Files
CHOMPStation2/code/modules/vehicles/train.dm
mwerezak 30c96bc7cc Fixes #5915
Also allows checking remaining engine charge by examining, and removes
the verb.
2014-08-08 20:31:14 -04:00

229 lines
5.4 KiB
Plaintext

/obj/vehicle/train
name = "train"
dir = 4
move_delay = 1
health = 100
maxhealth = 100
fire_dam_coeff = 0.7
brute_dam_coeff = 0.5
var/passenger_allowed = 1
var/active_engines = 0
var/train_length = 0
var/obj/vehicle/train/lead
var/obj/vehicle/train/tow
//-------------------------------------------
// Standard procs
//-------------------------------------------
/obj/vehicle/train/initialize()
for(var/obj/vehicle/train/T in orange(1, src))
latch(T)
/obj/vehicle/train/Move()
var/old_loc = get_turf(src)
if(..())
if(tow)
tow.Move(old_loc)
return 1
else
if(lead)
unattach()
return 0
/obj/vehicle/train/Bump(atom/Obstacle)
if(!istype(Obstacle, /atom/movable))
return
var/atom/movable/A = Obstacle
if(!A.anchored)
var/turf/T = get_step(A, dir)
if(isturf(T))
A.Move(T) //bump things away when hit
if(emagged)
if(istype(A, /mob/living))
var/mob/living/M = A
visible_message("\red [src] knocks over [M]!")
M.apply_effects(5, 5) //knock people down if you hit them
M.apply_damages(22 / move_delay) // and do damage according to how fast the train is going
if(istype(load, /mob/living/carbon/human))
var/mob/living/D = load
D << "\red You hit [M]!"
msg_admin_attack("[D.name] ([D.ckey]) hit [M.name] ([M.ckey]) with [src]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
//-------------------------------------------
// Vehicle procs
//-------------------------------------------
/obj/vehicle/train/explode()
tow.unattach()
unattach()
..()
//-------------------------------------------
// Interaction procs
//-------------------------------------------
/obj/vehicle/train/relaymove(mob/user, direction)
var/turf/T = get_step_to(src, get_step(src, direction))
if(!T)
user << "You can't find a clear area to step onto."
return 0
if(user != load)
if(user in src) //for handling players stuck in src - this shouldn't happen - but just in case it does
user.forceMove(T)
return 1
return 0
unload(user, direction)
user << "\blue You climb down from [src]."
return 1
/obj/vehicle/train/MouseDrop_T(var/atom/movable/C, mob/user as mob)
if(user.buckled || user.stat || user.restrained() || !Adjacent(user) || !user.Adjacent(C) || !istype(C) || (user == C && !user.canmove))
return
if(istype(C,/obj/vehicle/train))
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.stat || user.restrained() || !Adjacent(user))
return 0
if(user != load && (user in src))
user.forceMove(loc) //for handling players stuck in src
else if(load)
unload(user) //unload if loaded
else if(!load && !user.buckled)
load(user) //else try climbing on board
else
return 0
/obj/vehicle/train/verb/unlatch_v()
set name = "Unlatch"
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
unattach(usr)
//-------------------------------------------
// Latching/unlatching procs
//-------------------------------------------
//attempts to attach src as a follower of the train T
/obj/vehicle/train/proc/attach_to(obj/vehicle/train/T, mob/user)
if (get_dist(src, T) > 1)
user << "\red [src] is too far away from [T] to hitch them together."
return
if (lead)
user << "\red [src] is already hitched to something."
return
if (T.tow)
user << "\red [T] is already towing something."
return
//check for cycles.
var/obj/vehicle/train/next_car = T
while (next_car)
if (next_car == src)
user << "\red That seems very silly."
return
next_car = next_car.lead
//latch with src as the follower
lead = T
T.tow = src
dir = lead.dir
if(user)
user << "\blue You hitch [src] to [T]."
update_stats()
//detaches the train from whatever is towing it
/obj/vehicle/train/proc/unattach(mob/user)
if (!lead)
user << "\red [src] is not hitched to anything."
return
lead.tow = null
lead.update_stats()
user << "\blue You unhitch [src] from [lead]."
lead = null
update_stats()
/obj/vehicle/train/proc/latch(obj/vehicle/train/T, mob/user)
if(!istype(T) || !Adjacent(T))
return 0
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)
//returns 1 if this is the lead car of the train
/obj/vehicle/train/proc/is_train_head()
if (lead)
return 0
return 1
//-------------------------------------------------------
// Stat update procs
//
// Used for updating the stats for how long the train is.
// These are useful for calculating speed based on the
// size of the train, to limit super long trains.
//-------------------------------------------------------
/obj/vehicle/train/update_stats()
//first, seek to the end of the train
var/obj/vehicle/train/T = src
while(T.tow)
//check for cyclic train.
if (T.tow == src)
lead.tow = null
lead.update_stats()
lead = null
update_stats()
return
T = T.tow
//now walk back to the front.
var/active_engines = 0
var/train_length = 0
while(T)
train_length++
if (powered && on)
active_engines++
T.update_car(train_length, active_engines)
T = T.lead
/obj/vehicle/train/proc/update_car(var/train_length, var/active_engines)
return