Cargo train update

- Cleans up some old code
- Fixes some bugs
- Adds keys to start the engine
This commit is contained in:
Loganbacca
2014-06-23 19:53:58 +12:00
parent de88ed4fab
commit 3aa3c4166c
4 changed files with 110 additions and 79 deletions

View File

@@ -1,8 +1,9 @@
/obj/vehicle/train/cargo/engine
name = "cargo train tug"
desc = "A ridable electric car designed for pulling cargo trolleys."
icon = 'icons/obj/aibots.dmi'
icon_state = "mulebot1" //mulebot icons until I get some proper icons
on = 1
on = 0
powered = 1
locked = 0
@@ -13,6 +14,14 @@
var/car_limit = 3 //how many cars an engine can pull before performance degrades
active_engines = 1
var/obj/item/weapon/key/cargo_train/key
/obj/item/weapon/key/cargo_train
name = "key"
desc = "A keyring with a small steel key, and a yellow fob reading \"Choo Choo!\"."
icon = 'icons/obj/vehicles.dmi'
icon_state = "train_keys"
w_class = 1
/obj/vehicle/train/cargo/trolley
name = "cargo train trolley"
@@ -34,16 +43,14 @@
..()
cell = new /obj/item/weapon/cell/high
verbs -= /atom/movable/verb/pull
/obj/vehicle/train/cargo/engine/initialize()
..()
key = new()
/obj/vehicle/train/cargo/engine/Move()
if(on && cell.charge < power_use)
turn_off()
update_stats()
if(load && is_train_head())
load << "The drive motor briefly whines, then crawls to a stop."
load << "The drive motor briefly whines, then drones to a stop."
if(is_train_head() && !on)
return 0
@@ -57,6 +64,16 @@
else
..()
/obj/vehicle/train/cargo/engine/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/key/cargo_train))
if(!key)
user.drop_item()
key = W
W.loc = src
verbs += /obj/vehicle/train/cargo/engine/verb/remove_key
return
..()
/obj/vehicle/train/cargo/update_icon()
if(open)
icon_state = "mulebot-hatch"
@@ -94,6 +111,13 @@
//-------------------------------------------
// Train procs
//-------------------------------------------
/obj/vehicle/train/cargo/engine/turn_on()
if(!key)
return
else
..()
update_stats()
/obj/vehicle/train/cargo/RunOver(var/mob/living/carbon/human/H)
var/list/parts = list("head", "chest", "l_leg", "r_leg", "l_arm", "r_arm")
@@ -121,39 +145,6 @@
//-------------------------------------------
// Interaction procs
//-------------------------------------------
/obj/vehicle/train/cargo/trolley/verb/rotate()
set name = "Rotate"
set category = "Object"
set src in view(1)
if(anchored)
usr << "You cannot turn the trolley while it is latched onto a train."
return
var/cur_dir = null
switch(dir)
if(NORTH)
cur_dir = "North"
if(SOUTH)
cur_dir = "South"
if(EAST)
cur_dir = "East"
if(WEST)
cur_dir = "West"
var/new_dir = input("Select a new direction:", "Rotate", cur_dir) in list("North", "South", "East", "West")
switch(new_dir)
if("North")
dir = NORTH
if("South")
dir = SOUTH
if("East")
dir = EAST
if("West")
dir = WEST
/obj/vehicle/train/cargo/engine/relaymove(mob/user, direction)
if(user != load)
return 0
@@ -167,24 +158,37 @@
else
return ..()
/obj/vehicle/train/cargo/engine/verb/climb_down(mob/user as mob)
set name = "Exit vehicle"
set category = "Object"
set src in range(0)
if(!load)
return
if(user != load)
return
unload(user)
/obj/vehicle/train/cargo/engine/examine()
..()
if(!istype(usr, /mob/living/carbon/human))
return
if(get_dist(usr,src) <= 1)
usr << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition."
/obj/vehicle/train/cargo/engine/verb/check_power()
set name = "Check power level"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!cell)
usr << "There is no power cell installed in [src]."
return
usr << "The power meter reads [round(cell.percent(), 0.01)]%"
/obj/vehicle/train/cargo/engine/verb/start_engine()
set name = "Start engine"
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(on)
usr << "The engine is already running."
return
@@ -203,6 +207,9 @@
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!on)
usr << "The engine is already stopped."
return
@@ -211,20 +218,26 @@
if (!on)
usr << "You stop [src]'s engine."
//-------------------------------------------
// Latching/unlatching procs
//-------------------------------------------
/obj/vehicle/train/cargo/trolley/attach_to(obj/vehicle/train/T, mob/user)
..()
if (lead)
//This is now part of a train, anchor it so it cant be pushed around
anchored = 1
/obj/vehicle/train/cargo/engine/verb/remove_key()
set name = "Remove key"
set category = "Object"
set src in view(1)
/obj/vehicle/train/cargo/trolley/unattach(mob/user)
..()
if (!lead && !tow)
//if this carriage isn't part of a train anymore; unanchor it so it can be pushed around
anchored = 0
if(!istype(usr, /mob/living/carbon/human))
return
if(!key || (load && load != usr))
return
if(on)
turn_off()
key.loc = usr.loc
if(!usr.get_active_hand())
usr.put_in_hands(key)
key = null
verbs -= /obj/vehicle/train/cargo/engine/verb/remove_key
//-------------------------------------------
// Loading/unloading procs
@@ -260,9 +273,21 @@
update_move_delay()
/obj/vehicle/train/cargo/trolley/update_train_stats()
..()
if(!lead && !tow)
anchored = 0
if(verbs.Find(/atom/movable/verb/pull))
return
else
verbs += /atom/movable/verb/pull
else
anchored = 1
verbs -= /atom/movable/verb/pull
/obj/vehicle/train/cargo/engine/proc/update_move_delay()
if(!is_train_head())
if(!is_train_head() || !on)
move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind
else
move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains

