Files
Bubberstation/code/modules/vehicles/secway.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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/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 = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
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
/obj/vehicle/ridden/secway/Initialize()
. = ..()
AddElement(/datum/element/ridable, /datum/component/riding/vehicle/secway)
/obj/vehicle/ridden/secway/obj_break()
START_PROCESSING(SSobj, src)
return ..()
/obj/vehicle/ridden/secway/process(delta_time)
if(obj_integrity >= integrity_failure * max_integrity)
return PROCESS_KILL
if(DT_PROB(10, delta_time))
return
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(0, src)
smoke.start()
/obj/vehicle/ridden/secway/welder_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(obj_integrity >= max_integrity)
to_chat(user, span_notice("It is fully repaired already!"))
return
if(!I.use_tool(src, user, 0, volume = 50, amount = 1))
return
user.visible_message(span_notice("[user] repairs some damage to [name]."), span_notice("You repair some damage to \the [src]."))
obj_integrity += min(10, max_integrity-obj_integrity)
if(obj_integrity >= max_integrity)
to_chat(user, span_notice("It looks to be fully repaired now."))
STOP_PROCESSING(SSobj, src)
/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, 60, 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/obj_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