SkyratBot 068089fb52 [MIRROR] Standardize Welder Fuel Usage [MDB IGNORE] (#21943)
* Standardize Welder Fuel Usage (#76021)

Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑

* Standardize Welder Fuel Usage

---------

Co-authored-by: Couls <coul422@gmail.com>
2023-06-20 09:39:49 -07:00

59 lines
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/obj/vehicle/ridden/bicycle
name = "bicycle"
desc = "Keep away from electricity."
icon_state = "bicycle"
max_integrity = 150
integrity_failure = 0.5
var/fried = FALSE
/obj/vehicle/ridden/bicycle/Initialize(mapload)
. = ..()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/bicycle)
/obj/vehicle/ridden/bicycle/zap_act(power, zap_flags) // :::^^^)))
//This didn't work for 3 years because none ever tested it I hate life
name = "fried bicycle"
desc = "Well spent."
color = rgb(63, 23, 4)
can_buckle = FALSE
fried = TRUE
. = ..()
for(var/m in buckled_mobs)
unbuckle_mob(m,1)
/obj/vehicle/ridden/bicycle/welder_act(mob/living/user, obj/item/W)
if(user.combat_mode)
return
. = TRUE
if(fried)
balloon_alert(user, "it's fried!")
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))
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, extra_checks = CALLBACK(src, PROC_REF(can_still_fix))))
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!")
///can we still fix the bike lol
/obj/vehicle/ridden/bicycle/proc/can_still_fix()
return !fried