Improve ship scanners

This commit is contained in:
Aronai Sieyes
2020-04-17 13:11:03 -04:00
parent de1dac382e
commit 3551edd8cc
3 changed files with 24 additions and 4 deletions

View File

@@ -10,8 +10,9 @@
// Uses Lorentzian dynamics to avoid going too fast.
/obj/effect/overmap/visitable/ship
name = "generic ship"
desc = "Space faring vessel."
name = "spacecraft"
desc = "This marker represents a spaceship. Scan it for more information."
scanner_desc = "Unknown spacefaring vessel."
icon_state = "ship"
var/moving_state = "ship_moving"
@@ -54,8 +55,19 @@
/obj/effect/overmap/visitable/ship/get_scan_data(mob/user)
. = ..()
if(!is_still())
. += "<br>Heading: [get_heading_degrees()], speed [get_speed() * 1000]"
. += {"\n\[i\]Heading\[/i\]: [get_heading_degrees()]\n\[i\]Velocity\[/i\]: [get_speed() * 1000]"}
else
. += {"\n\[i\]Vessel was stationary at time of scan.\[/i\]\n"}
var/life = 0
for(var/mob/living/L in living_mob_list)
if(L.z in map_z) //Things inside things we'll consider shielded, otherwise we'd want to use get_z(L)
life++
. += {"\[i\]Life Signs\[/i\]: [life ? life : "None"]"}
//Projected acceleration based on information from engines
/obj/effect/overmap/visitable/ship/proc/get_acceleration()