/obj/vehicle/train/cargo/engine name = "cargo train tug" desc = "A ridable electric car designed for pulling cargo trolleys." icon = 'icons/obj/vehicles.dmi' icon_state = "cargo_engine" on = 0 powered = 1 locked = 0 load_item_visible = 1 load_offset_x = 0 mob_offset_y = 7 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" icon = 'icons/obj/vehicles.dmi' icon_state = "cargo_trailer" anchored = 0 passenger_allowed = 0 locked = 0 load_item_visible = 1 load_offset_x = 0 load_offset_y = 4 mob_offset_y = 8 //------------------------------------------- // Standard procs //------------------------------------------- /obj/vehicle/train/cargo/engine/New() ..() cell = new /obj/item/weapon/cell/high(src) key = new(src) var/image/I = new(icon = 'icons/obj/vehicles.dmi', icon_state = "cargo_engine_overlay", layer = src.layer + 0.2) //over mobs overlays += I turn_off() //so engine verbs are correctly set /obj/vehicle/train/cargo/engine/Move(var/turf/destination) if(on && cell.charge < charge_use) turn_off() update_stats() if(load && is_train_head()) load << "The drive motor briefly whines, then drones to a stop." if(is_train_head() && !on) return 0 //space check ~no flying space trains sorry if(on && istype(destination, /turf/space)) return 0 return ..() /obj/vehicle/train/cargo/trolley/attackby(obj/item/weapon/W as obj, mob/user as mob) if(open && istype(W, /obj/item/weapon/wirecutters)) passenger_allowed = !passenger_allowed user.visible_message("[user] [passenger_allowed ? "cuts" : "mends"] a cable in [src].","You [passenger_allowed ? "cut" : "mend"] the load limiter cable.") 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() W.forceMove(src) key = W verbs += /obj/vehicle/train/cargo/engine/verb/remove_key return ..() //cargo trains are open topped, so there is a chance the projectile will hit the mob ridding the train instead /obj/vehicle/train/cargo/bullet_act(var/obj/item/projectile/Proj) if(buckled_mob && prob(70)) buckled_mob.bullet_act(Proj) return ..() /obj/vehicle/train/cargo/update_icon() if(open) icon_state = initial(icon_state) + "_open" else icon_state = initial(icon_state) /obj/vehicle/train/cargo/trolley/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H) return /obj/vehicle/train/cargo/engine/insert_cell(var/obj/item/weapon/cell/C, var/mob/living/carbon/human/H) ..() update_stats() /obj/vehicle/train/cargo/engine/remove_cell(var/mob/living/carbon/human/H) ..() update_stats() /obj/vehicle/train/cargo/engine/Bump(atom/Obstacle) var/obj/machinery/door/D = Obstacle var/mob/living/carbon/human/H = load if(istype(D) && istype(H)) D.Bumped(H) //a little hacky, but hey, it works, and respects access rights ..() /obj/vehicle/train/cargo/trolley/Bump(atom/Obstacle) if(!lead) return //so people can't knock others over by pushing a trolley around ..() //------------------------------------------- // Train procs //------------------------------------------- /obj/vehicle/train/cargo/engine/turn_on() if(!key) return else ..() update_stats() verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine if(on) verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine else verbs += /obj/vehicle/train/cargo/engine/verb/start_engine /obj/vehicle/train/cargo/engine/turn_off() ..() verbs -= /obj/vehicle/train/cargo/engine/verb/stop_engine verbs -= /obj/vehicle/train/cargo/engine/verb/start_engine if(!on) verbs += /obj/vehicle/train/cargo/engine/verb/start_engine else verbs += /obj/vehicle/train/cargo/engine/verb/stop_engine /obj/vehicle/train/cargo/RunOver(var/mob/living/carbon/human/H) var/list/parts = list(BP_HEAD, BP_TORSO, BP_L_LEG, BP_R_LEG, BP_L_ARM, BP_R_ARM) H.apply_effects(5, 5) for(var/i = 0, i < rand(1,3), i++) H.apply_damage(rand(1,5), BRUTE, pick(parts)) /obj/vehicle/train/cargo/trolley/RunOver(var/mob/living/carbon/human/H) ..() attack_log += text("\[[time_stamp()]\] ran over [H.name] ([H.ckey])") /obj/vehicle/train/cargo/engine/RunOver(var/mob/living/carbon/human/H) ..() if(is_train_head() && istype(load, /mob/living/carbon/human)) var/mob/living/carbon/human/D = load D << "\red \b You ran over [H]!" visible_message("\red \The [src] ran over [H]!") attack_log += text("\[[time_stamp()]\] ran over [H.name] ([H.ckey]), driven by [D.name] ([D.ckey])") msg_admin_attack("[D.name] ([D.ckey]) ran over [H.name] ([H.ckey]). (JMP)") else attack_log += text("\[[time_stamp()]\] ran over [H.name] ([H.ckey])") //------------------------------------------- // Interaction procs //------------------------------------------- /obj/vehicle/train/cargo/engine/relaymove(mob/user, direction) if(user != load) return 0 if(is_train_head()) if(direction == reverse_direction(dir) && tow) return 0 if(Move(get_step(src, direction))) return 1 return 0 else return ..