View File

@@ -67,8 +67,9 @@
return 0
if(user != load)
if(user in src) //for handling players stuck in src
unload(user, direction, 1)
if(user in src) //for handling players stuck in src - this shouldn't happen - but just in case it does
user.loc = T
contents -= user
return 1
return 0
@@ -81,19 +82,19 @@
/obj/vehicle/train/MouseDrop_T(var/atom/movable/C, mob/user as mob)
if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr) || !user.Adjacent(C))
return
if(istype(C,/obj/vehicle/train))
latch(C)
latch(C, user)
else
if(!load(C))
user << "\red You were unable to load [C] on [src]."
/obj/vehicle/train/attack_hand(mob/user as mob)
if(!user.canmove || user.stat || user.restrained() || !Adjacent(user))
if(user.stat || user.restrained() || !Adjacent(user))
return 0
if(user != load && (user in src))
unload(user, null, 1) //for handling players stuck in src
user.loc = loc //for handling players stuck in src
contents -= user
else if(load)
unload(user) //unload if loaded
else if(!load)
@@ -106,6 +107,9 @@
set desc = "Unhitches this train from the one in front of it."
set category = "Object"
set src in view(1)
if(!istype(usr, /mob/living/carbon/human))
return
if(!usr.canmove || usr.stat || usr.restrained() || !Adjacent(usr))
return
@@ -130,12 +134,13 @@
if (T.tow)
user << "\red [T] is already towing something."
return
//latch with src as the follower
lead = T
T.tow = src
dir = lead.dir
user << "\blue You hitch [src] to [T]."
if(user)
user << "\blue You hitch [src] to [T]."
update_stats()
@@ -152,15 +157,12 @@
user << "\blue You unhitch [src] from [lead]."
lead = null
/obj/vehicle/train/proc/latch(mob/user, obj/vehicle/train/T)
update_stats()
/obj/vehicle/train/proc/latch(obj/vehicle/train/T, mob/user)
if(!istype(T) || !Adjacent(T))
return 0
/* --- commented out until we get directional sprites ---
if(dir != T.dir) //cars need to be inline to latch
return 0
*/
var/T_dir = get_dir(src, T) //figure out where T is wrt src
if(dir == T_dir) //if car is ahead

View File

@@ -1,7 +1,7 @@
/obj/vehicle
name = "vehicle"
icon = 'icons/obj/vehicles.dmi'
layer = OBJ_LAYER - 0.1 //so it sits below objects
layer = MOB_LAYER + 0.1 //so it sits above objects including mobs
density = 1
anchored = 1
animate_movement=1
@@ -275,6 +275,7 @@
if(load_item_visible)
C.pixel_x += load_offset_x
C.pixel_y += load_offset_y
C.layer = layer + 0.1 //so it sits above the vehicle
if(ismob(C))
var/mob/M = C
@@ -284,7 +285,10 @@
return 1
/obj/vehicle/proc/unload(var/mob/user, var/direction, var/exception = 0)
/obj/vehicle/proc/unload(var/mob/user, var/direction)
if(!load)
return
var/turf/dest = null
//find a turf to unload to

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