Files
Bubberstation/code/game/shuttle_engines.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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#define ENGINE_UNWRENCHED 0
#define ENGINE_WRENCHED 1
#define ENGINE_WELDED 2
#define ENGINE_WELDTIME 200
/obj/structure/shuttle
name = "shuttle"
icon = 'icons/turf/shuttle.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
max_integrity = 500
armor = list(MELEE = 100, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) //default + ignores melee
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/shuttle/engine
name = "engine"
desc = "A bluespace engine used to make shuttles move."
density = TRUE
anchored = TRUE
var/engine_power = 1
var/state = ENGINE_WELDED //welding shmelding
//Ugh this is a lot of copypasta from emitters, welding need some boilerplate reduction
/obj/structure/shuttle/engine/can_be_unfasten_wrench(mob/user, silent)
if(state == ENGINE_WELDED)
if(!silent)
to_chat(user, span_warning("[src] is welded to the floor!"))
return FAILED_UNFASTEN
return ..()
/obj/structure/shuttle/engine/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(anchored)
state = ENGINE_WRENCHED
else
state = ENGINE_UNWRENCHED
/obj/structure/shuttle/engine/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I)
return TRUE
/obj/structure/shuttle/engine/welder_act(mob/living/user, obj/item/I)
. = ..()
switch(state)
if(ENGINE_UNWRENCHED)
to_chat(user, span_warning("The [src.name] needs to be wrenched to the floor!"))
if(ENGINE_WRENCHED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message(span_notice("[user.name] starts to weld the [name] to the floor."), \
span_notice("You start to weld \the [src] to the floor..."), \
span_hear("You hear welding."))
if(I.use_tool(src, user, ENGINE_WELDTIME, volume=50))
state = ENGINE_WELDED
to_chat(user, span_notice("You weld \the [src] to the floor."))
alter_engine_power(engine_power)
if(ENGINE_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message(span_notice("[user.name] starts to cut the [name] free from the floor."), \
span_notice("You start to cut \the [src] free from the floor..."), \
span_hear("You hear welding."))
if(I.use_tool(src, user, ENGINE_WELDTIME, volume=50))
state = ENGINE_WRENCHED
to_chat(user, span_notice("You cut \the [src] free from the floor."))
alter_engine_power(-engine_power)
return TRUE
/obj/structure/shuttle/engine/Destroy()
if(state == ENGINE_WELDED)
alter_engine_power(-engine_power)
. = ..()
//Propagates the change to the shuttle.
/obj/structure/shuttle/engine/proc/alter_engine_power(mod)
if(mod == 0)
return
if(SSshuttle.is_in_shuttle_bounds(src))
var/obj/docking_port/mobile/M = SSshuttle.get_containing_shuttle(src)
if(M)
M.alter_engines(mod)
/obj/structure/shuttle/engine/heater
name = "engine heater"
icon_state = "heater"
desc = "Directs energy into compressed particles in order to power engines."
engine_power = 0 // todo make these into 2x1 parts
/obj/structure/shuttle/engine/platform
name = "engine platform"
icon_state = "platform"
desc = "A platform for engine components."
engine_power = 0
/obj/structure/shuttle/engine/propulsion
name = "propulsion engine"
icon_state = "propulsion"
desc = "A standard reliable bluespace engine used by many forms of shuttles."
opacity = TRUE
/obj/structure/shuttle/engine/propulsion/left
name = "left propulsion engine"
icon_state = "propulsion_l"
/obj/structure/shuttle/engine/propulsion/right
name = "right propulsion engine"
icon_state = "propulsion_r"
/obj/structure/shuttle/engine/propulsion/burst
name = "burst engine"
desc = "An engine that releases a large bluespace burst to propel it."
/obj/structure/shuttle/engine/propulsion/burst/cargo
state = ENGINE_UNWRENCHED
anchored = FALSE
/obj/structure/shuttle/engine/propulsion/burst/left
name = "left burst engine"
icon_state = "burst_l"
/obj/structure/shuttle/engine/propulsion/burst/right
name = "right burst engine"
icon_state = "burst_r"
/obj/structure/shuttle/engine/router
name = "engine router"
icon_state = "router"
desc = "Redirects around energized particles in engine structures."
/obj/structure/shuttle/engine/large
name = "engine"
opacity = TRUE
icon = 'icons/obj/2x2.dmi'
icon_state = "large_engine"
desc = "A very large bluespace engine used to propel very large ships."
bound_width = 64
bound_height = 64
appearance_flags = 0
/obj/structure/shuttle/engine/huge
name = "engine"
opacity = TRUE
icon = 'icons/obj/3x3.dmi'
icon_state = "huge_engine"
desc = "An extremely large bluespace engine used to propel extremely large ships."
bound_width = 96
bound_height = 96
appearance_flags = 0
#undef ENGINE_UNWRENCHED
#undef ENGINE_WRENCHED
#undef ENGINE_WELDED
#undef ENGINE_WELDTIME