() /obj/vehicle/train/cargo/engine/examine(mob/user) if(!..(user, 1)) return if(!istype(usr, /mob/living/carbon/human)) return user << "The power light is [on ? "on" : "off"].\nThere are[key ? "" : " no"] keys in the ignition." user << "The charge meter reads [cell? round(cell.percent(), 0.01) : 0]%" /obj/vehicle/train/cargo/engine/verb/start_engine() set name = "Start engine" set category = "Vehicle" set src in view(0) if(!istype(usr, /mob/living/carbon/human)) return if(on) usr << "The engine is already running." return turn_on() if (on) usr << "You start [src]'s engine." else if(cell.charge < charge_use) usr << "[src] is out of power." else usr << "[src]'s engine won't start." /obj/vehicle/train/cargo/engine/verb/stop_engine() set name = "Stop engine" set category = "Vehicle" set src in view(0) if(!istype(usr, /mob/living/carbon/human)) return if(!on) usr << "The engine is already stopped." return turn_off() if (!on) usr << "You stop [src]'s engine." /obj/vehicle/train/cargo/engine/verb/remove_key() set name = "Remove key" set category = "Vehicle" set src in view(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 //------------------------------------------- /obj/vehicle/train/cargo/trolley/load(var/atom/movable/C) if(ismob(C) && !passenger_allowed) return 0 if(!istype(C,/obj/machinery) && !istype(C,/obj/structure/closet) && !istype(C,/obj/structure/largecrate) && !istype(C,/obj/structure/reagent_dispensers) && !istype(C,/obj/structure/ore_box) && !istype(C, /mob/living/carbon/human)) return 0 //if there are any items you don't want to be able to interact with, add them to this check // ~no more shielded, emitter armed death trains if(istype(C, /obj/machinery)) load_object(C) else ..() if(load) return 1 /obj/vehicle/train/cargo/engine/load(var/atom/movable/C) if(!istype(C, /mob/living/carbon/human)) return 0 return ..() //Load the object "inside" the trolley and add an overlay of it. //This prevents the object from being interacted with until it has // been unloaded. A dummy object is loaded instead so the loading // code knows to handle it correctly. /obj/vehicle/train/cargo/trolley/proc/load_object(var/atom/movable/C) if(!isturf(C.loc)) //To prevent loading things from someone's inventory, which wouldn't get handled properly. return 0 if(load || C.anchored) return 0 var/datum/vehicle_dummy_load/dummy_load = new() load = dummy_load if(!load) return dummy_load.actual_load = C C.forceMove(src) if(load_item_visible) C.pixel_x += load_offset_x C.pixel_y += load_offset_y C.layer = layer overlays += C //we can set these back now since we have already cloned the icon into the overlay C.pixel_x = initial(C.pixel_x) C.pixel_y = initial(C.pixel_y) C.layer = initial(C.layer) /obj/vehicle/train/cargo/trolley/unload(var/mob/user, var/direction) if(istype(load, /datum/vehicle_dummy_load)) var/datum/vehicle_dummy_load/dummy_load = load load = dummy_load.actual_load dummy_load.actual_load = null qdel(dummy_load) overlays.Cut() ..() //------------------------------------------- // Latching/unlatching procs //------------------------------------------- /obj/vehicle/train/cargo/engine/latch(obj/vehicle/train/T, mob/user) if(!istype(T) || !Adjacent(T)) return 0 //if we are attaching a trolley to an engine we don't care what direction // it is in and it should probably be attached with the engine in the lead if(istype(T, /obj/vehicle/train/cargo/trolley)) T.attach_to(src, user) else var/T_dir = get_dir(src, T) //figure out where T is wrt src if(dir == T_dir) //if car is ahead src.attach_to(T, user) else if(reverse_direction(dir) == T_dir) //else if car is behind T.attach_to(src, user) //------------------------------------------------------- // Stat update procs // // Update the trains stats for speed calculations. // The longer the train, the slower it will go. car_limit // sets the max number of cars one engine can pull at // full speed. Adding more cars beyond this will slow the // train proportionate to the length of the train. Adding // more engines increases this limit by car_limit per // engine. //------------------------------------------------------- /obj/vehicle/train/cargo/engine/update_car(var/train_length, var/active_engines) src.train_length = train_length src.active_engines = active_engines //Update move delay 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 move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines) move_delay += config.run_speed //base reference speed move_delay *= 1.1 //makes cargo trains 10% slower than running when not overweight /obj/vehicle/train/cargo/trolley/update_car(var/train_length, var/active_engines) src.train_length = train_length src.active_engines = active_engines if(!lead && !tow) anchored = 0 else anchored = 1